The Last Remnant Wiki
No edit summary
No edit summary
Line 188: Line 188:
 
|
 
|
 
*Skills used (combat vs. mystic) depend on the class of the unit.
 
*Skills used (combat vs. mystic) depend on the class of the unit.
  +
*May use weapon arts.
 
|-
 
|-
 
|
 
|

Revision as of 09:41, 14 June 2010

Battle commands are issued in combat to deal with the enemy. Each round there can be up to 5 commands listed. They are semi-random in what commands will be listed. They can be streamlined by selectively assigning units with similar arts together so that commands that utilize those arts show up more frequently in the 5 commands.

Some leaders also bring additional commands to their unions. Classes such as Ranger will bring Flanking to their unions if they are leading.

Note that while commands are issued, they are subject to pathing as well as timing. Generally, commands targeting self have priority, then commands against enemy unions deadlocked with self, then commands that are subject to travel against their intended targets.

Close attacks

Commands Description Special Requirements Behavior
  • Attack!

Attacks with the equipped weapon.

  • Engages the target (for Deadlock) and uses regular attacks.
  • May use arts (in longer battles)
  • Back them up!

Engages Enemies Deadlocked with friendly unions.

  • Get'em, no matter what!

Attacks the union, even if it requires breaking free from Deadlock.

  • Deadlocked
  • Target is another union.
  • Drive 'em out!

Attacks a slightly weaker unit.

  • Clean 'em up quick!
  • Enemy is lower in BR
  • Act wisely!

Attacks a slightly stronger unit.

  • Enemy is slightly higher in BR
  • Don't be afraid to die!

Attacks a strong enemy unit.

  • Enemy is vastly higher in BR
  • Charge!

Attacks a boss.

  • Target is a boss monster
  • Be strong!

Attacks a rare monster.

  • Target is a rare monster
  • Play it by ear!

Leaves action up to each unit to decide.

  • Stand your ground!

Stands by, but fights when attacked.

  • Attack the lead ranks!

Attacks, concentrating on the lead ranks.

  • Targets the lead rank units.
  • May use arts.
  • Cut off their leader!

Attacks, concentrating on the leader.

  • Targets the union leader.
  • May use arts.
  • Aim for the back ranks!

Attacks, concentrating on the back ranks.

  • Targets the back rank units.
  • May use arts.
  • Knock 'em out!

Focuses attacks on enemies with low HP.

  • Alchemist (Only Alchemist class get this command)
  • Attack with mystic arts!

Attacks, using mystic arts.

  • Attack with combat arts!

Attacks, using combat arts.

  • Attack with item arts!

Attacks, using item arts.

  • Take 'em all out at once!

Attacks, while using arts dealing damage to a wide area.

  • Lower their morale!

Attacks, while using arts lowering enemy morale.

  • Uses morale affecting arts.
  • Other units attack preferentially with combat arts.
  • Psyche them out!

Attacks, while using arts affecting morale.

  • Turn it around!
  • Give it all you've got!

Attacks all-out, freely using arts.

  • Skills used (combat vs. mystic) depend on the class of the unit.
  • May use weapon arts.
  • Finish 'em off!

Strikes at a target that is near-death with full power.

  • Target health is less than 25% of maximum.
  • Skills used (combat vs. mystic) depend on the class of the unit.
  • May use weapon arts.
  • Strike from the sides!

Engages enemy in a Side Attack.

  • Union in flank position and another union in deadlock position
  • Ranger
  • Keeps the flank position as long there is another union keeping the Deadlock.
  • May use arts.
  • Can heal or support other units who are engaged with the enemy.
  • Hit'em from behind!

Engages enemy in a Rear Assault.

  • Union in rear position and another union in deadlock position
  • Ninja
  • Assassin
  • Keeps the rear position as long there is another union keeping the Deadlock.
  • May use arts.
  • Can heal or support other units who are engaged with the enemy.
  • Strike 'em where it hurts!

Engages enemy in a Massive Strike.

  • Don't count on seeing this.
  • Follow Rush!

Attack as a Massive Strike.

  • Replaces the regular attack command on all unions.
  • All unions on flanks, rear and any additional will engage as Massive Strike.
  • Wait for a chance!

