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Combat is the set of actions two units perform when one of them initiates an attack on the other. It is distinctly different from support, where one unit heals another or uses an "exclusive skill" such as Dance.
Combat is carried out in a set of rounds, while certain skills may change the flow of battle, the default order of actions is:
- Attacker performs an attack
- Defender performs a counterattack, if able
- Attacker performs a follow-up attack, if able
- Defender performs a counter follow-up attack, if able
The default criteria for performing a counterattack is having an equipped weapon of the appropriate range, but counterattacks can be prevented or guaranteed by skill effects.
The default criteria for performing a follow-up attack is having a speed (Spd) stat at least 5 points higher than the enemy, but follow-up attacks can be prevented or guaranteed by skill effects.
For more information, see Skill Interaction.
Detailed sequence of events[]
- If attacker is on a
Bolt Trap or
Heavy Trap and fails to activate Disarm Trap, the Trap activates and the combat is aborted.
- Attacker initiates combat.
- If attacker's Special skill triggers before combat, attacker triggers Special, if able.
- This includes the area-of-effect Specials.
- Skills that activate during combat are evaluated and activate, if able.
- Attacker performs an attack.
- Defender performs a counterattack, if able.
- Example skills that can prevent counterattacks include
Windsweep 3,
Dazzling Staff 3, and
Mirage Longbow.
- Example skills that can prevent counterattacks include
- Attacker performs a follow-up attack, if able.
- Defender performs a counter follow-up attack, if able.
- Unit gains EXP and possibly levels up, if able.
- Post-combat damage and healing skills take place, if able.
- Example sources include
Pain+,
Carrot Lance+,
Fury 3, and
Breath of Life 3.
- Example sources include
- Status effects are applied, if able.
- Example sources include
Gravity+ and
Panic Smoke 3.
- Example sources include
Bonuses,
penalties, and changes to Special cooldown counts are applied, if able.
- Example sources include
Light Breath+ and
Seal Res 3.
- Example sources include
- Displacement skills take place, if able.
- Example sources include
Lunge and
Hit and Run.
- Example sources include
- Other skills that activate after combat are evaluated and activate, if able.
- This includes the Røkkr area-of-effect Specials,
Raging Storm, and skills like
Galeforce.
- This includes the Røkkr area-of-effect Specials,
- If attacker or defender is on a
Bolt Trap or
Heavy Trap and fails to activate Disarm Trap, the Trap activates.
- SP is gained, if able.
- Attacker finishes its action, unless
Galeforce or a similar skill has activated.