Prima Games eGuides Xenoblade Chronicles X eGuide

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Xenoblade Chronicles X eGuide A Primer for Prospective Citizens of Mira

Battle Meta

Now that you’ve got your gear, it’s time to use it. Don’t just rush into battle, however—get your intel on first.

Double the Weapons, Double the Power

Depending on their class, every character wields two weapons at all times: melee and ranged.

Melee weapons are powerful and generate more TP per auto-attack than an equally specced ranged weapon, but they incur risk by requiring engagememt up close.

Ranged weapons can be used from far away but attack with multiple hits that don’t do nearly as much damage per hit as an equally specced melee weapon. Enemies can also target you more easily if you constantly hang back with ranged attacks. Switch between both weapons with (X) depending on the situation.

Ranged Weapons Melee Weapons
Assault Rifle Longsword
Sniper Rifle Javelin
Dual Guns Dual Swords
Gatling Gun Shield
Raygun Knife
Psycho Launcher Photon Saber

Double the Weapons, Double the Power

Through the course of the game, characters learn special abilities and attacks known as Arts. There are five different types of Arts, noted by color.

Art Type Description
Melee Arts Attack Arts related to melee weapons.
Ranged Arts Attack Arts related to ranged weapons.
Aura Arts Arts that consume 1,000 TP upon use. They can be melee or long-range Arts, and they are quite powerful. Their use can turn the tide of battle.
Debuff Arts Arts related to debuffing (weakening) the enemy. They range from poisoning enemies and putting them to sleep to controlling them! Can be close or long range.
Buff Arts Arts that support allies. They can grant resistances, recovery, etc., and can be close or long range.

The Arts menu is your one-stop shop for all things Arts. You can check which ones you’ve learned, add or remove them from the Arts list with the (Y) button, and upgrade them using battle points with the (X) button. The level cap for Arts is 5. For a full list of Arts available to your avatar and party members, see the Characters chapter.

Skills

Unlike Arts, which are active abilities and effects launched while in battle, Skills are passive abilities and effects that automatically activate under the correct conditions when equipped.

You can view your party members’ skills in the Skills menu. For a complete list of Skills available to characters, check the Characters chapter.

Classes

Classes are designations that are applied to your avatar and other party characters that dictate combat capabilities. Different classes specialize in different battle roles and weaponry, so it’s best to learn as many classes as possible. Some are battle masters, some excel at support, some are ideal for crippling enemies. Experiment for best results.

Going through the ranks of a class yields Arts and Skills, which you can then take on to the next class—with a caveat. Some Arts are tied to weapons, so if you move to a class that requires use of a different weapon than the previous class, you won’t be able to use those Arts. However, mastering a branch in the class tree allows you to equip that class’s weapons on a different class.

You can view the tree of classes in the Class menu. If you reach the end of a tree and master the final class there, you can master its weapons, meaning you can use them (and the Arts that require them) in any class from then on!

For a complete list of classes available to characters and what they entail, see the Characters chapter.

What Are Battle Points?

Battle points are used to strengthen Arts and Skills. You can get them by:

  • Increasing your level or class rank.
  • Discovering base camps on Mira.Opening treasure boxes.
  • Adding items to the Collectopedia—either complete entire rows or look for squares marked with a star.
  • Completing squad missions (see the Social chapter for more info).

Buffs and Debuffs

Most often activated by Arts or weather effects, buffs grant temporary positive effects to party members, while debuffs inflict temporary negative effects. You can manipulate a character’s resistance to damage, the ability to take damage, and a litany of other effects.

Buffs

Buffs are temporary positive effects granted to party members. Buffs with higher levels have stronger effects and tend to last longer than buffs with lower levels.

Name Effect
Melee Accuracy Up Increases melee attack accuracy.
Ranged Accuracy Up Increases ranged attack accuracy.
Evasion Up Increases the character’s chance of evading enemy attacks.
Melee Power Up Increases melee attack damage.
Ranged Power Up Increases ranged attack damage.
Potential Up Increases the amount of HP recovered by Soul Voices and Arts, and increases damage dealt by tension Arts.
Physical Res Up Decreases the amount of physical damage the character will take.
Beam Res Up Decreases the amount of beam damage the character will take.
Ether Res Up Decreases the amount of ether damage the character will take.
Thermal Res Up Decreases the amount of thermal damage the character will take.
Electric Res Up Decreases the amount of electric damage the character will take.
Gravity Res Up Decreases the amount of gravity damage the character will take.
Barrier Surrounds the character with a barrier that absorbs a certain amount of damage.
Supercharge Doubles the damage the character’s next attack will do.
Decoy The character will evade a certain number of enemy attacks.
Critical Power Up Doubles the damage of the character’s critical hits.
Effect Stasis Buff effects will last longer.
Defending Greatly decreases the amount of damage the character will take.
Aura An aura becomes active. The effect of the aura varies depending on the Art used.
Invincible The character becomes invincible for a certain amount of time.
Weather Immunity The character will become immune to weather effects.
Terrain Immunity The character will become immune to terrain damage.
Weather and Battle Probe Buffs

These are positive effects gained from either the weather or from placing battle-related probes.

