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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.
Tokyo Afterschool Summoners uses a turn-based strategy battle system.  All information concerning its general mechanics can be found on this page.
[[File:Battle Screen.png|thumb|right|640px|A screenshot of the game's battle system.]]
[[File:Battle_screen_summary.jpg|thumb|right|640px|A screenshot of the game's battle system.]]
== Battle Screen Summary ==
== Battle Screen Summary ==


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! style="width: 125px;" |Item !! Description
! style="width: 125px;" |Item !! Description
|-
|-
| 1. Menu Button || Pulls up a basic menu that lets you quit the current battle.
| 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.
| 2. Battle Speed || Change the battle speed, from 1x to 3x.
|-
|-
| 3. Area Name || Location of the battle
| 3. AR CS || Toggle whether or not AR voice lines are to play during units' Charge Skill activation.
|-
|-
| 4. Element Cycles || Summarizes elemental weaknesses. See below for more info.
| 4. Attribute Chart || Summarizes elemental advantages and weaknesses.
|-
|-
| 5. Phase Number || Shows which phase you are currently on.  Most battles consists of 4 phases.
| 5. Area Name || Location of the battle.
|-
|-
| 6. Unit List || Shows all of the units you currently command.  You can have 2 more in reserve if any fall to 0 HP.
| 6. Quest || Name of the quest the player has embarked on.
|-
|-
| 7. Unit Info || Shows unit's HP, Charge level, Weapon type and element, as well as their name.
| 7. Phase Number || Shows the current and total number of phases.
|-
|-
| 8. Unit Status || Shows any [[Skills|Buffs or debuffs]] on the unit.  Debuffs are displayed in blue and buffs in red.
| 8. Unit List || Shows all units under the player's command in a given turn.
|-
|-
| 9. Support Unit || Unit borrowed from a friend or a random person online before starting the battle, friend's unit can gain cp whereas random's unit cp is locked.
| 9. Unit Info || Displays each unit's HP, CP, weapon type, element, currently equipped AR, and name.
|-
|-
| 10. Timer || Shows amount of time you have once you start moving a unit until the end of your turn.
| 10. Unit Status || Shows a list of buffs and debuffs on each unit.  Buffs are displayed in red and debuffs in purple.
|-
|-
| 11. Danger Area || Any square marked in red belongs to the enemy. Your units cannot move here.
| 11. Support Unit || Unit borrowed before starting the battle. Only supports borrowed from a friend can gain CP.
|-
|-
| 12. Safe Area || Any square marked in blue belongs to the player. Your units can move anywhere within here.
| 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 ==
== Basics of Battle ==
Most battles 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.
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 the player's units are all defeated, you can either fail the battle and quit out or refresh your units at the cost of a {{item|transient stone}}.
* 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 {{item|transient stone}} and continue.
* If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the battle and collect your rewards.
* 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.
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 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 [[Skill]]s that allow them to surpass these limits.
* 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 [[Battle System#Weapons and Elements|Weapons and Elements]] for more details.
* 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 opposing player begins their turn.
Once both parts have been completed, the turn ends, and the enemy begins their turn.


== Advanced Battle Information ==
== 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).
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.
 
<!-- The following paragraphs should be under a General Strategy page or something. -->


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 {{Weapon|Strike}} or {{Weapon|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.
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 {{Weapon|Strike}} or {{Weapon|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 {{Weapon|Strike}} and {{Weapon|Slash}} enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while {{Weapon|Ranged}} 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.
As a follow-up to the above, if you're fighting on a wide battle field with a lot of {{Weapon|Strike}} and {{Weapon|Slash}} enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while {{Weapon|Ranged}} 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|Cusith's]] charge attack having {{Weapon|Magic}} range, even though his normal attack has {{Weapon|Strike}} range.  CP can also be charged from certain status buffs to allow you to use them more frequently.   
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|Cusith's]] Charge Skill having {{Weapon|Magic}} range, even though his weapon type is {{Weapon|Strike}}.  CP can also be gained from certain status buffs.   


[[Skills|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.
[[Skills|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 ==
== 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.
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 ===
=== Seed ===
{| class="wikitable floatright" style="text-align:center;"
{| class="wikitable floatright" style="text-align:center;"
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{{Item:HPの種}} and {{Item:ATKの種}} seeds do not require any special conditions for the unit, while {{Item:レベルの種}} requires the unit to be at absolute max level (implies max [[Limit Break]]), and {{Item:スキルの種}} requires [[Skills|Skill Level]] 100.
{{Item:HPの種}} and {{Item:ATKの種}} seeds do not require any special conditions for the unit, while {{Item:レベルの種}} requires the unit to be at absolute max level (implies max [[Limit Break]]), and {{Item:スキルの種}} requires [[Skills|Skill Level]] 100.


