Combat System Explained
Understanding Action and Engage Phases
| Action | The first act of battle, in this phase, you'll need to react to the enemy's action to enter engage phase. |
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| Engage | The phase of combat you enter after winning the action phase. Here, you're free to use abilities provided you have the AP to do so. |
In the Action Phase, your first action determines if you will win or lose the Action Phase (some moves cannot be won, see the Every Enemy Action phase section below). Winning the Action Phase will bring you into the Engage Phase where you are free to use any abilities your magicians have, provided you have the ability points (AP) to do so.
Every Enemy Moves in Action Phase
| Normal Attack | Labeled as a white sword icon, its an enemy's regular attack and it can be won by any action from your magicians. |
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| Preemptive Attack | Labeled by a yellow shield icon, to win against a preemptive attack, you'll need to use the counter skill which is the shield action from your move options. Once done, you'll need to time your input on the action bar to land on the highlighted section of the counter bar. |
| Special Action | Labeled by a purple sword icon and also mostly called assault in CBT, the only answer to Special Actions are using tag skills from magicians that have a unique tag ability to counter it. Only select magicians have this like Erin. |
| Uninterrup- tible Action |
This action cannot be won using magician skills. While it cannot be won, it can be mitigated by swapping to a different magician with higher defense to take the damage or using defensive tag skills to activate shields, damage reductions, etc. |
| No Action | Some enemies uses an empty action and is labeled by a grey X icon. This kind of action is automatically won but you won't enter the engage phase if you don't use an action of your own. |
Each Phase Have a Timer to Perform Actions
Both Action and Engage phase requires you to input your abilities in combat. Failing to do so will skip the turn and let you waste ability points. In the Action Phase, not inputting a move will make your turn count as an empty action and will always result in a loss against the enemy's action (except No action turns).During the Engage phase, you must queue your turns to unleash combos and failing to use an input for a short period will end your turn so its important to know what moves you want to use and sequence your combos and moves during the engage phase.
All Usable Magician Actions
| Basic Attacks | The simplest attack move. Basic attack uses your magician's attack stat to deal damage to the enemy. It has no cooldown and no special requirement to use save for the ability points needed. |
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| Special Skill | Every magician have a special skill. Every skill are unique and most skills provide either a higher form of damage, provide buffs or debuffs, etc. They have cooldowns and a cooldown count gets reduced by 1 per action used. |
| Ultimate Skill | Ultimate Skill must be charged in battle. It can be charged via actions and other special means such as using supportive skills, dominion skills, etc. Ultimate Skill is the magician's strongest move and is often an ability that can determine how the tide of the battle goes. |
| Dominion Skill | Dominion Skill have special requirements to activate and is unique per magician. Activating a Dominion skill does not consume an ability point and will immediately refresh your magician's special skill cooldown and give a massive charge to your ultimate skill. Timing the use of your Dominion Skill can let you unleash a massive combo on enemies. |
| Tag | Tag is performed when you swap to a different magician. Most magicians only have tag attacks that will deal damage to enemies but some magicians have unique tag skills that makes tagging to them beneficial in combat. |
