Beam
Light
one enemy · power 1 · no cooldown
Battles are turn based. You pick a move, or let the team fight on its own.
Each fighter fills its turn meter by its Speed. Whoever fills it first acts next.
Crit chance decides how often a hit is critical, Crit damage how hard it hits.
With Auto the team fights on its own, and the speed button makes the battle run faster.
In the campaign, stages won with 3 stars can be skipped with a Fast Forward Token.
Slot 1 always holds the basic attack of the family. Both are equally strong.
Light
one enemy · power 1 · no cooldown
Shadow
one enemy · power 1 · no cooldown
The strength of an effect always comes from the ability that applies it. Effects of the same kind do not stack: the stronger value and the longer duration apply. Buffs help your own team, debuffs hit the enemy. Tap an effect to learn more.
Raises attack, so its hits do more damage.
Raises defense, so it takes less damage.
Raises speed, so it acts more often.
Heals at the start of each of its turns.
Soaks up damage before health is lost.
All damage taken is lower.
Draws all single attacks of the enemies.
A protector takes part of the hits.
New debuffs have no effect.
Answers every direct hit.
Health cannot drop below 1.
Higher chance of critical hits.
Critical hits deal more damage.
Lowers attack, so its hits do less damage.
Lowers defense, so it takes more damage.
Lowers speed, so it acts less often.
Deals damage at the start of each of its turns.
Skips its next turn.
Healing on the target is weaker.
Restores health at once.
Heals by a share of the damage dealt.
Brings a fallen ally back.
Removes all debuffs.
Fills part of the turn meter.
Empties part of the turn meter.
Costs the user health.
An ally attacks out of turn.
The damage heals the whole team.
Poison deals all its damage at once.
Every shield lowers damage taken by at least 5 % while it stands. All reductions together reach at most 50 %.