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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.
- 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.
- Status effects are applied, if able.
- Example sources include Gravity+ and Panic Smoke 4.
- Bonuses, Penalties, and changes to Special cooldown counts are applied, if able.
- Example sources include Light Breath+ and Seal Res 4.
- Displacement skills take place, if able.
- Example sources include Lunge and Hit and Run.
- 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.
- 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.