OverviewCombat RulesStage GameplayHollow ExplorationNeighborhood InfoRidu EncyclopediaEnemy IntelligenceUncategorized
There are 40 tutorials that focus on combat mechanics:
| Basic Controls |
|---|
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Use W / S / A / D to move around. Use the virtual joystick to move around. Use to move around. |
| Agent Info Panel |
| Enemy Info Panel |
![]() The enemy's HP is displayed above the enemy. Their Daze is displayed below their HP. When an enemy is Stunned, their Stun DMG Multiplier is displayed below their Daze. The enemy's current Attribute Anomaly Buildup is displayed to the right of the health bar. For enemy bosses, their information is displayed at the top right of the screen. |
| Energy and Special Attacks |
![]() When your character hits enemies using Basic Attacks, Dodge Counters, etc., they will generate Energy. In addition, while in battle, your character's Energy automatically regenerates over time. ![]() EX Special Attacks cost Energy. The Energy requirement to launch EX Special Attacks is displayed as a red cursor above the Energy bar. When a character does not have enough Energy, the Energy bar and the Special Attack button are grayed out. When a character has enough Energy, the Energy bar and the Special Attack button are displayed in color. |
| Daze and Chain Attacks |
![]() Hitting enemies accumulates their Daze. The enemy's Daze is displayed below their HP. When an enemy's Daze reaches a certain level, they will become Stunned. At this point, the enemy's Daze bar will be displayed in color and gradually deplete with time. Stunned enemies cannot move or attack, and they take more damage. The Stun DMG multiplier is displayed below the Daze bar. ![]() When there are two or more characters in your squad, hitting Stunned enemies with heavy attacks can trigger Chain Attacks. Typically, the last hit of Basic Attacks, Dodge Counters, Special Attacks, EX Special Attacks, Chain Attacks, and Ultimates have heavy attack effects. ![]() 2 consecutive Chain Attacks can be triggered when fighting Elite Enemies, and 3 consecutive Chain Attacks can be triggered when fighting Boss Enemies. When your squad doesn't have enough members, the available Chain Attack chances will decrease accordingly. Once all available Chain Attack chances are used, enemies' Daze will be displayed in gray and decrease with time until the Stunned effect ends. |
| Decibels and Ultimates |
![]() Characters' Decibels are displayed on the left side of the screen. Characters generate Decibels upon hitting enemies or launching specific skills. When a character generates Decibels, they will generate a certain proportion of Decibels for the rest of the squad as well. When Decibels reach 1,000/2,000/3,000, the Decibel Rating also increases in the order of Uproar/Blasting/Maximum. ![]() Once Decibel Rating is at Maximum, press to consume Decibels and launch an Ultimate. Character is invulnerable while using this skill. Typically, an Ultimate deals immense DMG and is highly effective at interrupting the target's action. Decibels are accumulated individually. You can plan when you would like to active who's Ultimate freely. |
| Dash and Parrying Bullets |
| Dodge and Dodge Counters |
![]() Press to dodge. Character is invulnerable while dodging. After multiple uses, dodge will go into a brief cooldown period. ![]() When your character is about to be attacked, press to launch a Perfect Dodge and become Invulnerable for a short period of time. When you trigger a Perfect Dodge, immediately press to launch a Dodge Counter. Character is invulnerable while using this skill. Typically, Dodge Counter deals high DMG and effectively interrupts the target's action. |
| Taking Damage and Quick Assists |
![]() When a character suffers a powerful attack, their current action might get interrupted, and they will become Staggered for a short period of time, unable to take any actions. Powerful attacks, depending on the attack strength, may cause light knockback, significant knockback, or even launch characters, causing them to Stagger for an increasing duration of time, respectively. |
| Perfect Assists and Assist Follow-Ups |
![]() Certain enemy attacks have a flashing prompt. When the flashing prompt is gold, press to switch to the next Agent and launch a Perfect Assist. Perfect Assist costs Assist Points based on the attack strength and character properties. Launching a Chain Attack or Ultimate generates 1 Assist Point. ![]() After Perfect Assist is activated, press immediately to trigger Assist Follow-Up. Under certain circumstances, activating Perfect Assist will temporarily turn your screen black and white, during which Assist Follow-Up cannot be executed. ![]() Perfect Assist comes in two varieties. Defensive Assist allows you to parry enemy attacks, accumulating a significant amount of Daze, and interrupting most attacks. Evasive Assist enables you to dodge enemy attacks and triggers Vital View, during which all enemy actions are significantly slowed. Defensive Assist and Evasive Assist are each suited to countering different types of attacks. ![]() When you run out of Assist Points, or when off-field characters' Perfect Assist types do not meet the trigger conditions, Perfect Assist will become unavailable. In this case, the golden prompt will become red instead. When enemies unleash specific attacks and the red flashing prompt appears, press to switch to your next Agent and trigger a Perfect Dodge. |
