Battle System

From Tokyo Afterschool Summoners
Revision as of 10:54, 17 February 2017 by Slaix223 (talk | contribs) (Filled out more information about the 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.

Battle Screen Summary

A screenshot of the game's battle system.
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. Each mission 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 unit. Buffs are in the top row in red, debuffs are in the bottom row in blue.
9. Support Unit Unit borrowed from a friend or a random person online before starting the mission.
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

Each mission 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. 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 to a diagonally-adjacent space (For example, moving to the north-east without "touching" the north or east space).

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 strike range. CP can also be charged from certain status buffs to allow you to use them more frequently.

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
Strike (Fist) 1 space in front of unit 1.0x base attack
Slash (Sword) 3 spaces in front of unit horizontally ??x base attack
Pierce (Spear) 2 spaces in front of unit vertically 0.55x base attack
Ranged (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

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, Light, and Dark, with 2 special elements, Demon and Neutral. 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
Fire Wood Fire, Light, Dark Water
Water Fire Water, Light, Dark Wood
Wood Water Wood, Light, Dark Fire
Light Dark Fire, Water, Wood, Light None
Dark Light Fire, Water, Wood, Dark None

Demon is a special element that deals 2x damage to the 5 main elements, but also takes 2x damage from the main elements. Neutral has no relationships, and deals 1x damage to all other elements.