The Basics

*[Getting to know your Witches: Rolling, Ability Points, Health, Damage Types, Abilities, Card Types and Card Effects]*

[+] Ability Points or AP are spent on Special and Ultimate Abilities. AP is rolled at the start of each of your turns, with each color representing one of the four party spaces on your field. Multiple abilities of a Witch can be used per turn, provided she rolls high enough. AP cannot be saved \**(Kunika is the only exception to this rule)*, and only lasts until the start of your next turn.

[+] AP is rolled for each individual Witch, not for your party as a whole. This means that a Witch's AP roll can only be used by her.

### | HP, Damage Types, Basic ATK / DEF & MSHLD | Health (HP) and Magic Shield (MSHLD)

[+] A Witch's total health and shield are indicated by  and . The range of starting health is 100 (min) to 200 (max), and the range of starting shield is 0 (min) to 50 (max). The maximum values for both are 250 HP and 100 MSHLD. [+] Some Witches have magic shields marked with , which means they start with zero MSHLD and cannot gain any, through any means.

[+] Before a Witch's HP can start depleting, her MSHLD must first reach 0. If she is hit with a powerful attack that would cause her MSHLD to decrease past 0, the remaining damage instead goes directly to her HP. This is called "Shield Break" or "Shield Breaking" (not to be confused with the Power Effect, *"Shield Break"*) Once a Witch enters this state, she can recover MSHLD at the end of each night cycle, or from abilities that recover MSHLD. An exception to this is “Direct” damage, which is dealt directly to HP and ignores MSHLD.

**Basic Attack [ATK]**

[+] A Witch's Basic Attack is indicated by a , (or by a special melee icon). Various abilities and effects can modify the ATK value, with that value ranging anywhere from 0 (min) to 50 (max).

**Basic Defense [DEF, Defenders]**

[+] Witches with on  their cards are known as Defenders. This means, they cannot attack and may only defend other Witches in your party, usually once per turn. In rare cases, a Witch may be able to block twice in a single turn. The DEF stat, like the ATK stat, can be increased to a maximum of 50.

**Passive Abilities | [PA]**

[+] A Witch's Passive Ability  | is always active no matter what. These abilities generally provide bonuses to stats, or protection from various negative effects to a Witch or her party. Each passive is unique, and helps give a Witch individuality and usefulness in battle.

[+] **Passive Negation:** Witches won’t always remain on the field, and when a Witch is knocked out, her passive goes with her. This means any benefits it had are negated. HP and MSHLD increases stay, however any effect protections, status effects, or increases to AP, ATK, DEF, or Overall Damage (OAD) are removed from your party. Anything affecting your opponent’s party is negated as well. As well, if a Witch is revived and returned to the field, anything in her passive that says “Starts the game with” (such as stat bonuses) continues to be negated, as the game has already started.

**Trigger Abilities | [TA]**

[+] Trigger Abilities  | are Abilities that activate when certain conditions are met in battle. Trigger abilities do not require AP, and are automatically activated when their listed condition is met. These abilities usually serve to turn the tides of battle, often giving a temporary bonus to your party, or being a nuisance to your opponent's.

**Counter Abilities | [CA]**

[+] Counter Abilities  | are abilities that can activate on either turn, however the player decides if/when to activate them. Counters are mainly in response to damage, and help to deter certain types of attacks from your opponent. Many counters have no recharge time, however repeated use of them tends to weaken their effectiveness.

**Self Heal Ability | [SH]**

[+] Self Heals  | are abilities that allow certain Witches to replenish health with no cost to activate. While these are useful for helping mitigate damage, many self heals also provide protections or bonuses. Oftentimes they have no recharge, however abusing them may put you in a worse spot than when you started. Self-heal abilities can be used on either turn.

**Special Abilities | [SA]**

[+] A Witch's Special Abilities  | *(Special for short)* are unique abilities with a variety of effects. Many deal damage, or cause detrimental effects to an opponent. All special abilities are marked with a number, indicating their AP cost.

**Ultimate Abilities | [UA]**

[+] A Witch's Ultimate Ability  | *(Ult for short)* is her strongest ability. Each Witch only has one Ultimate Ability, and each Ultimate is unique to that Witch. Ultimate Abilities require a large amount of AP to be spent, however their effects are not only powerful, they're versatile as well. Ultimate Abilities often serve as a way of turning the tides of battle, or overwhelming your opponent if you can manage to use multiple Witches' Ultimate Abilities per turn.

[+] Certain Witches are classified as Night Witches, marked by a  in their name bar and a purple card border. These Witches have abilities with stronger effects at night.

[+] Some Witches have additional effects on their abilities that can be unlocked by paying an additional resource. Most Witches have this in the form of MSHLD costs, however there are witches who sacrifice HP, as well as HP and MSHLD.

[+] Only one Witch has an ability that costs AP (Lucchini), however the ability is her passive, and it benefits her in ways other than effects.