| Damage Display and Attribute Counters |
![]() When a character deals damage of different Attributes, the damage numbers will be displayed in different colors, as follows: Physical DMG, Fire DMG, Ice DMG, Electric DMG, Ether DMG. ![]() When an enemy's resistance to a certain type of attack is low, the DMG numbers for that attribute will flash white, and a golden triangle will appear on the icon to the right of its HP. When an enemy's resistance to a certain type of attack is high, the DMG numbers for that attribute will change to gray. |
| [Shield] |
| Impaired |
| Anomaly Buildup |
![]() When characters deal Attribute damage, Anomaly Buildup is accumulated. The enemy's current Anomaly Buildup is displayed to the right of its HP. When the Anomaly Buildup reaches its limit, the enemy will be afflicted with the corresponding Attribute Anomaly. The effect of an Attribute Anomaly is related to the characters who inflicted Anomaly Buildup and their contributions. |
| Attribute Anomaly - Physical |
| Attribute Anomaly - Fire |
| Attribute Anomaly - Ice |
![]() Dealing Ice DMG to enemies accumulates the Ice Attribute Anomaly, which triggers the Freeze and Frostbite effects. Freeze prevents taking action for a certain period, and triggers Shatter at the end of the effect, dealing Ice DMG. The Frostbite effect increases the CRIT DMG taken by the target for a period of time. |
| Attribute Anomaly - Electric |
![]() Dealing Electric DMG to enemies accumulates Electric Anomaly Buildup, which triggers the Shock effect. The Shock effect causes the target to intermittently suffer additional Electric DMG when attacked for a period of time. Inflicting Shock on enemies weak to Electric DMG can interrupt their actions. |
| Attribute Anomaly - Ether |
| Attribute Anomaly - Disorder |
| Attribute Anomaly: Wind |
File:Tutorial Attribute Anomaly: Wind 1.gif Dealing Wind DMG inflicts Wind Anomaly Buildup on enemies and inflicts the Windswept state. Entering the Windswept state interrupts enemy actions and deals massive Wind DMG. While enemies are in the Windswept state, direct Wind DMG they take is increased based on the Wind Anomaly trigger's Tempest Coefficient. The first time the enemy takes Fire DMG, Ice DMG, Electric DMG, Physical DMG, or Ether DMG, the corresponding Contamination effect is triggered. While under Contamination, both direct Wind DMG and direct DMG from the triggering Contamination attribute are increased based on the Wind Anomaly trigger's Tempest Coefficient. During a single Windswept instance, Contamination can only be triggered this way once. After triggering Vortex, it is forcibly converted into the Vortex's corresponding Contamination state. |
| Attribute Anomaly - Vortex |
File:Tutorial Attribute Anomaly - Vortex 1.gif When applying a different type of Attribute Anomaly effect to an enemy already afflicted with an Attribute Anomaly, if one of the Anomaly effects is Windswept, the Disorder effect will not be triggered. Instead, the Vortex effect will be triggered: Upon triggering, the Attribute Anomaly other than Erosion will be finalized, dealing AoE Anomaly DMG of the corresponding attribute. For a period of time after triggering Vortex, Vortex cannot be triggered again. |
| Combat Bangboo |
![]() Each Combat Bangboo has its own Active Skill. When in combat, Combat Bangboo will automatically activate their Active Skill to support Agents in battle. ![]() Some Combat Bangboo can launch Bangboo Chain Attacks. When these Bangboo are part of your squad, a Bangboo Chain Attack can be triggered following an Agent's Chain Attack, before the last squad member acts. The Bangboo Chain Attack does not count toward the total number of Chain Attacks in the chain. |
| Miasma Zone |
| Observation Singularity |
| Fissure Beacon |
| Supplies Collection |
| Miasma Fog and Miasma Contamination |
| Miasma Corruption Attacks and Miasma Pools |
| The Disintegration Ability |
| The Revelation Ability |
| The Insight Ability |
| Twilight State Exalting Hymnist |
| Miasma Symbiotes |
| Energy Shield |
| Miasmic Fields and Miasmic Shields |
![]() Some Bosses will activate a Miasmic Field, granting enemies within it massive DEF and DMG reduction bonuses, as well as increased Anti-Interrupt capabilities. |
| Miasma Growths |
| Sheer DMG & Miasmic Shields |
| The Revelation Ability |
File:Tutorial The Revelation Technique - Retrace Ability 1.gif Aim your crosshair at a Corrupted Object and hold to remove the Miasma's influence and alter the state of the corrupted object. While this ability is active, normal interactions will be disabled. |
| Exclusive W-Engine Effects |

























































