Battle Mechanics

This page is a work in progress. Please feel free to contribute or fix any misinformation.

## Attribute Strength-Weakness

There are four types of Attributes in HELIOS : **Brave**, **Technique**, **Passion**, **Cool**.

* BRAVE (ブレイブ): Strong against Technique, weak against Cool.
* TECHNIQUE (テクニック): Strong against Passion, weak against Brave.
* PASSION (パッション): Strong against Cool, weak against Technique.
* COOL (クール): Strong against Brave, weak against Passion.

### Effects

A Hero with a stronger Attribute than the enemy will deal an additional 30% damage to and receive 30% less damage from that enemy.

Vice Versa, a Hero with a weaker Attribute than the enemy will deal 30% less damage to and receive an additional 30% damage from that enemy.

When the Attribute types are neutral to each other, there will be no bonus damage dealt to the Hero nor the enemy.

### Hero Road

In the Advanced Hero Road (Route 2), you can unlock nodes which increase the percentages of attribute-related damage output and defense.

## Attack Orbs

One attack from a Hero costs one Attack Orb. A Hero cannot attack if they have no Attack Orbs to spend.

At the start of the player's turn, three Attack Orbs will randomly be distributed to your Heroes. Sometimes, one Hero may even receive all three Attack Orbs to themselves. Distributed Orbs are added at the top and Orbs at the bottom are spent first.

Red Orbs are Special (SP) Attack Orbs which have a low random chance of being distributed. An attack using a Special Attack Orb will deal 2 times the damage of a yellow Normal Attack Orb.

Some skills or Burst Attacks may require Special Attack Orbs to use or to activate additional special effects. If you need to, there are skills which will give out Special Attack Orbs without relying on random chance.

## Link Skill

Each Hero Card, with rare exemptions, is able to create a Link with one or more applicable other Heroes by queuing them one after another for an attack. The Link bonus will be given to the following queued Hero.

You can check a Hero Card's data screen to see which Heroes the link skill applies to, and what bonus it gives.

### Types of Bonuses

* Damage Bonus: Give the following Linked Hero increased damage output.
* Burst Gauge Bonus: Give the following Linked Hero extra Burst Gauge points.
* Critical Rate Bonus: Give the following Linked Hero increased critical rate.
* (Add more)

## Burst Gauge and Burst Attack

Each time a Hero attacks or is hurt, they will gain Burst points to fill up their Burst Gauge. When a Burst Gauge is filled to 100%, the Hero can perform a Burst Attack which deals huge damage (~4 times your normal attack damage). After doing a Burst Attack, the Burst Gauge will return to 0% and you have to fill it up again to perform another Burst Attack. Performing a Burst Attack does not cost an Attack Orb unless the Burst Attack has a special condition.

If two or more Heroes perform a Burst Attack in the same turn, those Heroes will perform a Union Attack which deal another additional damage to all enemies on the field after all queued attacks are done.

Depending on the Hero Card, a Burst Attack may have additional special effects such as raising the Hero’s critical hit rate, lowering enemy's defense, freezing the enemy, or dealing extra damage to burned enemy, among many other effects. Some Burst Attacks may require certain conditions to be met in order to activate their special effect such as needing Special Attack Orbs, needing the Hero to be at low HP, or needing the enemy to be poisoned.

Damage from effects like poison, burn, or bleeding will also give Burst points to your Heroes.

## Win Condition

You will clear the stage when you reduce the HP of all enemies down to 0. If all your Heroes were decommissioned at the end of the battle, due to poison for example, it will still count as your win if you had defeated all enemies.

You will be graded 3 stars for keeping all 4 Heroes alive, 2 stars for keeping 3 Heroes alive, and 1 star for keeping 2 Heroes alive by the end of the battle.

## Mob Enemies and Bosses

Mob enemies and bosses each have their own Charge Gauge which fill up one charge after every turn. When the Charge Gauge is completely filled up, the enemy will use its Special Charge Ability that turn. Each enemy type has its own Special Charge Ability with unique effects not restricting to only dealing more damage than usual.

When an enemy’s HP is low, the enemy will glow red and have increased attack power onward.

Bosses which appear in each new event operate in the same way as mob enemies only with more elaborated battle patterns and Special Charge Ability. It is important to take note what action the boss takes in each turn and the resulting effects on itself and your Heroes. The method of cancelling the boss’s buffs and debuffs may be described in the status screen of your Hero and the boss’s. You may either strategically counter the boss’s gimmicks or annihilate the boss through sheer superior damage output before the boss can do much against you.

Certain Hero Cards or Hero Frames have skills which interfere with the enemy’s Charge Gauge. You may make use of them if you are having trouble with an enemy’s Special Charge Ability. If you freeze, stun, or paralyze the enemy or boss exactly when its Charge Gauge is full, it will not be able to use its Special Charge Ability that turn and had to fill up its Charge Gauge all over again.