Each Battler has 6 Abilities
One Primary Ability: This is the Battler's main attack, such as swinging a sword, shooting an arrow, throwing a fire potion, etc. These have unlimited uses per Round and correspond to the Battler's Major Mastery. There are 8 Primary Abilities in the game.
Two Secondary Abilities: Battlers have two Secondary Abilities corresponding to their two Masteries. These abilities can be used once per Round. Each Mastery has 2 Secondary Abilities, so there are sixteen Secondary Abilities in the game. For example, Protection's two Secondary Abilities are CURE and PROTECT.
One Signature Ability: The Battler's "main thing," either an Object, Summon, or unique Battler Mechanic. Some examples include the King's Castle, Ranger's Trusty Horse, and the Trickster's Fire Juggling. As the name implies, no 2 Battlers have the same Signature Ability.
Two Special Abilities: These abilities are completely unique to each Battler as well. They often relate to the Battler's Signature Ability, class, and/or animal.
As an example, the King is Protection (Major) and Warfare (Minor) and has:
1. SLAM (Protection Primary) - Melee attack that deals an extra damage to Objects.
2. PROTECT (Protection Secondary) - Response Ability that stops Primary Abilities to a target.
3. SPIN (Warfare Secondary) - Deals 2 damage to up to 2 targets and causes himself to become stunned (dizzy).
4. BENDING THE KNEE: Brings a Castle into play. You may have up to 5 Battlers enter it now.
5. ROYAL FEAST: The King and up to 1 Battler enters the Castle. Battlers that are in the Castle now gain 2 health.
6.GUARD DOG: The King stops the Castle from being a target of the opponent while he is inside of it. He also stops the opponent from targeting any Ore Object while he is in the Ready position.
So, the King is good at destroying Objects, protecting your team and the Castle (and other Ore Objects), dealing damage to multiple targets, and healing your team. However, he both of his offensive abilities are melee, so he is vulnerable to an opponent's Battler performing PARRY. Also, he has no way to apply or remove ailments.
Your opponent might want a Battler that is good at destroying Objects to attack the Castle, or one that can apply poison, since poisoned characters cannot be healed. If your opponent drafts a Battler good at destroying Objects, you might select one that is good at repairing Objects. If your opponent drafts a Battler with poison damage, you might want one that can prevent Battlers from being poisoned. Or your opponent might decide to ignore the Castle, and find his own game plan that you will have to try to beat!
Every Battler and ability in the game can be "countered" in some fashion. In other words, everything is beatable. The trick is in the drafting portion of the game, building the right team to compliment each other and/or selecting Battlers to counteract your opponent. Then once your team is selected, you must have a plan on how to coordinate your actions, which order to use them, and which Battlers, Objects, and Summons to try to eliminate first. All the while trying to handle what your opponent throws at you!
"Everyone has a plan until they get punched in the mouth" ~ Mike Ty
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