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 |
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Attacks with the equipped weapon. |
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Engages Enemies Deadlocked with friendly unions. |
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Attacks the union, even if it requires breaking free from Deadlock. |
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Attacks a slightly weaker unit. |
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Attacks a slightly stronger unit. |
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Attacks a strong enemy unit. |
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Attacks a boss. |
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Attacks a rare monster. |
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Leaves action up to each unit to decide. |
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Stands by, but fights when attacked. |
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Attacks, concentrating on the lead ranks. |
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Attacks, concentrating on the leader. |
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Attacks, concentrating on the back ranks. |
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Focuses attacks on enemies with low HP. |
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Attacks, using mystic arts. |
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Attacks, using combat arts. |
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Attacks, using item arts. |
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Attacks, while using arts dealing damage to a wide area. |
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Attacks, while using arts lowering enemy morale. |
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Attacks, while using arts affecting morale. |
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Attacks all-out, freely using arts. |
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Engages enemy in a Side Attack. |
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Engages enemy in a Rear Assault. |
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Engages enemy in a Flank |
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Concentrates on defending. |
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Deadlocks target, then takes its attacks. |
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Notes:
- Units who didn't act so far may opt to heal when the target was defeated and the union is on low health (altough quite rarely).
Ranged attacks
Commands | Description | Special Requirements | Behavior |
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Stands by, but preserves battle readiness. |
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Attacks only with long-range arts. |
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Attacks only with long-range arts. |
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Special attacks
Arcana commands
Commands | Description | Special Requirements | Behavior |
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Orders a long-range attack with the Arcana Blackout. Other units in the unon do not act. |
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Orders a long-range attack with the Arcana Whiteout. Other units in the union do not act. |
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Remnant commands
Commands | Description | Special Requirements | Behavior |
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Releases the power within the talisman |
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Orders David to attack with the Gae Bolg. Other units do not act. |
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Orders a full-out long-range attack centered around David's Ex Machina |
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Orders a full-out attack centered around Emmy's Hundred Flowers |
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Orders a full-out attack cenetered around the weapon art Lugh's Revenge |
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Summon commands
Commands | Description | Special Requirements | Behavior |
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Jager summons the Lob Omen. Other units do not act. |
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Emmy summons Namul Sin and Niram Sin. Other units do not act. |
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Unique commands
Commands | Description | Special Requirements | Behavior |
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Orders a full-out attack centering around Ludope's Galaxy. |
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Orders a full-out attack centering around Hinnah's Seduction |
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Support / Recovery
Commands | Description | Special Requirements | Behavior |
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Union has members with offensive support arts |
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Readies the battlefield with support arts. |
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Use arts to assist currently Deadlocked allies. |
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Uses Stealth on own union. Enemies cannot target it. |
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Uses Stealth on another union. Enemies cannot target it. |
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Lures enemies by using Decoy on another union. |
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Lures enemies by using Decoy. |
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Stands by, but heals unions that need it. |
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Restores a friendly union that has been destroyed, restoring the battle lines. |
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Dispels the status ailments of a friendly union. Units that cannot use arts do nothing. |
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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.