Combat

**Combat** is initiated upon entering any stage that features a battle. The player will make use of their various **Irises** and attempt to vanquish waves of enemies in order to achieve victory.

## Attributes

Every Iris Dress and enemy has their own **Attribute** (属性), which influences the amount of damage dealt and received.

* Any **advantageous** attribute deals **1.5x damage** to the attribute it is strong against, and receives **0.5x damage** from the attribute who is weak against it.
* Conversely, any **disadvantageous** attribute deals **0.5x damage** to the attribute it is weak against, and receives **1.5x damage** from the attribute who is strong against it.
* In all other scenarios, base (**1.0x**) damage is dealt and received.

## Weaknesses

In addition to attributes, **weaknesses** (弱点) also influence the amount of damage dealt and received.

* Hitting a weakness increases damage dealt by **1.3x**. This damage increase **stacks multiplicatively** with that of attributes.
* There are five main weakness types,  **Fire** (炎),  **Ice** (氷),  **Lightning** (雷),  **Light** (光) and  **Dark** (闇).

Examples:

* Example 1 (Adv. attribute + hitting weakness): If a  Iris uses a Fire attack on a  enemy weak to Fire, damage dealt is **1.5x x 1.3x = 1.9x**.
* Example 2 (Same attribute + hitting weakness): If a  Iris uses a Fire attack on a  enemy weak to Fire, damage dealt is **1.3x**.
* Example 3 (Disadv. attribute + hitting weakness): If a  Iris uses a Fire attack on a  enemy weak to Fire, damage dealt is **0.5x x 1.3x = 0.65x**.

Weaknesses are classified as **debuffs** and can be inflicted by Irises on enemies and vice versa. For more information, see Status Effects.

## Hidden Statuses

**Hidden Statuses** are special parameters whose values are not directly observable in the Unit Roster/Team Organization menus.

* The following statuses are observable during battle and are influenced by **Skills** and **Abilities**.

* The following statuses are listed under **Ability Descriptions**.

 **追加行動率Additional Actions Rate** | Influences the rate of your Iris getting an additional action this turn

## Formation

Under the Team Organization menu, Irises can be sorted into either the **Vanguard** (前衛) or **Rearguard** (後衛) positions.

**Vanguard**

* Irises are susceptible to all attacks.
* No damage penalties.

**Rearguard**

* Except for some skill effects, Irises will **not** be susceptible to enemy melee attacks.
* Damage dealt to enemies using melee attacks is reduced by **30%**
* Damage received from enemy melee attacks is reduced
* Damage received from enemy ranged attacks is slightly reduced
* Damage received from enemy magic attacks is slightly reduced

Every team formation requires at least **one** Iris in the Vanguard.

If all Irises in the Vanguard are incapacitated, the Irises in the Rearguard "shift forward" and become the new Vanguard.

The formation of your Irises **cannot be changed** during combat itself, however, certain enemies **can** do so through the use of certain skills.

As a general rule of thumb, melee-oriented or tankier Irises like Ashley/Sophie/Lydia should be placed in the Vanguard to maximise damage output, while ranged/magic-oriented or squishier Irises like Ladis/Tise/Naja should be placed in the Rearguard to increase survivability.

## Iris-Specific

### Skills

**Skills** are special attacks that come with a range of effects. These include being able to hit multiple enemies at once, applying beneficial status effects on yourself or even debuffing the enemy.

All skills are affected by a **Cool Time** (CT) which displays the number of turns remaining before the Iris is able to use them again.

Every Iris has a unique set of Skills. More Skills can be obtained by acquiring new Dresses for that Iris.

### Abilities

**Abilities** are passive effects that are applied when combat begins. They can be either permanently active, or require specific conditions to trigger.

Some Abilities only activate at the start of each Battle/Wave/Turn. Other abilities, especially Double Attack abilities, have a chance to trigger when the Iris attacks with either a Single-Target Skill or her Basic Attack.

Abilities can also apply Status Effects on either oneself or the enemy, or straight up buff a particular stat or set of stats.

Generic, lower-rarity abilities tend to be shared across Irises, while unique abilities tend to be exclusive to higher-rarity Dresses. Similar to Skills, more Abilities can be obtained by acquiring new Dresses for that Iris.

**Both Skills and Abilities cannot be modified during combat. For more information on what each Skill/Ability does, please check the respective Iris's page.**

### MP Skills

Main Article: **MP Skills**

**MP Skills**, also known as Hades Skills, are accessed via the glowing red circle icon located on the left of the Combat Screen.

They allow the player to apply powerful buffs to their Irises, or even enemy debuffs, at the cost of MP. MP regenerates by 1 naturally every turn, but more MP can be generated at once via certain skills, e.g. using one of Franceska's skills.

**Not all MP Skills will be available to the player when they first start playing**. MP Skills are unlocked by going through the Main Story, and can also be levelled to increase their potency or reduce their MP Cost. Levelling MP Skills is a natural process and is dependent on the player's main Level.

### Finish Arts

Main Article: **Finish Arts**

**Finish Arts**, also known as Sprout Arts, are extremely powerful attacks available to Iris Dresses of SR rarity and above.

Right below each Iris's HP bar is an additional red bar that gradually fills up based on the amount of damage the Iris **deals** or **receives**. When the bar is full, an option to perform the Finish Art becomes available.

The successful use of a Finish Art allows an Iris to deliver a devastating blow to a part, if not all, of the enemy forces. Use them wisely!

### Buff Field

Main Article: **Field Effects**

The Buff Field is located on the right side of the Combat Screen and shows a list of all Field Effects that are currently applied. For more information, please check out the respective page.

## Battle Modes

Located at the top-left of the Combat Screen, **Battle Modes** allow the player to choose different styles of combat for their Irises.

The **Battle Speed** can also be set to x2 or x3 from the default x1.

 **Auto(アウト)** | All Irises will attack targets at random using every available attack, including Finish Arts.

## Damage Calculation

### Physical Attacks

**Formula** (*Disclaimer: Derived, may not be entirely accurate*)

```
[√(Attack x (1 + Weapon Power / 50000) - Defense / 2) x Skill Power / 20 x Attribute Modifier x Weakness Modifier x Formation Modifier x Critical Modifier] x (1 - Guard Rate) x RNG

```

where

* If a **defense-ignoring** skill is used, Defense will be treated as 0.
* **Weapon Power**: If none are equipped, value is treated as 0 by default.
* **Skill Power**: Dependent on the Iris skill used, check their respective pages for more information.
* **Attribute Modifier**: If effective, treated as **1.5x**, if ineffective, treated as **0.5x**, otherwise **1.0x**.
* **Weakness Modifier**: If a weakness is hit, value is **1.3x**.
* **Formation Modifier**: Treated as **0.7x** in the event of any of the following:
	+ Any Iris using any **melee attack or skill** when positioned in the **Rearguard**
	+ Any Iris using **ranged or magic attacks/skills** on enemies that are positioned in the **Rearguard**
* **Critical Modifier**: If a Critical occurs, value is **1.5x**.
* **Guard Rate**: If Defense (excluding buffs) exceeds 300, treated as (Defense - 300) x 0.05%
	+ Applied even when defense-ignoring skills are involved
* **RNG**: A random value between **0.95x and 1.05x** is used.
* If the value within the **square brackets [ ]** is less than 250, replace that value with 250 (Minimum damage)
* This formula is applied even when the main stat referenced is **not** Attack, as with the case of Beatrice's kunai attacks.
	+ In her case, swap Attack with **Agility** instead.