Battle System
Tokyo Afterschool Summoners' uses a battle system similar to a very basic turn-based strategy game. All information about it can be found on this page.
Battle Screen Summary
Item | Description |
---|---|
1. Menu Button | Pulls up a basic menu that lets you quit the current mission. |
2. Battle Speed | Change the battle speed, from 1x to 3x. |
3. Area Name(?) | Self-explanatory. |
4. Element Cycles | Summarizes elemental weaknesses. See below for more info. |
5. Phase Number | Shows which phase you are currently on. Most missions consists of 4 battles, or phases. |
6. Unit List | Shows all of the units you currently command. You can have 2 more in reserve if any fall to 0 HP. |
7. Unit Info | Shows unit's HP, Charge level, Weapon type and element, as well as their name. |
8. Unit Status | Shows any Buffs or debuffs on the unit. Debuffs are displayed in blue and buffs in red. |
9. Support Unit | Unit borrowed from a friend or a random person online before starting the mission, friend's unit can gain cp whereas random's unit cp is locked. |
10. Timer | Shows amount of time you have once you start moving a unit until the end of your turn. |
11. Danger Area | Any square marked in red belongs to the enemy. Your units cannot move here. |
12. Safe Area | Any square marked in blue belongs to the player. Your units can move anywhere within here. |
Basics of Battle
Most missions in Tokyo Afterschool Summoners requires you to fight a 4-phase battle against CPU-controlled enemy units. The player and enemy alternate turns, starting with the player, moving units around and attacking opposing units until all units on one side are defeated.
- If the player's units are all defeated, you can either fail the mission and quit out or refresh your units at the cost of a rainbow gem.
- If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the mission and collect your rewards.
Each turn consists of two parts: Movement and Attack.
- During Movement, you can move one of your units to another area adjacent to it, including diagonals, so long as it is within the Safe Area.
- During Attack, each of your units will attack any enemy within their attack range in order starting from the topmost unit in your unit list, ordering your units correctly can be important to make the most of skills that activate when attacking. See the Weapons and Elements for more details.
Once both parts have been completed, the turn ends, and the opposing player begins their turn.
Advanced Battle Information
During Movement, it is possible to move multiple units at once. Simply move a unit into a space that another unit occupies, and the two will trade places. By keeping a unit in a central position, it is possible to move many units at once into strategic positions. It is also possible, although difficult, to move a unit two cells away without swapping with another unit and to a diagonally-adjacent cell (For example, moving to the north-east without "touching" the north or east space).
Units with smaller ranges can have trouble hitting enemies in back rows. However, the Danger Area shrinks and grows to however far there are enemies. If you take out all the enemies in the front row, that area can be yours to control if no enemies occupy it at the start of your next turn. Use this to your advantage if you plan on using a lot of Blow or Slash users. Note that enemies can take advantage of this too, so if you need to run and heal, enemies will start to occupy your area.
As a follow up to the above, if you're fighting on a wide battle field with a lot of Blow and Slash enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while Shot units pick off all the other units on the other side of the field safely from rows further back. The enemy will have to go across the entire field to damage anything, which is valuable time you can spend killing them for free instead.
Each time one of your units attacks or gets attacked, its CP% raises a little bit. Once it reaches 100%, the following turn that unit will use their charge attack instead of their regular attack. Note that you cannot stop a unit from using its charge attack if its CP is at 100%, so if you want to save it for a later turn, you need to move it to a position where it attacks no enemies. Charge attacks can also have a different range than normal attacks, such as 3* Cusith's charge attack having Magic range, even though his normal attack has Blow range. CP can also be charged from certain status buffs to allow you to use them more frequently.
Buffs and debuffs applied to your units can be viewed in depths by tapping their icon in the team list, you can also check ennemy units by tapping and holding them.
Stats
Currently, the game has two stats: HP and ATK. Every unit has their own base stats and a growth curve unique to each stat.
Seed
HP Seed |
ATK Seed |
Level and Skill Seed |
Seeds are geared towards increasing stats of all variants of a unit. So far, there's HP Seed, ATK Seed, Level Seed, and Skill Seed. Each Seed increases their correlated stat (that is, HP stat increase, ATK stat increase, card Level increase, and Skill Activation Percentage increase).
A single Seed will increase its correlated stat by one, while the double Seed raises a stat by three, yet the triple Seed increases by ten.
