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 battle.
2. Battle Speed Change the battle speed, from 1x to 3x.
3. Area Name Location of the battle
4. Element Cycles Summarizes elemental weaknesses. See below for more info.
5. Phase Number Shows which phase you are currently on. Most battles consists of 4 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 battle, 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 battles 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 battle and quit out or refresh your units at the cost of a Transient Stone.
  • If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the battle 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

HP Seed

Kernel ATK 3.png

ATK Seed


Level and Skill Seed

Seeds are geared towards increasing stats of all variants of a unit.

So far, there's HP Seed, ATK Seed, Level Seed, and Skill Seed.

Each Seed increases their correlated stat (that is, HP stat increase, ATK stat increase, card max Level increase, and Skill Activation Percentage increase).

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.

HP Seed and ATK Seed seeds do not require any special conditions for the unit, while Level Seed requires the unit to be at absolute max level (implies max Limit Break), and Skill Seed requires Skill Level 100.

Currently, the limit to how much HP and ATK can be raised by Seeds is 1000 points each, while Level Seed and Skill Seed can only increase their correlated stat by 10.

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.

Relationships (Affinity Burst)

Relationships between units (Like, Dislike, Love, etc.) can play a role in how you'll clear a quest; moving a unit adjacent to another with a relationship (love/like/dislike/rival) to or from said moved unit will grant buffs to the source of the relationship. Each buff will last for 3 turns.

Relation Boosts
Relation Effect


+300 HP at the end of turn


+10% skill activation rate


Small attack up (x1.1 multiplier)


+5-7 CP generation at the end of the turn

For examples:

  • moving Nomad adjacent to Macan will give Macan the Friendship buff (since Macan likes Nomad) and Nomad the Anger buff (since Nomad dislikes Macan).
  • moving Gunzo adjacent to Ashigara will grant Gunzou the Friendship buff, but Ashigara won't get any buff.

Boost Function

Starting from the 2017 Christmas Event, during special Event Quests, the Boost Function is a supplementary system aimed to provide party-wide buffs that typically last the entire battle.

With both the 2017 Christmas Event and 2018 Summer Festival Event, you can obtain special consumable items from item drops or the event item exchange shop.

With the 2018 Valentine's Event, the Boost Function was used via relationships between two units. Similar to this, the Distant Gendarme Event, non-consumed strategies (formations) provided boosts in a manner similar to relationships, but required units to be positioned a certain way.

Weapons and Energies

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:

CP Gain
Name Attack Overkill Damaged
Template:Weapon:無し 0 0 0
Slash 5 9 5
Thrust 6 11 5
Blow 12 17 5
Shot 5 9 5
Magic 4 7 5
Long Slash 4 8 5
Snipe 4 6 5
All 1 1 5
None 0 0 0
Name Icon Range Multiplier
Template:Weapon:無し 0%
Slash 45%
Thrust 55%
Blow 100%
Shot 45%
Magic 28%
Long Slash 32%
Snipe 26%
All 10%
None 0%

Furthermore, energies (attributes, elements) also multiply damage. Attacking an enemy disadvantageous to your unit's energy doubles damage, while attacking an enemy advantageous against your unit's energy halves damage. There are 5 main energies in the game, FIRE, WATER, WOOD, AETHER, and NETHER, with 4 special energies: INFERNAL, VALIANT, WORLD, and ALL-ROUND. Damage multipliers of these energies are listed in the table below:

Attacking Energy Defending Energy
FIRE x1 x0.5 x2 x1 x1 x1.5 x1 x0.5 x1
WATER x2 x1 x0.5 x1 x1 x1.5 x1 x0.5 x1
WOOD x0.5 x2 x1 x1 x1 x1.5 x1 x0.5 x1
AETHER x1 x1 x1 x1 x2 x1.5 x0.5 x1 x1
NETHER x1 x1 x1 x2 x1 x1.5 x0.5 x1 x1
INFERNAL x1.5 x1.5 x1.5 x1.5 x1.5 x1.5 x0.5 x2 x1
VALIANT x0.5 x0.5 x0.5 x1 x1 x2 x1.5 x0.5 x1
WORLD x1 x1 x1 x0.5 x0.5 x0.5 x2 x1.5 x1
ALL-ROUND x1 x1 x1 x1 x1 x1 x1 x1 x1

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.

[Show Comments]

No. 2631
one month ago
Score 0++

>>2630 Nope. As far as I know, all Units have an element and you can't change it. A character can have a different element in one of their variants, such as Shino (infernal) whose valentine variant is All, but you can't change the unit's element (using Shino again, you can't change his valentine variant from All element).

The protagonist, meanwhile, is always All-element. On both the 3* and 4*.
No. 2630
one month ago
Score 0++

One question, can I change an element on a specific unit?

For example, my main character's element is water and I want to change it to fire... Can I do that?
No. 2461
2 months ago
Score 0++
Why can’t I get any drops from events? Do I have to fully conplete them in order achieve them?
No. 2240
4 months ago
Score 0++
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