Aggro (XC1)

Aggro is the mechanic in Xenoblade Chronicles and Future Connected that governs how enemies choose who to attack.
==Overview==
Every enemy in a battle targets exactly one party member at all times. A party member with at least one enemy on them is surrounded by a red ring, with one yellow pointer on said ring for each enemy on them, based on the direction each enemy is in. Enemies will generally attempt to move within range of their aggro target.
As the battle proceeds, party members will gain and lose aggro by various means. Each enemy tracks the aggro generated by each of the three party members, and will target whoever has the most aggro at any given time. If the leader in aggro changes, the enemy will finish what it's doing and then change its target, accompanied by a unique sound.
Single-target attacks will strike the enemy's aggro target and no one else. Attacks with an area of effect wil be centred around the aggro target, but may also hit others. If an enemy chooses to use a move that targets an ally, it will face said ally, move into range, use the move, and turn back to its aggro target.
Some characters are more suited to absorb damage than others. It is important that they are able to hold the enemy's aggro so their softer fellows are not targetted.
==Details==
Enemies keep track of three separate pools of aggro per party member. The sum of all three pools is used to determine the character's total aggro, and thus who to target.
* Permanent aggro (or normal aggro) is gained by doing damage and healing, and lost by taking damage.
** Dealing damage to an enemy raises the enemy's aggro against the attacker by damage * 0.5.
** Applying healing raises the aggro of all enemies against the healer by healing * 1.25. The entire healing value is taken into account, even if the recipient did not have that much HP missing.
** Taking damage from an enemy lowers the enemy's aggro against the victim by damage * 2.
* Temporary aggro (or volatile aggro) is gained by using many s. Every art has an "aggro" parameter defined, which applies value * (user's level + 14) aggro to all enemies against the user. The aggro is applied at the same time as the art's status, if any. Temporary aggro drains over time at a rate of 60 per second (2 per frame).
** The Definitive Edition changes temporary aggro slightly, now draining by 75 per second (2.5 per frame).
* Mad aggro is exclusive to . It is similar to temporary aggro: it applies user's level * (100 + value) + 1800 aggro when first created, and drains over time. The difference is that it drains at a rate proportional to how much was applied, such that it reaches zero after 30 seconds, regardless of the raw value.
Aggro cannot be gained against an enemy that is d. All aggro is lost upon being .
Various mechanics affect the different pools of aggro in different ways. For example, an Aggro Up increases permanent aggro gained, but not temporary or mad aggro.
Each pool of aggro cannot be lower than 1 or exceed 30000. If two characters have the same aggro, the enemy will simply not change its current target. Battle always starts by targetting the party leader and setting everyone's aggro to 1, before adding any aggro of a first attack.
==Strategy==
==In other languages==
Category:Battle mechanics (XC1)Category:Battle mechanics (FC)