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==Damage Type Focus== | ==Damage Type Focus== | ||
These particular abilities are types of damage that teams can be built around. | |||
===[[Allies/Special/Basic_Attack_Focus|Basic Attack (Follow-Up) Focus]]=== | ==={{Icon|Effect Follow}} [[Allies/Special/Basic_Attack_Focus|Basic Attack (Follow-Up) Focus]]=== | ||
* Follow-up attacks accompany a unit's Basic attack, hitting the enemy for additional damage. | * Follow-up attacks accompany a unit's Basic attack, hitting the enemy for additional damage. | ||
===[[Allies/Special/Bleed_Focus|Bleed (Turn-by-Turn) Focus]]=== | ==={{Icon|Effect Bleed}} [[Allies/Special/Bleed_Focus|Bleed (Turn-by-Turn) Focus]]=== | ||
* Turn-by-turn damage, often referred to as bleed, damage-over-time, or poison, causes the enemy to take continual damage after each round is completed. This is directly inflicted on the enemy, so it will not count as an additional hit. | * Turn-by-turn damage, often referred to as bleed, damage-over-time, or poison, causes the enemy to take continual damage after each round is completed. This is directly inflicted on the enemy, so it will not count as an additional hit. | ||
* Note that this skill can be detrimental when the enemy requires healing since this skill will always cause damage. | * Note that this skill can be detrimental when the enemy requires healing since this skill will always cause damage. | ||
===[[Allies/Special/Trigger_Focus|Trigger Focus]]=== | ==={{Icon|Effect ATK}} [[Allies/Special/Trigger_Focus|Trigger Focus]]=== | ||
* Trigger skills are as they sound: skills that are triggered on a specific condition. For most units, these are written with "on" or "when" a particular condition is reached. These skills will grant either more damage or more healing at that condition. | * Trigger skills are as they sound: skills that are triggered on a specific condition. For most units, these are written with "on" or "when" a particular condition is reached. These skills will grant either more damage or more healing at that condition. | ||
===[[Allies/Special/Ultimate_Focus|Ultimate (Burst) Focus]]=== | ==={{Icon|Effect Attack Up}} [[Allies/Special/Ultimate_Focus|Ultimate (Burst) Focus]]=== | ||
* Ultimate skills are used by the majority of allies to damage enemies. However, some allies are particularly skilled in very high ultimate skill damage, sometimes called burst damage. This produces a very high damage number all at once! | * Ultimate skills are used by the majority of allies to damage enemies. However, some allies are particularly skilled in very high ultimate skill damage, sometimes called burst damage. This produces a very high damage number all at once! | ||
===[[Allies/Special/Multi-Target|Multi-Target (AoE)]]=== | ==={{Icon|Effect ATK}} [[Allies/Special/Multi-Target|Multi-Target (AoE)]]=== | ||
* Most units that can hit multiple enemies are extremely useful in grinding or against boss stages with multiple enemies. They can significantly shorten the amount of turns needed to defeat the enemies. Some attack all enemies, while others attack only certain enemy slots. | * Most units that can hit multiple enemies are extremely useful in grinding or against boss stages with multiple enemies. They can significantly shorten the amount of turns needed to defeat the enemies. Some attack all enemies, while others attack only certain enemy slots. | ||
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==Special Skills== | ==Special Skills== | ||
===[[Allies/Special/Blood_Sucking_Effect|Blood Sucking Effect]]=== | ==={{Icon|Effect Heal}} [[Allies/Special/Blood_Sucking_Effect|Blood Sucking Effect]]=== | ||
* Allies heal themselves when the blood sucking effect is active. | * Allies heal themselves when the blood sucking effect is active. | ||
===[[Allies/Special/Guard_Break|Guard Break]]=== | ==={{Icon|Effect Up}} [[Allies/Special/Guard_Break|Guard Break]]=== | ||
* Many enemies will use guard to half the damage given to them. This is often accompanied by a taunt, forcing the user to attack them rather than any other enemies on the battlefield. Even worse, bosses may use this skill right before a special attack, so you may be required to break their guard to avoid death. | * Many enemies will use guard to half the damage given to them. This is often accompanied by a taunt, forcing the user to attack them rather than any other enemies on the battlefield. Even worse, bosses may use this skill right before a special attack, so you may be required to break their guard to avoid death. | ||
===[[Allies/Special/Inflicts_Status|Status Effects]]=== | ==={{Icon|Effect Paralysis}}{{Icon|Effect Silence}}{{Icon|Effect Sleep}} [[Allies/Special/Inflicts_Status|Status Effects]]=== | ||
* Paralysis, Silence, and Sleep are status effects that may be inflicted on the enemy, often with only a small chance of triggering. Paralysis prevents the enemy from acting on that turn. Sleep keeps the enemy from acting until damage is inflicted. Silence prevents the enemy from using an ultimate. Most bosses are immune to these three status effects, but there are a few cases where they can be used. | * Paralysis, Silence, and Sleep are status effects that may be inflicted on the enemy, often with only a small chance of triggering. Paralysis prevents the enemy from acting on that turn. Sleep keeps the enemy from acting until damage is inflicted. Silence prevents the enemy from using an ultimate. Most bosses are immune to these three status effects, but there are a few cases where they can be used. | ||