Currently, the limit to how much HP and ATK can be raised by Seeds is 1000 points each, while Level Seed and Skill Seed can only increase their correlated stat by 10.
Sacred Artifact Level
Units have an additional level parameter: Sacred Artifact level, which determines the strength of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate s increase this level by 20, s increase by 5, and the remaining lower rarities merely increases by 1.
Relationships
Relationships between units (Like, Dislike, Love, etc.) can play a role in how you'll clear a quest; moving a unit adjacent to another with a relationship (love/like/dislike/rival) to or from said moved unit will grant buffs to the source of the relationship. Each buff will last for 3 turns.
Relation | Effect |
---|---|
Love |
+300 HP at the end of turn |
Like |
+10% skill activation rate |
Dislike |
Small attack up (x1.1 multiplier) |
Rival |
+5-7 CP generation at the end of the turn |
For examples:
- moving Nomad adjacent to Macan will give Macan the Friendship buff (since Macan likes Nomad) and Nomad the Anger buff (since Nomad dislikes Macan).
- moving Gunzo adjacent to Ashigara will grant Gunzou the Friendship buff, but Ashigara won't get any buff.
Boost Function
Starting with the 2017 Christmas Event, it's now possible to apply party-wide buffs temporarily. Below is a list of consumables, and their effects:
Item | Effect | Icon |
---|---|---|
Mince Pie | +50% ATK | |
Pizza | Nullifies status effect | |
Grilled Turkey | +10 CP every turn | |
Yule Log / bûche de Noël | +400HP every turn |
Weapons and Energies
Each unit wields a certain weapon type and element, which acts as a multiplier on their base damage. Furthermore, each weapon type attacks in a different range. The weapon types, damage multipliers, and ranges are listed below:
Weapon Type | Range | Multiplier |
---|---|---|
Blow (Fist) | 1 space in front of unit | 1.0x base attack |
Slash (Sword) | 3 spaces in front of unit horizontally | 0.45x base attack |
Thrust (Spear) | 2 spaces in front of unit vertically | 0.55x base attack |
Shot (Bow) | 3 spaces in front of unit vertically | 0.45x base attack |
Magic (Magic Rod) | 5 tiles in a plus (+) shape in front of unit | 0.28x base attack |
Snipe (Gun) | 5 spaces in front of unit vertically | 0.28x base attack(?) |
Furthermore, energies (attributes, elements) also multiply damage. Attacking an enemy disadvantageous to your unit's energy doubles damage, while attacking an enemy advantageous against your unit's energy halves damage. There are 5 main energies in the game, FIRE, WATER, WOOD, AETHER, and NETHER, with 3 special energies: INFERNAL, VALIANT, and ALL-ROUND. Strengths and weaknesses of these energies are listed in the table below:
Energy | Advantages | Disadvantages | Notes | |
---|---|---|---|---|
FIRE | WOOD | WATER | Damage doubled when advantageous, while damage is halved when disadvantageous. | |
WATER | FIRE | WOOD | ||
WOOD | WATER | FIRE | ||
AETHER | NETHER | Damage dealt and received are multiplied by 2x when advantageous/disadvantageous. | ||
NETHER | AETHER | |||
INFERNAL | FIRE, WATER, WOOD, AETHER, NETHER | Damage dealt and received are multiplied by 1.5x when advantageous/disadvantageous. | ||
ALL-ROUND | Consult the notes below for details. | |||
VALIANT |
ALL-ROUND has no relationships, so no energy-based damage multipliers apply.
VALIANT has special properties for the five main energies: FIRE, WATER, and WOOD are dealt halved damage, while damage from AETHER and NETHER is halved. VALIANT is advantageous against INFERNAL .
The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier.
Pre-Quest Information
You can view quest information by long-pressing on a quest in the main screen.
With this, you can view:
- quest name
- field size (rows and columns)
- possible item drops
- first completion reward
- possible enemies encountered
beforehand, to determine what team is best for the quest.
13 comments
[Show Comments]
The stories and information posted here are artistic works of fiction and falsehood. Only a fool would take anything posted here as fact.
Enable comment auto-refresher
Permalink |
Permalink |
Permalink |
Permalink |
Permalink |
Permalink |
Permalink |
Permalink |
Permalink |
Permalink |
Permalink |
Permalink |
Permalink |