Every battle in the game can be thought of as the same. There are some minor variations, but we'll treat them generally and then explain the differences.
All battles start with a team selection screen where you can select the characters you wish to use for this battle. This is an opportunity to look at your enemy's strengths and weaknesses.
At battle start, there are two options. In a PVE battle, you get to go first. In a PVP battle, a coin toss determines who gets to make the first move.
Once the battle has started, there's an important option to understand. Autoplay. According to statements made by the devs, the autoplay uses the very same AI that powers the enemies. That being the case, it should play fairly well. There are things autoplay can't do, however, such as respecting rules for obtaining skulls or making smart targeting. While your game is autoplaying, you can still change who your team is targeting by tapping on an enemy. This, of course, can be difficult if teams have taunt abilities. Also, status effects which require perfect hits will be rare to trigger unless you have accuracy up or perfect hit status effects applied.
Once started, game play is relatively simple. You simply try to use your team's skills to defeat the enemy team. A few details can help you understand how to better make that happen. Damage is usually determined by the type of damage that the skill inflicts. The chart below will help you understand those damage types.
|Damage Type||Typical Scaling Stat||Observations|
|Physical||ATK||Reduced by enemy DEF stat|
|Magic||MAGIC||Reduced by MR (Magic resist) of the enemy|
|True||ATK and MAGIC||Bypasses DEF and MR stats of the enemy|
|Random||ATK or MAGIC||Randomly chooses between damage types of physical, magic or true|
Damage isn't the only outcome of a skill. A skill can also:
Once the team that starts the battle plays all of their characters, the turn switches to the other team. At the end of your enemy's turn, you should see your power reserves build up a bit, unless a status effect is preventing it.
Your fury meter fills based upon your toons SPECIAL stat every time they make an action. You will also get additional fury when your team gets hit / damaged. Speaking from experience, getting hit makes my personal fury meter rise.
A few things you will need to understand to optimize your battles:
Once all enemies are defeated, you will either get a victory screen or move on to the next "wave". In the case of multiple waves you will need to wash, rinse and repeat until you've defeated the last wave.
You will fight many manual battles in the course of this game, and probably even more on autoplay. Learning as you go is fine, but understanding your team ahead of time can make a big difference.