Waits for a perfect opportunity to attack.

  • Wait for an enemy union to become deadlocked and then flank
  • Does not necessarily target the enemy union that was selected
  • Strengthen your defenses!

Concentrates on defending.

  • Units with Defender will Defend.
  • Units not assigned to Defend will attack. They may reasses to use arts, and will prioritize healing if union takes damage earlier in the turn.
  • Union has improved defense for the round.
  • Be our shield!

Deadlocks target, then takes its attacks.

Notes:

  • Units who didn't act so far may opt to heal when the target was defeated and the union is on low health (although quite rarely).

Ranged attacks

Commands Description Special Requirements Behavior
  • Stay on your toes!

Stands by, but preserves battle readiness.

  • Not be Deadlocked
  • Party members do nothing for that turn
  • Attack from afar!

Attacks only with long-range arts.

  • Not be Deadlocked
  • Unit with long-ranged single or union arts.
  • Does not engage the enemy
  • Attacks with long-ranged single or union arts
  • Reassigns when intercepted
  • Do area attacks from afar!

Attacks only with long-range arts.

  • Not be Deadlocked
  • Unit with long-ranged area arts
  • Does not engage the enemy
  • Attacks with long-ranged area arts
  • Reassigns when intercepted

Special attacks

Arcana commands

Commands Description Special Requirements Behavior
  • Use Blackout!

Orders a long-range attack with the Arcana Blackout. Other units in the unon do not act.

  • Leader of the union knows Blackout and has enough AP
  • High Union Morale
  • More Enemy than Friendly Unions
  • Out of Deadlock
  • Reduces union turn speed(?)
  • Use Whiteout!

Orders a long-range attack with the Arcana Whiteout. Other units in the union do not act.

  • Leader of the union knows Whiteout and has enough AP
  • High union morale
  • More Enemy than Friendly Unions
  • Out of Deadlock
  • Reduces union turn speed(?)
  • Use Animalcule!

Orders a long-range attack with the Arcana Animalcule. Other units in the union do not act.

  • Leader of the union knows Animalcule and has enough AP
  • High Union Morale
  • More Enemy than Friendly Unions
  • Out of Deadlock
  • Use Fatal Eclipse!

Orders a long-range attack with the Arcana Fatal Eclipse. Other units in the union do not act.

  • Leader of the union knows Fatal Eclipse and has enough AP
  • High union morale
  • More Enemy than Friendly Unions
  • Out of Deadlock
  • Use Rejuvenating Water!

Calls the Arcana Rejuvenating Water to restore the health of all allied forces. Others units in the union do not act.

  • Leader of the union knows Rejuvenating Water and has enough AP
  • High Union Morale
  • Out of Deadlock

Remnant commands

Commands Description Special Requirements Behavior
  • Crush 'em with Lugh's Revenge!

Orders a full-out attack centered around the weapon art Lugh's Revenge

  • Crush 'em with Schiavona!

Orders a full-out attack centered around the weapon art Schiavona

  • Other units act
  • Dave! Crush'em with Ex Machina!

Orders a full-out long-range attack centered around David's Ex Machina

  • David with Ex Machina
  • XBOX: any position, PC: union leader
  • Not deadlocked
  • High or low union morale
  • David uses Ex Machina
  • Other units may use long-ranged arts
  • Retargets when target is destroyed before action
  • Dave! End it with the Gae Bolg!

Orders David to attack with the Gae Bolg. Other units do not act.

  • David as the union leader
  • Not deadlocked
  • High or low union morale
  • David uses Gae Bolg
  • Other units don't act
  • XBOX: Aborts and reassigns when intercepted or target dies
  • PC: Retargets when target is destroyed before action; will still be executed when intercepted or raidlocked
  • Destroy them with Megalore

Orders an attack with the weapon art Megalore. Other units do not act.

  • Pagus with Heartache as union leader
  • Not deadlocked
  • High or low union morale
  • More enemy unions than friendly
    ie 6 enemy : 5 friendly
  • Pagus uses Megalore
  • Union always acts first on turn
  • Other units don't act
  • Can't be intercepted
  • Raises battlefield morale to max
  • Destroy them with Snowblind

Orders an attack with the weapon art Snowblind. Other units do not act.

