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:
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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. |
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Ranged Accuracy Up | Increases ranged attack accuracy. |
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Evasion Up | Increases the character’s chance of evading enemy attacks. |
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Melee Power Up | Increases melee attack damage. |
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Ranged Power Up | Increases ranged attack damage. |
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Potential Up | Increases the amount of HP recovered by Soul Voices and Arts, and increases damage dealt by tension Arts. |
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Physical Res Up | Decreases the amount of physical damage the character will take. |
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Beam Res Up | Decreases the amount of beam damage the character will take. |
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Ether Res Up | Decreases the amount of ether damage the character will take. |
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Thermal Res Up | Decreases the amount of thermal damage the character will take. |
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Electric Res Up | Decreases the amount of electric damage the character will take. |
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Gravity Res Up | Decreases the amount of gravity damage the character will take. |
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Barrier | Surrounds the character with a barrier that absorbs a certain amount of damage. |
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Supercharge | Doubles the damage the character’s next attack will do. |
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Decoy | The character will evade a certain number of enemy attacks. |
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Critical Power Up | Doubles the damage of the character’s critical hits. |
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Effect Stasis | Buff effects will last longer. |
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Defending | Greatly decreases the amount of damage the character will take. |
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Aura | An aura becomes active. The effect of the aura varies depending on the Art used. |
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Invincible | The character becomes invincible for a certain amount of time. |
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Weather Immunity | The character will become immune to weather effects. |
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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. |
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Critical Chance Up | Increases the character’s chance of scoring a critical hit. |
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Ether Attack Up | Increases ether attack damage. |
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Thermal Attack Up | Increases thermal attack damage. |
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Electric Attack Up | Increases electric attack damage. |
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Gravity Attack Up | Increases gravity attack damage. |
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Res Down | Reduces the enemy’s resistance to debuffs and makes it easier to inflict Stagger and Topple. |
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Skell Fuel Recovery | Recovers Skell fuel constantly. |
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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.
Status Debuffs
These affect either a party member’s or enemy’s stats.
Weather Debuffs
Certain weather conditions inflict debuffs.
A Note on Debuff ResistancesSome 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 | |
|---|---|---|---|---|---|
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Clear | — | — | — | — |
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Cloudy | — | — | — | — |
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Dense Fog | Ranged Accuracy Down | IV | I | II |
| Melee Accuracy Down | III | I | II | ||
| Critical Chance Down | III | I | II | ||
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Rain | Ranged Accuracy Down | I | — | I |
| Beam Attack Down | I | — | I | ||
| Critical Chance Down | I | — | I | ||
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Lightning | Electric Attack Up | III | I | I |
| Beam Attack Up | I | I | I | ||
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Heavy Rain | Ranged Accuracy Down | III | I | II |
| Beam Attack Down | III | I | II | ||
| Critical Chance Down | II | I | II | ||
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Heat Wave | Ranged Accuracy Down | II | — | II |
| Melee Power Down | V | — | III | ||
| Thermal Attack Up | III | I | II | ||
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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 | ||
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Thunderstorm | Ranged Accuracy Down | II | — | I |
| electric Attack Up | III | I | I | ||
| Beam Attack Down | I | — | I | ||
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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 | ||
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Rising Energy Mist | Ether Attack Up | III | I | I |
| Max TP Down | I | II | — | ||
| Potential Down | III | I | I | ||
| Fuel Recovery Up | — | I | — | ||
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Energy Mist | Ether Attack Up | V | IV | IV |
| Max TP Down | III | IV | — | ||
| Potential Down | V | III | III | ||
| Fuel Recovery Up | — | III | — | ||
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Brimstone Rain | Ranged Accuracy Down | II | — | I |
| Melee Power Down | III | — | II | ||
| Thermal Attack Up | V | III | II | ||
| Weather Damage: Fire | III | — | — | ||
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Aurora | Critical Chance Up | III | I | I |
| Potential Up | III | I | I | ||
| Ether Attack Up | III | I | I | ||
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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 | ||
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Spores | Melee Power Down | IV | II | I |
| Ranged Power Down | IV | II | I | ||
| Potential Down | V | III | III | ||
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Meteor Shower | Weather Damage: Meteorite | III | II | I |
| Gravity Attack Up | III | II | I | ||
| Critical Chance Up | III | I | I | ||
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Rainbow | Critical Chance Up | V | III | III |
| Potential Down | III | I | II | ||