Battle System

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Tokyo Afterschool Summoners uses a turn-based strategy battle system. All information concerning its general mechanics can be found on this page.

A screenshot of the game's battle system.

Battle Screen Summary

Item Description
1. Menu Displays what items have been obtained, and allows the player to give up and exit the battle.
2. Battle Speed Change the battle speed, from 1x to 3x.
3. AR CS Toggle whether or not AR voice lines are to play during units' Charge Skill activation.
4. Attribute Chart Summarizes elemental advantages and weaknesses.
5. Area Name Location of the battle.
6. Quest Name of the quest the player has embarked on.
7. Phase Number Shows the current and total number of phases.
8. Unit List Shows all units under the player's command in a given turn.
9. Unit Info Displays each unit's HP, CP, weapon type, element, currently equipped AR, and name.
10. Unit Status Shows a list of buffs and debuffs on each unit. Buffs are displayed in red and debuffs in purple.
11. Support Unit Unit borrowed before starting the battle. Only supports borrowed from a friend can gain CP.
12. Time Shows amount of time left to move a unit before the player's turn ends.
13. Danger Area Any square marked in red belongs to the enemy. Your units cannot move here.
14. Safe Area Any square marked in blue belongs to the player. Your units can move here, limited only by their movement constraints.

Basics of Battle

Battles in Tokyo Afterschool Summoners pit the player against a host of CPU-controlled enemy units. The player and enemy alternate turns, starting with the player. Each turn they can move one unit, after which all their units will automatically attack any opposing units within range. This continues until all units on one side are defeated.

  • If all friendly units are defeated, the player can either fail the battle and quit, or refresh all friendly units at the cost of one   Transient Stone and continue.
  • If all enemy units are defeated, the player moves onto the next phase. At the end of the last phase, the battle is won, and the player may collect any accumulated rewards.


Each turn consists of two parts: movement and attack.

  • During movement, the player can move any friendly units to another area adjacent to it, including diagonals, so long as it is within the Safe Area. Certain units have movement increase Skills that allow them to surpass these limits.
  • During attack, each friendly units will attack any enemy within their attack range in order, starting from the topmost unit in your unit list.


Once both parts have been completed, the turn ends, and the enemy 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's size varies with the placement of enemies. Therefore, if the player takes out all the enemies in the front row, it will fall under the player's control and be incorporated under the Safe Area. This area can however can be lost if enemies occupy it at the start of player's 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 the player opts to run and heal, enemies will start to occupy the Safe 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 Skill instead of their regular attack. Note that there is no way to stop units from using their Charge Skill if their CP reaches 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 Skill having  Magic range, even though his weapon type is  Blow. CP can also be gained from certain status buffs.

Buffs and debuffs applied to your units can be viewed in-depth by tapping their icon in the team list. Likewise, the status of ennemy units can be checked by tapping and holding their icons.

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. For more information regarding these stats, including how damage is calculated, please see the corresponding pages.

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 max 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.

HP Seed and ATK Seed seeds do not require any special conditions for the unit, while Level Seed requires the unit to be at absolute max level (implies max Limit Break), and Skill Seed requires Skill Level 100.

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 15 and 10, respectively.

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 (Affinity Burst)

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 Boosts
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 from the 2017 Christmas Event, during special Event Quests, the Boost Function is a supplementary system aimed to provide party-wide buffs that typically last the entire battle.

With both the 2017 Christmas Event and 2018 Summer Festival Event, you can obtain special consumable items from item drops or the event item exchange shop.

With the 2018 Valentine's Event, the Boost Function was used via relationships between two units. Similar to this, the Distant Gendarme Event, non-consumed strategies (formations) provided boosts in a manner similar to relationships, but required units to be positioned a certain way.

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:

CP Gain
Name Attack Overkill Damaged
 Typeless 0 0 0
 Slash 5 9 5
 Thrust 6 11 5
 Blow 12 17 5
 Shot 5 9 5
 Magic 4 7 5
 Long Slash 4 8 5
 Snipe 4 6 5
 All 1 1 5
 None 0 0 0
Name Icon Range Multiplier
 Typeless 0%
 Slash 45%
 Thrust 55%
 Blow 100%
 Shot 45%
 Magic 28%
 Long Slash 32%
 Snipe 26%
 All 10%
 None 0%

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. The current energies in the game are as follows:

To prevent confusion with how the energies work, it's best to work off of the above groups:

  • The first group features the classic rock, paper, scissor relation of fire, water and wood and the aether and nether elements being strong against each other.
  • The second group also forms the standard cyclic relation except each energy reacts differently to the energies found in the first group:
  1.  INFERNAL deals and sustains extra damage against all 5
  2.  VALIANT deals less damage to  FIRE,  WATER and  WOOD but takes less damage from  AETHER and  NETHER
  3.  WORLD deals less damage to  AETHER and  NETHER but takes less damage from  FIRE,  WATER and  WOOD
  • The third group also forms the standard cyclic relation.
  •  DIVINE deals increased damage to and takes reduced damage from all attributes other than  ALL-ROUND,  NULL,  INFINITY - from which it takes increased damage from and deals reduced damage to.


