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Battle System 1

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The game's battle system is turn-based. The order of the turns will be determined by the character's SPD stat. Don't let the game's simplistic battle system fool you; there's more than meets the eye. Strengths, weaknesses, combos through sessions, special attacks, and other factors play a great part in every battle. This page will give you the basics on how the battle system works.

Party Size

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You can only bring three characters in your combat party at a time. Careful consideration of your party composition will be needed in later battles as you get new members and unlock more skills. Fortunately, you can freely switch characters in the middle of battle should the need arise, at a cost of the current character's turn.

First Strike

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If you hit an enemy mirage with a sword, it will be knocked down temporarily. Touching a stunned mirage will give you a chance to start the battle with a first strike. This will only work against the ordinary red mirages. Savage black mirages can't be knocked down with a sword attack.

Battle Menu

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For each turn, you can select different commands for your characters to do. The battle menu is located in the middle-bottom of the screen, and can be rotated left or right.

HP/EP - This is basically your health and mana gauges. If HP runs out, the character becomes incapacitated and will be unable to perform any actions. You can bring him/her back to the battle using revival skills or items. If EP runs out, the character can't use any Skills. Only consumable items can recover EP in the middle of a battle.

  • Attack - Perform an ordinary attack with your weapon. No EP cost but no sessions can be triggered either.
  • Skill - Use skills that consume EP. Sessions can be triggered when available.
  • Change - Switch the current character to one of the sub-members. You can't switch out the main character.
  • Guard - Raise your guard to reduce damage from any incoming attacks and recover a bit of EP as well.
  • Item - Use any consumable item in your inventory. You can only use one item per command so choose carefully.
  • Tactics: Determine how your allies will act during the battle. If any tactic other than commanding the character is chosen, the cast member will act according to the tactic assigned to him/her. A tactic can be set by pressing A and canceled by pressing B.
  • Escape - Allows the party to escape an ordinary battle.

Exploiting Weaknesses

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Exploiting enemy weaknesses is an integral part of every battle. Not only that it deals more damage but it allows allies to perform follow-up attacks called a Session. This ensures that you can get the most damage output in a single turn. Aside from the basic four elements, there are four types of physical attacks, and two non-elemental attacks you should consider.

Physical Attack Types

Attack Type Weapon/Skill
[Physica] Slash Sword
[Physica] Thrust Spear
[Physica] Blunt Axe
[Physica] Ranged Bow

The physical attack types follow Fire Emblem's "Weapon Triangle". Basically, Sword > Axe > Lance > Sword.

Elemental Types

Attack Type Weapon/Skill
Fire "Agi" type skills
Ice "Bufu" type skills
Elec "Zio" type skills
Force "Zan" type skills

Non-Elemental Types

Attack Type Weapon/Skill
Light "Hama" type skills
Darkness "Mudo" type skills

Additionally, there are "Bane" type skills that can deal significant damage against specific enemy types. For example, Touma's Horseslayer skill deals bonus damage against horseback mirages.

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For enemies you encountered for the first time, their weaknesses will be concealed. However, as you attack them or successfully hit their weak points with skills through lucky guessing, their weaknesses will be fully revealed for your next encounters against that type of enemy. Take note that the same principle applies to your party so if an enemy manages to exploit your party member's weakness, he/she'll suffer increased damage and will be susceptible against enemy session attacks.

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Resistances

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When you select a target, you'll get a full preview of the target's resistances. The letters under the attack type icon determines the extent of the damage the target will receive when hit by that particular attack type.

Wk (Weak): Target suffers increased damage and will be vulnerable for session attacks.

Rs (Resist): Target suffers significantly less damage from the attack

Nl (Null): Target suffers NO damage from the attack

Dr (Drain): Target absorbs the damage to heal self.

Rf (Reflect) : Target nullifies damage and reflects it back to the user

 
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