===[[Allies/Special/Modify_Cooldown|Modify Cooldown]]=== | ==={{Icon|Effect CD}} [[Allies/Special/Modify_Cooldown|Modify Cooldown]]=== | ||
* The ultimate cooldown is normally fixed, but can be rarely modified by skills. | * The ultimate cooldown is normally fixed, but can be rarely modified by skills. | ||
===[[Allies/Special/Recovery_Down|Recovery Down (Anti-Heal)]]=== | ==={{Icon|Effect Down}} [[Allies/Special/Recovery_Down|Recovery Down (Anti-Heal)]]=== | ||
* Units with recovery down are especially useful when an enemy heals itself. By lowering their recovery rate, you are able to keep damaging the enemy without losing all your progress. Please note if the boss stage requires you to heal the enemy, you should never use these characters in that fight! | * Units with recovery down are especially useful when an enemy heals itself. By lowering their recovery rate, you are able to keep damaging the enemy without losing all your progress. Please note if the boss stage requires you to heal the enemy, you should never use these characters in that fight! | ||
===[[Allies/Special/Shield_Generator|Shield Generators]]=== | ==={{Icon|Effect HP}} [[Allies/Special/Shield_Generator|Shield Generators]]=== | ||
* Shields can be stacked on top of an ally's current HP to act as a damage buffer. Some allies, such as Guardians, use them to protect themselves, but others may use them on the entire party. | * Shields can be stacked on top of an ally's current HP to act as a damage buffer. Some allies, such as Guardians, use them to protect themselves, but others may use them on the entire party. | ||
===[[Allies/Special/Taunt|Taunt]]=== | ==={{Icon|Effect Taunt}} [[Allies/Special/Taunt|Taunt]]=== | ||
* Taunt is often used by Guardians to force the enemy to target them, rescuing the rest of the party from damage. It can also be used by other allies that counter (see Trigger Focus), allowing the ally to attack more often | * Taunt is often used by Guardians to force the enemy to target them, rescuing the rest of the party from damage. It can also be used by other allies that counter (see Trigger Focus), allowing the ally to attack more often | ||
[[Category:Ally List]][[Category:Guides]] | [[Category:Ally List]][[Category:Guides]] | ||
{{DISPLAYTITLE:Special Ally Lists}} | {{DISPLAYTITLE:Special Ally Lists}} | ||
Revision as of 02:31, 22 February 2026
The following lists have been curated to help with team preparation. They include allies that fit special categories, and the tables attempt to display what information is relevant.
Damage Type Focus
These particular abilities are types of damage that teams can be built around.
- Follow-up attacks accompany a unit's Basic attack, hitting the enemy for additional damage.
- Turn-by-turn damage, often referred to as bleed, damage-over-time, or poison, causes the enemy to take continual damage after each round is completed. This is directly inflicted on the enemy, so it will not count as an additional hit.
- Note that this skill can be detrimental when the enemy requires healing since this skill will always cause damage.
- Trigger skills are as they sound: skills that are triggered on a specific condition. For most units, these are written with "on" or "when" a particular condition is reached. These skills will grant either more damage or more healing at that condition.
- Ultimate skills are used by the majority of allies to damage enemies. However, some allies are particularly skilled in very high ultimate skill damage, sometimes called burst damage. This produces a very high damage number all at once!
- Most units that can hit multiple enemies are extremely useful in grinding or against boss stages with multiple enemies. They can significantly shorten the amount of turns needed to defeat the enemies. Some attack all enemies, while others attack only certain enemy slots.
- For units that hit only certain slots, if those enemy slots are not filled, the unit will instead hit another slot at random. If there is only a single enemy, that means they will hit that enemy multiple times.
Special Skills
- Allies heal themselves when the blood sucking effect is active.
- Many enemies will use guard to half the damage given to them. This is often accompanied by a taunt, forcing the user to attack them rather than any other enemies on the battlefield. Even worse, bosses may use this skill right before a special attack, so you may be required to break their guard to avoid death.
- Paralysis, Silence, and Sleep are status effects that may be inflicted on the enemy, often with only a small chance of triggering. Paralysis prevents the enemy from acting on that turn. Sleep keeps the enemy from acting until damage is inflicted. Silence prevents the enemy from using an ultimate. Most bosses are immune to these three status effects, but there are a few cases where they can be used.
- The ultimate cooldown is normally fixed, but can be rarely modified by skills.
- Units with recovery down are especially useful when an enemy heals itself. By lowering their recovery rate, you are able to keep damaging the enemy without losing all your progress. Please note if the boss stage requires you to heal the enemy, you should never use these characters in that fight!
- Shields can be stacked on top of an ally's current HP to act as a damage buffer. Some allies, such as Guardians, use them to protect themselves, but others may use them on the entire party.
- Taunt is often used by Guardians to force the enemy to target them, rescuing the rest of the party from damage. It can also be used by other allies that counter (see Trigger Focus), allowing the ally to attack more often