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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:

PassiveEffect
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, Retaliatea chance to strike back at a physical attacker
Enduresurvive one lethal hit with 1 HP
Life Bonus and similarmore max HP or MP
Fan-made, non-commercial. Shin Megami Tensei is © ATLUS / SEGA. Data from megaten-fusion-tool.