Battle system

Battles consist of taking your team of up to four units and engaging in battle against waves of enemies. A player can use their unit's battle Skills, sub units' Brave Skills, Soul Burst, and items during battle to defeat the enemy.
Battles also consist of other detailed elements including element effectiveness, scorn, and other battle mechanics that will be detailed on this page.
==Movement and Targeting==
A player can a move a character around by dragging the screen during battle. To quickly move towards an enemy, tap the screen to perform a Dash attack . You can also swipe left/right quickly on the screen to switch targets if there are multiple enemies on the map. 
==Auto Battle==
There is an Auto feature in the top-right corner that can be turned on to allow the AI to automatically battle for you. Auto does not use Soul Burst (except if a quest is Loopable and the game is in Power-Saving Mode) or sub unit Brave Skills.
==Attacks==
===Auto-Attacks=== 
Once an enemy is in range of a unit, units will automatically auto-attack approximately every 1.5 seconds. Weapon range slightly varies between weapon types as shown in the following table:
Weapon Type	Range
Sword 	2.75
Heavy 	3.25
Dual 	2.5
Lance 	4
Staff 	10
Bow 	10
===Battle Skills===
Battle skills are the four circular skills of the main unit on a team. These skills can deal damage, buff/debuff, and/or heal and will have a cooldown period after being cast. When a boss goes into BREAK state, the cooldown of all Battle skills reset. Additionally, during Soul Burst the speed of cooldowns triple, making it possible to cast skills in quick succession.
===Brave Skills===
Brave Skills are the skills that can be cast by ally/sub party members and cost BP (Brave Points) to use. BP is accumulated over time in the Brave Gauge.
===Soul Burst===
Soul Burst can be activated by tapping a main unit's portrait when the Soul Gauge (light blue ring around the main unit's portrait) is full. Soul Burst causes the speed of Battle Skill cooldowns to triple, making it possible to cast skills in quick succession.
Soul Bursts are not used during Auto, except during Loopable quests in Power-Saving mode.
===Secret Moves===
These are extremely powerful enemy-only moves used by some bosses. When a Boss prepares to use this move, the Secret Move gauge to the right of the HP gauge begins to fill and will activate once full.
==Element Compatibility==
There are six element in the game: Fire, Water, Forest, Lightning, Light, and Dark. These elements all have strengths and weaknesses against each other that that will either increase damage by 1.5x if super effective or decrease damage by .75x if the element resists the opposing element. The following chart details the strength and weaknesses:
Water 	Strong against Fire; Weak against Lightning.
Fire 	Strong against Forest; Weak against Water.
Forest 	Strong against Lightning; Weak against Fire.
Lightning	Strong against Water; Weak against Forest.
Light 	Strong at inflicting damage on and receiving damage from Dark enemies.
Dark 	Strong at inflicting damage on and receiving damage from Light enemies.
==Critical Hits==
The base critical rate is 10% for units. When a unit lands a critical hit, they deal 1.5x more damage. During BREAK, all attacks will land as a critical hit.
==Positioning and Adversary Ring==
Some Battle skills do additional damage depending on a unit's position to the enemy. To know where your unit position is, enemies have a ring displayed around their feet that indicates your position relative to the enemy based on color.
Red 	In front of enemy
Yellow	On either side of enemy
Blue 	Behind enemy
==Scorn==
Scorn accumulates when moves that are deemed as threatening to an enemy are performed (eg. Powerful Skills, large amount of damage inflicted, etc.). Enemies will then switch to units with Scorn accumulated. There are accessories and skills that will increase/decrease scorn generated (eg Knight's Cologne).
Defense Units can make use of Scorn to obtain enemy focus and keep damage away from other members of the party.
In addition, there is a ring called "Incite Ring" which shows which unit is currently the target of an enemy's attacks due to accumulated Scorn. For regular mobs, there will be an arrow pointing from the mob to your unit in yellow. For bosses, it will be in red. Additionally, only for bosses, your targeted party member will show a red triangle within a circle on their portrait.
==Boss States==
===BREAK===
Certain battle skills will fill the boss' BREAK Gauge. Some skills fill the gauge faster than others. This gauge slowly reduces if a boss is not constantly being attacked. When this gauge is full, a Boss goes into BREAK state. This resets the cooldowns of all battle skills. All attacks land as Critical hits (1.5x) and inflict more damage than usual in BREAK state.
===Disruption===
Attacking bosses with skills and auto-attacks fills their Disruption Gauge, and when the gauge is full, a Boss will be forced into Disruption. When a boss has been Disrupted, their Break Gauge is filled faster.
The Disruption Gauge is not a visible gauge, but a player can tell when a boss is Disrupted when the boss's BREAK gauge flashes with a light blue outline. This state lasts for 10 seconds and BREAK damage is increased during this state.