  • Rush, Roberto, David or Young as union leader with Frostblade
  • Not deadlocked
  • High or low union morale
  • More enemy unions than friendly
    ie. 6 enemy : 5 friendly
  • Union acts after all other focused Art attacks or first if none.
  • Lower priority than focused Weapon Arts and Unique Arts
  • Can't be intercepted
  • Emmy! Use Hundred Flowers!

Orders a full-out attack centered around Emmy's Hundred Flowers

  • Hit them with Bel'kwinith's Fury!

Orders a full-out attack centered around the weapon art Bel'kwinith's Fury

  • I'll bind you...so, be released!
  • I know you can hear me!
  • Omnistrike!
  • Release...
  • Will you give me the power...?
  • How long...can this last?

Releases the power within the talisman

  • Rush with Omnistrike
  • XBOX: any position, PC: union leader
  • High or low union morale
  • Finish this with Omnistrike!

Orders a full-out attack centered around Rush's Ominstrike.

  • Irina! Use Omnistrike!

Orders a full-out attack centered around Irina's Omnistrike.

  • Irina with Omnistrike
  • XBOX: any position, PC: union leader
  • High or low union morale
  • PC: Union has Groggy Status
  • Jager! Finish this with Beowulf!

Orders a full-out long-range attack centered around Jager's Beowulf.

  • Jager as union leader
  • Not deadlocked
  • High or low union morale
  • Sisters, unleash Twin Snowpetal!

Orders a full-out attack centering around Hannah and Hinnah's Twin Snowpetal.

  • Talisman's Gift!

Rush uses Talisman's Gift to defend.

  • Khrynia, use dual snowpetal!

Orders a full-out attack centering around Khrynia and Irina's Dual Snowpetal.


Summon commands

Commands Description Special Requirements Behavior
  • Cyclops!

Rush summons the Cyclops. Other units do not act.

  • Summons the Cyclops
  • First action, can't be intercepted
  • Lob Omen!

Jager summons the Lob Omen. Other units do not act.

  • Summons the Lob Omen
  • First action, can't be intercepted
  • Namul, Niram!

Emmy summons Namul Sin and Niram Sin. Other units do not act.

  • Summons the Namul Niram
  • First action, can't be intercepted

Unique commands

Commands Description Special Requirements Behavior
  • Ludope, unleash Galaxy!

Orders a full-out attack centering around Ludope's Galaxy.

  • Ludope as union leader
  • Union morale is high/max
  • Ludope's union must be raidlocked by Enemy Union
  • Other union members will use close combat attacks.
  • Hinnah, unleash Seduction!

Orders a full-out attack centering around Hinnah's Seduction

  • Hinnah as union leader
  • Union morale is high
  • Other union members will use close combat attacks.
  • Zuido, unleash Giant Press!

Orders a full-out attack centering around Zuido's Giant Press

  • Zuido as union leader
  • Union morale is high
  • Other union members will use close combat attacks.
  • Milton, unleash Iron Will!

Orders a full-out attack centering around Milton's Iron Will

  • Other union members will use close combat attacks.
  • Young, unleash Brawl!

Orders a full-out attack centering around Young's Brawl

  • Young as union leader
  • Union morale is high
  • Other union members will use close combat attacks.

Support / Recovery

Commands Description Special Requirements Behavior
  • Give offensive support!
  • Lay down cover!
  • Attacks, while using arts to enhance attacking.
  • Uses support arts to assist a currently Deadlocked ally, while attacking the Deadlocked enemy.

Union has members with offensive support arts

  • Units will use offensive support arts
  • Units not listed with a support art may use recovery arts on any unions deadlocked with the enemy
  • Give defensive support!
  • Attacks, while using arts to enhance defense.
  • Units will use defensive support arts
  • Units not listed with a support art may use recovery arts on any unions deadlocked with the enemy
  • Set up the field!

Readies the battlefield with support arts.

  • Units will use support art on self.
  • Units not listed with a supoprt art may use recovery arts on self.
  • Attacking ememies will intercept union rather than raidlock it.
  • Enemy targeted by command can only deadlock union.
  • Help 'em out!

