Buffs, charges and passives
Buffs and debuffs
Three stats can be raised or lowered in battle: attack (Tarukaja, Tarunda), defense (Rakukaja, Rakunda) and accuracy and evasion (Sukukaja, Sukunda).
- Each stat has one scale from -3 to +3 ranks. A buff and a debuff on the same stat cancel each other out rank by rank.
- Each rank is worth 20%, so +3 attack means ×1.6 damage. Different buffs multiply: +3 attack against a target at -3 defense is ×1.6 × ×1.6, more than double damage.
- Accuracy ranks move the hit chance by 10% each.
- Buffs last until the end of the battle, or until the demon leaves the field.
- Dekaja removes the buffs of all enemies, Dekunda removes the debuffs of all allies.
Buffs are strongest when you can keep your demons on the field. Summoning a demon out throws its buffs away.
Charge and Concentrate
Charge makes the demon's next physical or gun attack deal ×2.5 damage, and Concentrate does the same for the next magic attack. The effect waits until it is used. Dark Energy and Spirit Focus are stronger versions (×3).Charging costs an action now for a big hit later, which works well with a weakness hit: the charged attack also gives you the extra press turn.
Karn walls
Tetrakarn puts up a wall that repels the next physical or gun attack against the target, and Makarakarn does the same for magic. A repelled attack costs the attacker all remaining icons, so a wall is a strong way to end the opponent's phase early.Passive skills
Passive skills work on their own. The common ones:
| Passive | Effect |
|---|---|
| Resist, Null, Repel, Drain (element) | changes the demon's resistance to that element |
| Pierce (Phys Pierce) | the demon's attacks of that element ignore resistances, except repel and drain |
| Pleroma (Fire Pleroma and others) | more damage with that element |
| Counter, Retaliate | a chance to strike back at a physical attacker |
| Endure | survive one lethal hit with 1 HP |
| Life Bonus and similar | more max HP or MP |