Combat

## Map Size

The game features maps of three different sizes: Small, Medium, and Large. Depending on the size, you can bring between 1-5 (Small), 6-10 (Medium), and 11-15 (Large) units into battle.

## Deployment & Unit Equipment

There are a few rules that must be followed when building decks for combat:

* The deck cannot have more than one Style per character. Swapping in a second Style of a character into a slot will remove both the Style that is currently deployed in that slot and that character's currently deployed Style (if not in the same slot).
* Weapons, Shields, Style Master, Mnemnograph, and Custom Skills cannot be shared by multiple Styles on the same deck.
* For stages that has character restrictions, the deck must deploy any Style of that character.

## Starting Deployment

When entering a combat stage, Styles will be deployed on squares with highlighted blue borders. Players will have the ability to swap the starting positions of any or all deployed Styles before starting combat. There are two things to note about starting deployment:

* Players can reset the starting position of all deployed Styles if they messed up the change.
* If guest Styles appear and are in highlighted blue borders, players will be allowed to change their starting positions.

Once the player is satisfied with the starting positions of all deployed Styles, they can proceed into combat and will no longer be able to alter starting positions.

## Terrains

The game feature many kinds of terrains, each with their own effects. Some of the common terrain effects include Avoid increase, Max HP% recovery at the start of own phase, take Max HP% true damage at the start of own phase, increase physical defense, fliers only, teleports to a space, and increase movement cost. Some battles will be significantly easier if you make use of terrains to your advantage.

## Objective

The game feature many types of objectives, including:

* Rout the enemy: Map is cleared once there are no more enemies on the map.
* Defeat target(s): Map is cleared once the target is defeated.
* Advance to blue position: Map is cleared once a unit waits (or combats) in a blue-highlighted position.
* Survive for X turns: Map is automatically cleared once the indicated turn passes.

Likewise, the game also has many types of defeat conditions, such as:

* All allies are defeated: You fail if all of your allies fall in battle.
* If target(s) is defeated: You fail if a certain green ally fall in battle.
* After X turn passes: You fail if all enemies are not defeated after the indicated turn passes.
* A foe advance to red position: You fail if one enemy advances to a red-highlighted position.

It is the player's responsibility to read the victory and defeat conditions carefully in order to avoid being blindsided when a defeat screen appears.

## Duel & Damage Calculation

When a Style initiates combat against an enemy within their range or vice versa, they enter into a Duel. During a Duel, the two Dueling units will compare their stats:

* For units that uses either grimoires or staves, their attack power scales off Magic Attack and is mitigated by foe's Magic Defense.
* Otherwise, their attack power scales off Physical Attack and is mitigated by foe's Physical Defense.

The unit that initiates the duel will get to launch an attack first. The opposing unit will then launch an attack (provided they have not been knocked down). Then, if either unit's Attack Speed is at least 5 or higher than the other unit, that unit will get to launch a follow-up attack.

Damage dealt can increase based on elemental advantage, attack type boost, hit, weapon skill, and skill multiplier. Damage received can be reduced based on elemental advantage, attack type resist, shield, and passive skill. Damage has a cap of 9,999 and a floor of 1. (The only way to take 0 damage is to miss the hit)

Before the player initiates combat, the combat forecast will be displayed, showing the expected hit rate, critical rate, damage dealt and taken. This does not account some bonuses and penalties such as damage cut, weapon skill, and status buff during combat.

## Kizuna Ability

Kizuna Ability are support skills that can be activated after the main Duel. There are three kinds of Kizuna Ability:

* Kizuna Attack: A follow-up ability dealing a percentage of their normal damage to the Dueling foe. This attack is considered non-elemental (can bypass foe's ability that cuts damage from elements that they are strong against), uses the assist unit's hit rate and critical rate, and can be damage cut by effects such as Colossus's shield.
* Kizuna Guard: A cover ability that allows the Kizuna Guard unit to cover and take a percentage of damage from foe's **follow-up attack**. The guard ability is considered non-elemental and cannot be affected by elemental advantages and disadvantages.
* Kizuna Heal: A support ability that heals the main allied Duel unit after the duel by a percentage of the target's Max HP.

A few notes worth mentioning about Kizuna Ability:

* Kizuna Attack can trigger even if the main Duel unit cannot counterattack due to range mismatch.
* Kizuna Guard does not prevent the cover unit from taking lethal damage. If the assist unit's HP reaches 0 this way, the unit retires from battle as normal and will lose 1 FP if the battle is Main or Sub Quest.
* Kizuna Ability will not activate if the main Duel unit is defeated during Duel, with certain exceptions applied to Expedition Boss challenge (i.e. Kizuna Attack can still activate even if the main Duel unit reaches 0).

## Weapon Durability

A weapon has a set number of durability during combat. If a weapon's durability ever reaches 0, the weapon breaks. A broken weapon will lock skill usage, not grant weapon-specific stats, and also inflict a heavy attack speed, hit rate, and avoid penalty. Therefore, it is important to equip multiple weapons for each unit so that they don't run out of combat ability mid-stage.

How durability count during battle is calculated:

* If a unit lands a regular attack, the weapon loses 1 durability.
* If a unit lands a follow-up attack, the weapon loses 1 durability.
* If a unit lands a skill attack or Gestalt Burst, the weapon loses durability stated by the skill.
* If a unit fails to land a regular/skill/Gestalt Burst attack, no durability will be consumed (Gestalt Burst use count will be consumed regardless).
* If a unit attacks using Kizuna Ability, no durability will be consumed, regardless whether the attack lands.

You cannot use skill with a weapon whose current durability is less than the required cost for the skill.

## Factorize Point (FP)

Factorize Point is essentially a unit's life count. Every character can have up to 3 FPs at any time, and the character's FP is shared for all of their Styles.

If a style's HP becomes 0 through either combat or field effect, the style will be forcibly retreated, and the style's character loses 1 FP. The FP lost can be reversed by either rewinding time or exiting combat (except for Sub Battles).

For characters with less than 3 FP, their FP can be healed by using Crimson Fragments. Every 500 Crimson Fragments used will recover 1 FP of a character of the player's choice.

If a character's FP becomes 0, that character will be placed in Factorize Lost status for 20 hours, disabling the ability to use any of that character's Style or heal their FP for 20 hours. Players can either spend 100 Legend Stones or wait out the 20 hours to recover the Factorize Lost status. When Factorize Lost status is cleared, the character Re:Factorize and automatically recovers 3 FP without consuming any Crimson Fragments.

Factorize Points cannot be reduced outside of Main and Sub Battles.