Use arts to assist currently Deadlocked allies.

  • Does not engage enemy units.
  • Support your friends!

Use morale-boosting arts to assist currently Deadlocked allies.

  • Unit with skills like Cheer
  • Another union deadlocked
  • Other units can use support arts
  • Other units can use recovery arts (?)
  • Act secretly with Stealth!

Uses Stealth on own union. Enemies cannot target it.

  • Does not engage enemy units
  • Units may reassess to healing arts
  • Removes deadlock
  • Will not prevent enemies from targeting union in current round.
  • Will not prevent currently engaged enemies from pursuing union.
  • Stealth those guys!

Uses Stealth on another union. Enemies cannot target it.

  • Does not engage enemy units
  • Units may reassess to healing arts
  • Removes deadlock
  • Will not prevent enemies from targeting union in current round.
  • Will not prevent currently engaged enemies from pursuing union.
  • Set up a decoy!

Lures enemies by using Decoy on another union.

  • Unit with Decoy
  • Another union that is not deadlocked
  • Does not engage enemy units
  • Can be used from deadlock, but removes deadlock
  • Has no noticeable effect if target union flanks/rears
  • Lure them off!

Lures enemies by using Decoy.

  • Other units will use Defend
  • Recover your Health!

Stands by, but heals unions that need it.

  • Heals unions that need it
  • Can revive if needed, but not guaranteed
  • Will not attack if no unions need healing
  • Save them, no matter what!
  • Hurry and heal them!
  • Heal the others!
  • Union restores friendly union's HP with arts. Units without HP recovery arts do not act.
  • Union restores friendly union's HP with item arts. Units without HP recovery item arts do not act.
  • Union restores friendly union's HP with mystic arts. Units without HP recovery mystic arts do not act.
  • Will heal self if target union no longer requires healing
  • Will heal any other union that requires healing
  • Will attack if no union requires healing
  • Can revive the target union if they get destroyed before this union's turn
  • Can revive units but only if there is a union that still needs healing when it's this union's turn
  • Units can buff if they aren't preassigned a task or need to reassess their assigned task.
  • Will remove deadlock
  • Get your HP up!
  • Heal yourself with item arts!
  • Recover with mystic arts!
  • Union restores HP with arts. Units without HP recovery arts do not act.
  • Union restores HP with item arts. Units without HP recovery item arts do not act.
  • Union restores HP with mystic arts. Units without HP recovery mystic arts do not act.
  • Will heal any other union that requires healing
  • Will attack if no union requires healing
  • Units can buff or remove debuffs if they aren't preassigned a task or need to reassess their assigned task.
  • Will remove deadlock
  • Bring them back!

Restores a friendly union that has been destroyed, restoring the battle lines.

  • Will heal/restore any union if target is no longer destroyed
  • Will attack if no valid targets.
  • Save them, no matter what!
  • Heal the others!
  • Attacks, while using recovery arts.
  • Can heal self if target union no longer needs it.
  • Prioritizes revive if the intended union dies (no attacks then, and assuming you can revive)
  • Keep your HP up!
  • Hang in there!
  • Attacks, while using recovery arts.
  • Can heal other unions
  • Use Second Chance!

Uses the art Second Chance to restore own unions HP.

  • Other units will not act
  • Save 'em with Second Chance!

Uses the art Second Chance to save a friendly union from destruction, restoring the battle lines.

  • Other units will not act
  • Clear their status ailments!

Dispels the status ailments of a friendly union. Units that cannot use arts do nothing.

  • Can also heal or use support arts on target
  • Will remove deadlock
  • Cure them even if it kills them!
  • More than one unit in the union
  • Unit in union with revive art
  • Not be Deadlocked - Curse only
  • Instantly kills friendly union afflicted with Enthrall and revives them
  • Instantly kills friendly union afflicted with Curse and revives them - PC only
  • Target union can block the attack(s).

Notes:

  • A union requiring healing is subjective and may be based upon factors such as the healing arts available (how much they heal for) and the union's HP.
  • If a single unit in a union is destroyed that union is considered to have a status ailment on it.