Currently, the limit to how much HP and ATK can be raised by {{Item:種}}s is 1000 points each, while {{Item:レベルの種}} and {{Item:スキルの種}} can only increase their correlated stat by 10.
Currently, the limit to how much HP and ATK can be raised by {{Item:種}}s is 1000 points each, while {{Item:レベルの種}} and {{Item:スキルの種}} can only increase their correlated stat by 15 and 10, respectively.


== Sacred Artifact Level ==
== Sacred Artifact Level ==
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== Weapons and Energies ==
== 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:
 
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:
{{#masterdata:Weapon|}}
{{#masterdata:Weapon|}}
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, {{Attribute|Fire}}, {{Attribute|Water}}, {{Attribute|Wood}}, {{Attribute|Holy}}, and {{Attribute|Dark}}, with 4 special energies: {{Attribute|Demon}}, {{Attribute|Hero}}, {{Attribute|World}}, and {{Attribute|All}}. Damage multipliers of these energies are listed in the table below:
 
[[File:B48a31029a5e55652638d9f99436cf6c.jpg|400px|right]]
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:
 
* There are 5 main energies in the game: {{Attribute|Fire}}, {{Attribute|Wood}}, {{Attribute|Water}}, {{Attribute|Aether}} and {{Attribute|Nether}}.
* There is group of special elements: {{Attribute|Valiant}}, {{Attribute|World}} and {{Attribute|Infernal}}.
* Newly introduced are also 2 energies that form a cyclic relation with the previously inert {{Attribute|All}} which are {{Attribute|Zero}} and {{Attribute|Infinity}}.
 
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:  
# {{Attribute|Infernal}} deals and sustains extra damage against all 5
# {{Attribute|Valiant}} deals less damage to {{Attribute|Fire}}, {{Attribute|Water}} and {{Attribute|Wood}} but takes less damage from {{Attribute|Aether}} and {{Attribute|Nether}}   
# {{Attribute|World}} deals less damage to {{Attribute|Aether}} and {{Attribute|Nether}} but takes less damage from {{Attribute|Fire}}, {{Attribute|Water}} and {{Attribute|Wood}}
* The third group also forms the standard cyclic relation however they do not react to the other groups.
 
 
[[File:Attribute Chart 2022.png|400px|right]]
{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
|-
|-
! rowspan="2"|Attacking Energy !! colspan="9"|Defending Energy
! rowspan="2"|Attacking Energy !! colspan="11"|Defending Energy
|-
| {{Attribute|Fire}} || {{Attribute|Water}} || {{Attribute|Wood}} || {{Attribute|Aether}} || {{Attribute|Nether}} || {{Attribute|Infernal}} || {{Attribute|Valiant}} || {{Attribute|World}} || {{Attribute|All}} || {{Attribute|Zero}} || {{Attribute|Infinity}}
|-
|-
| {{Attribute|Fire}} || {{Attribute|Water}} || {{Attribute|Wood}} || {{Attribute|Holy}} || {{Attribute|Dark}} || {{Attribute|Shadow}} || {{Attribute|Hero}} || {{Attribute|World}} || {{Attribute|All}}
| {{Attribute|Fire}} || x1 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1 || x1 || x1
|-
|-
| {{Attribute|Fire}} || x1 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1
| {{Attribute|Water}} || style="color:red"|x2 || x1 || style="color:blue"|x0.5 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1 || x1 || x1
|-
|-
| {{Attribute|Water}} || style="color:red"|x2 || x1 || style="color:blue"|x0.5 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1
| {{Attribute|Wood}} || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1 || x1 || x1
|-
|-
| {{Attribute|Wood}} || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1
| {{Attribute|Holy}} || x1 || x1 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 || x1 || x1
|-
|-
| {{Attribute|Holy}} || x1 || x1 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1
| {{Attribute|Nether}} || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 || x1 || x1
|-
|-
| {{Attribute|Dark}} || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1
| {{Attribute|Infernal}} || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || x1
|-
|-
| {{Attribute|Shadow}} || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || style="color:red"|x2 || x1
| {{Attribute|Valiant}} || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 || x1
|-
|-
| {{Attribute|Hero}} || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1
| {{Attribute|World}} || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:red"|x2 || style="color:darkorange"|x1.5 || x1 || x1 || x1
|-
|-
| {{Attribute|World}} || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:red"|x2 || style="color:darkorange"|x1.5 || x1
| {{Attribute|All}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:red"|x2
|-
|-
| {{Attribute|All}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1
| {{Attribute|Zero}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:blue"|x0.5
|-
| {{Attribute|Infinity}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:red"|x2 || x1
|-
|-
|}
|}
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The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier. -->
The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier. -->


=Pre-Quest Information=
----
[[File:gui_quest_information.png|200px|right]]
 
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.
 
{{Guide}}
{{Guide}}
[[Category:General Game Guides]]
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