Battle System

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Tokyo Afterschool Summoners' uses a battle system similar to a very basic turn-based strategy game. All information about it can be found on this page.

A screenshot of the game's battle system.

Battle Screen Summary

Item Description
1. Menu Button Pulls up a basic menu that lets you quit the current mission.
2. Battle Speed Change the battle speed, from 1x to 3x.
3. Area Name(?) Self-explanatory.
4. Element Cycles Summarizes elemental weaknesses. See below for more info.
5. Phase Number Shows which phase you are currently on. Most missions consists of 4 battles, or phases.
6. Unit List Shows all of the units you currently command. You can have 2 more in reserve if any fall to 0 HP.
7. Unit Info Shows unit's HP, Charge level, Weapon type and element, as well as their name.
8. Unit Status Shows any Buffs or debuffs on the unit. Debuffs are displayed in blue and buffs in red.
9. Support Unit Unit borrowed from a friend or a random person online before starting the mission, friend's unit can gain cp whereas random's unit cp is locked.
10. Timer Shows amount of time you have once you start moving a unit until the end of your turn.
11. Danger Area Any square marked in red belongs to the enemy. Your units cannot move here.
12. Safe Area Any square marked in blue belongs to the player. Your units can move anywhere within here.

Basics of Battle

Most missions in Tokyo Afterschool Summoners requires you to fight a 4-phase battle against CPU-controlled enemy units. The player and enemy alternate turns, starting with the player, moving units around and attacking opposing units until all units on one side are defeated.

  • If the player's units are all defeated, you can either fail the mission and quit out or refresh your units at the cost of a rainbow gem.
  • If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the mission and collect your rewards.

Each turn consists of two parts: Movement and Attack.

  • During Movement, you can move one of your units to another area adjacent to it, including diagonals, so long as it is within the Safe Area.
  • During Attack, each of your units will attack any enemy within their attack range in order starting from the topmost unit in your unit list, ordering your units correctly can be important to make the most of skills that activate when attacking. See the Weapons and Elements for more details.

Once both parts have been completed, the turn ends, and the opposing player begins their turn.

Advanced Battle Information

During Movement, it is possible to move multiple units at once. Simply move a unit into a space that another unit occupies, and the two will trade places. By keeping a unit in a central position, it is possible to move many units at once into strategic positions. It is also possible, although difficult, to move a unit two cells away without swapping with another unit and to a diagonally-adjacent cell (For example, moving to the north-east without "touching" the north or east space).

Units with smaller ranges can have trouble hitting enemies in back rows. However, the Danger Area shrinks and grows to however far there are enemies. If you take out all the enemies in the front row, that area can be yours to control if no enemies occupy it at the start of your next turn. Use this to your advantage if you plan on using a lot of Blow or Slash users. Note that enemies can take advantage of this too, so if you need to run and heal, enemies will start to occupy your area.

As a follow up to the above, if you're fighting on a wide battle field with a lot of Blow and Slash enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while Shot units pick off all the other units on the other side of the field safely from rows further back. The enemy will have to go across the entire field to damage anything, which is valuable time you can spend killing them for free instead.

Each time one of your units attacks or gets attacked, its CP% raises a little bit. Once it reaches 100%, the following turn that unit will use their charge attack instead of their regular attack. Note that you cannot stop a unit from using its charge attack if its CP is at 100%, so if you want to save it for a later turn, you need to move it to a position where it attacks no enemies. Charge attacks can also have a different range than normal attacks, such as 3* Cusith's charge attack having Magic range, even though his normal attack has Blow range. CP can also be charged from certain status buffs to allow you to use them more frequently.

Buffs and debuffs applied to your units can be viewed in depths by tapping their icon in the team list, you can also check ennemy units by tapping and holding them.


Currently, the game has two stats: HP and ATK. Every unit has their own base stats and a growth curve unique to each stat.


Kernel HP 3.png Kernel ATK 3.png

While it was impossible to modify this stat directly (that is, without needing to level a unit), LifeWonders introduced a manner of doing so. Seeds are geared towards increasing stats of all variants of a unit. For example, using a HP Seed will increase, by an unknown value, the HP stat for all copies of Kengo, even unreleased variants. So far, only ATK Seed and HP Seed are confirmed (to iterate, ATK Seed will increase the ATK stat for all copies of the unit).

Unfortunately, Seeds raise a stat by a very very negligible amount. Whether this is intentional, or it's intended to function as a percentage value (like Skill Levels) is unknown.

A single Seed will increase its correlated stat by one, while the double Seed raises a stat by three, yet the triple Seed increases by ten.

Currently, the limit to how much HP and ATK can be raised by Seeds is 1000 points each.

Sacred Artifact Level

Units have an additional level parameter: Sacred Artifact level, which determines the strength of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate ☆5s increase this level by 20, ☆4s increase by 5, and the remaining lower rarities merely increases by 1.

Boost Function

Starting with the 2017 Christmas Event, it's now possible to apply party-wide buffs temporarily. Below is a list of consumables, and their effects:

Item Effect Icon
Mince Pie +50% ATK クリスマス-フード-ミンスパイ.png
Pizza Nullifies status effect クリスマス-フード-ピザ.png
Grilled Turkey +10 CP every turn クリスマス-フード-鶏の丸焼き.png
Yule Log / bûche de Noël +400HP every turn クリスマス-フード-ブッシュドノエル.png

Weapons and Elements

Each unit wields a certain weapon type and element, which acts as a multiplier on their base damage. Furthermore, each weapon type attacks in a different range. The weapon types, damage multipliers, and ranges are listed below:

Weapon Type Range Multiplier
Blow (Fist) 1 space in front of unit 1.0x base attack
Slash (Sword) 3 spaces in front of unit horizontally 0.45x base attack
Thrust (Spear) 2 spaces in front of unit vertically 0.55x base attack
Shot (Bow) 3 spaces in front of unit vertically 0.45x base attack
Magic (Magic Rod) 5 tiles in a plus (+) shape in front of unit 0.28x base attack
Snipe (Gun) 5 spaces in front of unit vertically 0.28x base attack(?)

Furthermore, elements also multiply damage. Attacking an enemy weak to your unit's element doubles damage, while attacking an enemy strong against your unit's element halves damage. There are 5 main elements in the game, FIRE, WATER, WOOD, AETHER, and NETHER, with 2 special elements, SHADOW and ALL-ROUND. Strengths and weaknesses of the 5 main elements are listed in the table below:

Unit's Element 2x Damage Against 1x Damage Against 0.5x Damage Against

SHADOW is a special element that deals 1.5x damage to the 5 main elements, but also takes 1.5x damage from the main elements. ALL-ROUND has no relationships, and deals 1x damage to all other elements.

Pre-Quest Information

Gui quest information.png

You can view quest information by long-pressing on a quest in the main screen.

With this, you can view:

  • quest name
  • field size (rows and columns)
  • possible item drops
  • first completion reward
  • possible enemies encountered

beforehand, to determine what team is best for the quest.

Basic Information Getting StartedMenu TranslationsCard Face TranslationsTips and TricksKnown Bugs
General Game Guides Battle SystemLimit BreakingGachasFamiliar LevelsPlayer RankPlayer GuildLogin Incentives
Catalogs Familiars / TransientsMobsUnreleasedSkill Mechanics and Buffs/DebuffsFriend IDs
Quests Main QuestsFree QuestsDaily QuestsEvent QuestsCharacter QuestsLove QuestsSkill Quests

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