Name Effect
All Attribute Res Up Decreases all damage the character is taking.
Critical Chance Up Increases the character’s chance of scoring a critical hit.
Ether Attack Up Increases ether attack damage.
Thermal Attack Up Increases thermal attack damage.
Electric Attack Up Increases electric attack damage.
Gravity Attack Up Increases gravity attack damage.
Res Down Reduces the enemy’s resistance to debuffs and makes it easier to inflict Stagger and Topple.
Skell Fuel Recovery Recovers Skell fuel constantly.
Skell Fuel Recovery Speed Up Parked Skells recover fuel more quickly.

Debuffs

Debuffs are negative effects inflicted on party members. Debuffs with higher levels have stronger effects and tend to last longer than debuffs with lower levels.

Mobility Debuffs

These debuffs will either forcefully move a character or affect that character’s ability to move. The affected character will not be able to move until the debuff is removed or wears off on its own.

Name Effect
Stagger Knocks the character off balance, making him or her susceptible to Topple and Bind.
Topple The character topples, opening him or her up to further attack.
Knockback The character is shoved backward a certain distance.
Launch The character is sent flying away.
Flinch The character flinches, unable to act for a certain amount of time.
Stun The character faints.
Sleep The character is put to sleep but will wake upon being attacked.
Bind The character is pinned down by an enemy Skell.
Control The character seizes control of the target and turns it into an ally.
Status Debuffs

These affect either a party member’s or enemy’s stats.

Name Effect
Taunt Draws the attention of the target.
Blackout Reduces accuracy, evasion, and the amount of damage dealt by ranged weapons.
Virus The afflicted cannot used ranged weapons.
Fatigue Decreases melee attack damage.
Slow Arts Slows down Art cooldown speed.
Time Bomb Inflicts a large amount of damage after a certain amount of time.
Debuff Res Down Decreases resistance to all types of debuffs.
HP Recovery Down Reduces the amount of HP recovered by Soul Voices and Arts.
Max TP Down Reduces Maximum TP.
Blaze Inflicts thermal damage at regular intervals.
Shock Inflicts electric damage at regular intervals.
Physical Res Down Increases the amount of physical damage taken.
Beam Res Down Increases the amount of beam damage taken.
Ether Res Down Increases the amount of ether damage taken.
Thermal Res Down Increases the amount of thermal damage taken.
Electric Res Down Increases the amount of electric damage taken.
Gravity Res Down Increases the amount of gravity damage taken.
Weather Debuffs

Certain weather conditions inflict debuffs.

Name Effect
Melee Accuracy Down Reduces melee attack accuracy.
Ranged Accuracy Down Reduces ranged attack accuracy.
Melee Power Down Reduces melee attack damage.
Ranged Power Down Reduces ranged attack damage.
Potential Down Decreases the amount of HP recovered by Soul Voices and Arts, as well as damage dealt by tension Arts.
Critical Chance Down Reduces the character’s chance to score a critical hit.
Beam Attack Down Reduces beam attack damage.
Weather Damage: Heat Inflicts thermal damage at regular intervals.
Weather Damage: Lightning Inflicts electric damage at regular intervals.

A Note on Debuff Resistances

Some enemies show resistance to some debuff effects. If an enemy is partially resistant to an attempted debuff (resulting in a prevention of the effect), the message “RESISTANT” will display. If the enemy is completely resistant to the attempted debuff, the message “IMMUNE” will display.

Braving the Elements

Different weather conditions bring with them different buffs and debuffs.

Weather Effects
Weather Name Effect Name Ground UnitEffect Level Skell Effect Level Enemy Effect Level
Clear
Cloudy
Dense Fog Ranged Accuracy Down IV I II
Melee Accuracy Down III I II
Critical Chance Down III I II
Rain Ranged Accuracy Down I I
Beam Attack Down I I
Critical Chance Down I I
Lightning Electric Attack Up III I I
Beam Attack Up I I I
Heavy Rain Ranged Accuracy Down III I II
Beam Attack Down III I II
Critical Chance Down II I II
Heat Wave Ranged Accuracy Down II II
Melee Power Down V III
Thermal Attack Up III I II
Sandstorm Ranged Accuracy Down IV II III
Melee Accuracy Down III I III
Ranged Power Down V II III
Beam Attack Down IV II III
Thunderstorm Ranged Accuracy Down II I
electric Attack Up III I I
Beam Attack Down I I
Electromagnetic Storm Ranged Accuracy Down IV II II
Ranged Power Down V II III
electric Attack Up V III III
Weather Damage: Lightning I II I
Rising Energy Mist Ether Attack Up III I I
Max TP Down I II
Potential Down III I I
Fuel Recovery Up I
Energy Mist Ether Attack Up V IV IV
Max TP Down III IV
Potential Down V III III
Fuel Recovery Up III
Brimstone Rain Ranged Accuracy Down II I
Melee Power Down III II
Thermal Attack Up V III II
Weather Damage: Fire III
Aurora Critical Chance Up III I I
Potential Up III I I
Ether Attack Up III I I
Crimson Aurora Critical Chance Up IV II II
Potential Down IV I I
Ether Attack Up V III III
Gravity Attack Up III I I
Spores Melee Power Down IV II I
Ranged Power Down IV II I
Potential Down V III III
Meteor Shower Weather Damage: Meteorite III II I
Gravity Attack Up III II I
Critical Chance Up III I I
Rainbow Critical Chance Up V III III
Potential Down III I II