Attacking Energy Defending Energy
 FIRE  WATER  WOOD  AETHER  NETHER  INFERNAL  VALIANT  WORLD  ALL-ROUND  NULL  INFINITY  DIVINE
 FIRE x1 x0.5 x2 x1 x1 x1.5 x1 x0.5 x1 x1 x1 x0.5
 WATER x2 x1 x0.5 x1 x1 x1.5 x1 x0.5 x1 x1 x1 x0.5
 WOOD x0.5 x2 x1 x1 x1 x1.5 x1 x0.5 x1 x1 x1 x0.5
 AETHER x1 x1 x1 x1 x2 x1.5 x0.5 x1 x1 x1 x1 x0.5
 NETHER x1 x1 x1 x2 x1 x1.5 x0.5 x1 x1 x1 x1 x0.5
 INFERNAL x1.5 x1.5 x1.5 x1.5 x1.5 x1.5 x0.5 x2 x1 x1 x1 x0.5
 VALIANT x0.5 x0.5 x0.5 x1 x1 x2 x1.5 x0.5 x1 x1 x1 x0.5
 WORLD x1 x1 x1 x0.5 x0.5 x0.5 x2 x1.5 x1 x1 x1 x0.5
 ALL-ROUND x1 x1 x1 x1 x1 x1 x1 x1 x1 x0.5 x2 x2
 NULL x1 x1 x1 x1 x1 x1 x1 x1 x2 x1 x0.5 x2
 INFINITY x1 x1 x1 x1 x1 x1 x1 x1 x0.5 x2 x1 x2
 DIVINE x2 x2 x2 x2 x2 x2 x2 x2 x0.5 x0.5 x0.5 x1

13 comments
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The stories and information posted here are artistic works of fiction and falsehood. Only a fool would take anything posted here as fact.


 
Anonymous user: 9d942102
No. 15937
20 months ago
Score 0 You
One question: Why do some enemies randomly deal 10K damage to my units even if they are at level 5 enemy difficulty?
 
Theocron
No. 14892
25 months ago
Score 0++
We need to update this to include the new elements such as Infinite.
 
Anonymous user: 28741da0
No. 11491
38 months ago
Score 0 You
Infernal is a glass cannon. It does 1.5 damage to nearly everything, but takes 1.5 from those same things.
 
Anonymous user: 6c80737e
No. 10504
42 months ago
Score 0 You

>>10503

They are available in the event shop for NEW seasonal events, rerun events like the one happening right now or just permanent unit campaigns don't have them.
 
Anonymous user: 30484722
No. 10503
42 months ago
Score 0 You
How do you even get Level/Skill Seeds?
 
Anonymous user: 2f71eb40
No. 4771
57 months ago
Score 0 You
She possess a cute voice and it's adorable
 
Anonymous user: 1b134c91
No. 3734
60 months ago
Score 0 You

>>3733

Housamo pvp is telling someone their husbando is shit
 
Anonymous user: 22529f25
No. 3733
60 months ago
Score 0 You
housamo pvp when
 
Anonymous user: 2f71498c
No. 3709
60 months ago
Score 0 You
It's like pokemon the infernals are the legendary type, too rare and too OP
 
Anonymous user: 26f86165
No. 2631
66 months ago
Score 0 You

>>2630 Nope. As far as I know, all Units have an element and you can't change it. A character can have a different element in one of their variants, such as Shino (infernal) whose valentine variant is All, but you can't change the unit's element (using Shino again, you can't change his valentine variant from All element).

The protagonist, meanwhile, is always All-element. On both the 3* and 4*.
 
Anonymous user: 225297bf
No. 2630
66 months ago
Score 0 You

One question, can I change an element on a specific unit?

For example, my main character's element is water and I want to change it to fire... Can I do that?
 
Anonymous user: 9b430c55
No. 2461
67 months ago
Score 0 You
Why can’t I get any drops from events? Do I have to fully conplete them in order achieve them?
 
Anonymous user: 8ba2e0ac
No. 2240
69 months ago
Score 0 You
INFERNAL'S TOO OP
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