Weakness and 1 More
Enemies have different elemental and physical affinities. If you happen to hit this weakness through an attack or skill, you’ll deal more damage and knock the enemy down, giving you an extra turn. This is immensely helpful in battle since you can chain several 1-more!’s as long as you keep hitting the weaknesses of different targets, other than the ones that you already knocked down. If you manage to knock down all enemies, this will trigger a Hold Up, which will be explained in the next page after this. Take note that enemies can only remain knocked down for one turn.
1 more is also triggered if you happen to land a critical hit with any attack, even if the enemy is not weak against it. This is only applicable if the enemy doesn’t nullify, reflect, or absorb that attack. Take note that enemies can use this method against you if ever they land a critical hit or discover a character's weakness.
Analyzing Enemies
There’s generally no immediate way of knowing an enemy’s complete affinity other than experimenting with various attacks. Whenever you land an attack to an enemy, it’s “record” will be updated so the next time you analyze it, you’ll be able to review what attacks are effective against it. To analyze an enemy, press L1 during the active character's turn. Use analyze often since it also shows you other details like the enemy’s HP and SP, level, and dropped items.
Baton Pass
You can perform a Baton Pass by pressing R2 after triggering a 1-More. This allows you to transfer the turn to a teammate. That teammate will receive an attack and recovery bonus.
If your teammate happens to have attacks that the enemies are weak against, you can chain several baton passes. You’ll know this since there’s also a yellow “Weak” label that will appear when selecting a character.
Characters should learn Baton Pass as a skill before they can use it. However, the main character can Baton Pass from and to anyone who learned the skill.
Guarding not only reduces incoming damage but also protects you from status ailments and from being knocked down. While it is hard to anticipate which character an enemy will target, there are usually cues that will give way if a powerful attack is incoming like if an enemy skips a turn to charge or ready for an attack.