Almost all attacks and skills inflict Disrupt, including auto-attacks which inflict a base Disrupt value of 22.
===Rage===
When a boss gets enraged, their attack power greatly increases. A boss can attack more frequently or use special ultimate skills during Rage. The easiest way to stop a boss in rage mode is to force the boss into BREAK state.
==Buffs==
Temporary/permanent beneficial effects during battle either through using items or skills.
ATK Up 	Increases Attack power.
DEF Up 	Increases Defense power.
MATK Up 	Increases Magic Attack power.
MDEF Up 	Increases Magic Defense power
Cooldown SPD Up 	Shortens Cooldown time
Fire RES Up 	Reduces damage received from Fire attacks
Water RES Up 	Reduces damage received from Water attacks
Forest RES Up 	Reduces damage received from Forest attacks
Lightning RES Up	Reduces damage received from Lightning attacks
Light RES Up 	Reduces damage received from Light attacks
Dark RES Up 	Reduces damage received from Dark attacks
Immunity 	Nullifies a Status Effect or Debuff received by an enemy once.
Regen 	Continuous healing for a certain amount of time.
PHYS Barrier 	Nullifies a certain amount of physical damage inflicted by the enemy.
MAG Barrier 	Nullifies a certain amount of magic damage inflicted by the enemy.
DMG Barrier 	Nullifies a certain amount of physical and magic damage inflicted by the enemy.
DMG Reflect 	Inflicts the enemy with damage when receiving an attack.
BREAK PWR Up 	Increase the amount of BREAK inflicted on the enemy.
==Debuffs==
Temporary/permanent detrimental effects during battle either through using items or skills.
ATK Down 	Decreases Attack power.
DEF Down 	Decreases Defense power.
MATK Down 	Decreases Magic Attack power.
MDEF Down 	Decreases Magic Defense power
Cooldown SPD Down 	Slows Cooldown time
Fire RES Down 	Increases damage received from Fire attacks
Water RES Down 	Increases damage received from Water attacks
Forest RES Down 	Increases damage received from Forest attacks
Lightning RES Down 	Increases damage received from Lightning attacks
Light RES Down 	Increases damage received from Light attacks
Dark RES Down 	Increases damage received from Dark attacks
Disruption RES Down	Makes it easier to Disrupt enemies
BREAK RES Down 	Decreases resistance of enemy BREAK.
==Status Effects==
* Enemy Inflict needs confirmation. Some status effects cannot be inflicted on an enemy due to no units being able to inflict those status effects.
Status Effect	When Unit Is Inflicted 	When Enemy Is Inflicted
Poison 	Inflicts 2.4% of a unit's HP every 2 seconds for 60 seconds. 	Inflicts 0.4% of an enemy's HP every 2 seconds for 30 seconds.
Deadly Poison	Inflicts 2.4% of a unit's HP every second for 60 seconds. 	Inflicts 0.4% of an enemy's HP every second for 30 seconds.
Burn 	Inflicts 20% DEF Down and deals 1.2% of a unit's HP every 2 seconds for 60 seconds. 	Inflicts 10% DEF Down and deals 0.2% of an enemy's HP every 2 seconds for 30 seconds.
Major Burn 	Inflicts 40% DEF Down and deals 1.2% of a unit's HP every second for 60 seconds. 	Inflicts 20% DEF Down and deals and 0.2% of an enemy's HP every second for 30 seconds.
Frail 	Inflicts 20% ATK Down and Brave Skills and Soul Bursts are disabled for 60 seconds. 	Inflicts 10% ATK Down and Brave Skills and Soul Bursts are disabled for 30 seconds.
Paralysis 	Inflicts 10% ATK Down, 10% DEF Down, and actions are disabled at random for 60 seconds. The paralysis check determining if an action is disabled happens every 0.2 seconds, with 50% chance of a skill not being disabled and 60% chance of an auto-attack not being disabled (Can occur mid-animation).	Inflicts 5% ATK Down, 5% DEF Down, and actions are disabled at random for 30 seconds. The paralysis check determining if an action is disabled happens every 2 seconds, with 30% chance of a skill not being disabled and 25% chance of an auto-attack not being disabled (Can occur mid-animation).
Disease 	Temporarily disables the ability to heal HP for 60 seconds. 	Temporarily disables the ability to heal HP for 30 seconds.
Seal 	Battle Skills are temporarily disabled for 60 seconds. 	Battle Skills are temporarily disabled for 30 seconds.
Stun 	Unable to move for 5 seconds and doubles the amount of Break received. 	Unable to move for 5 seconds and doubles the amount of Break received.
Freeze 	Unable to move for 5 seconds and doubles the amount of Disruption received. 	Unable to move for 5 seconds and doubles the amount of Disruption received.
Category:Mechanics