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BUFF/DEBUFF

Number of possible BUFFs/DEBUFFs

Each UNIT can get up to 8 total BUFFs or DEBUFFs.

New effects will not adhere when 8 effects are already attached.

However, the Shu-Ha-Ri / 守破離 effect is triggered separately.

List of BUFF/DEBUFF effects

List of BUFF and DEBUFF effects associated with the SKILLs used by BEASTs.

BUFF

Effect name
Description
Effect species

ATK UP

Increases damage dealt

Continuous

DEF UP

Damage taken decreases

Continuous

DBF-DEX UP

Increases the chance of the debuff hitting its target

Sustains

DBF-EVA UP

Increases chance of avoiding debuffs

Sustains

CRT-DEX UP

Increases the chance of a critical hit when dealing damage

Sustains

CRT-EVA UP

Decreases the chance of a critical hit when taking damage

Sustains

DEBUFF PURGE

Remove DEBUFF that has a duration turn

Instant

HP RECOVERY

Restore HP

Instant

GUTS

HP does not drop below 1

Continuous

IGNORE DEF

Ignore defense

Instant

DEBUFF

Effect name
Description
Effect Species

ATK DOWN

Damage dealt is decreased

Continuous

DEF DOWN

Damage taken is increased

Continuous

DBF-DEX DOWN

Decreases the chance of DEBUFFs hitting the target

Sustains

DBF-EVA DOWN

Decreases the chance of avoiding DEBUFFs

Sustains

CRT-DEX DOWN

Decreases the chance of a critical hit when dealing damage

Sustains

CRT-EVA DOWN

Increases the chance of a critical hit when taking damage

Continuous

BUFF PURGE

Remove a BUFF that has a duration turn

Instant

STUN

Cannot act when order of action comes

Continuous

SLEEP

Cannot act when order of action comes Effect is removed when damage is taken

Continuous

EX DAMAGE

Additional percentage of damage done

Instant

BLOCK

Ineffective DEBUFF that only fills the slot for the BUFF/DEBUFF in effect

Continuous

PROVOKE

When the order of action comes around in a provoked state, the affected BEAST attacks the BEAST that provoked it

Continuous

HEAL STOP

Not subject to HP recovery effects

Continuous

BUFF STOP

Not subject to BUFF effects with a continuous effect

Continuous

DARKNESS

Constant chance of missing *When a miss occurs, the attack will strike out

Continuous

PARALYSIS

Chance of being unable to attack when turn to act comes

Persistent

SNIPE

BEASTs in snipe state will be preferentially targeted

Persistent

COERCION

When the order of action comes around in a coercive state, the tail SKILL is used regardless of the SKILL that is scheduled to be activated.

Continuous

Shu-Ha-Ri

Effect name
Description
Effect Type

Shin

When being promoted from "Shu-Ha-Ri / 守破離" to "Shin Shu-Ha-Ri /真・守破離," there's a chance of it activating at the same time as the original Shu-Ha-Ri / 守破離 effect The damage it inflicts is increased and BODY SKILLs are used

Continuous

Pioneer

Activating removes a DEBUFF that has a duration turn and performs an additional action *The additional action interrupts the order of actions and after the additional action is completed, the action is performed in the order of actions before activation

Instant

Rock

Removes all DEBUFFs that have a duration turn, and on the next attack, the damage dealt is increased, and the damage dealt is further increased based on the number of ROCK bodies on the opponent

Instant

Paper

Removes all DEBUFFs that have a duration turn, and on the next attack, the damage dealt is increased, and the damage dealt is further increased based on the number of PAPERs on the opponent

Instant

Scissors

Removes all DEBUFFs that have a duration turn, and on the next attack, the damage dealt is increased, and the damage dealt is further increased based on the number of SCISSORs bodies on the opponent

Instant

Vampirism

Removes all DEBUFFs that have a duration turn, increases the damage dealt on the next attack, and heals the HP of the BEAST with the lowest HP percentage among allies at 60% of the damage dealt

Instant

Patience

Removes all DEBUFFs that have a duration turn and revives with one turn of GRIT attached

Continuous

BATTLE

Shu-Ha-Ri / 守破離

What is Shu-Ha-Ri / 守破離?

"Shu-Ha-Ri" is a special SKILL possessed by BEASTs.

Compared to normal SKILLs, it has a powerful effect that greatly influences the trajectory of BATTLEs.

Activation of the Shu-Ha-Ri / 守破離

Shu-Ha-Ri is activated when the Shu-Ha-Ri gauge has been built up to 70% and the conditions for each Shu-Ha-Ri SKILL are met.

One's own Shu-Ha-Ri gauge accumulates as the player takes damage from the opponent.

The total amount of its own Shu-Ha-Ri gauge depends on the opponent's PARTY HP.

When a Shu-Ha-Ri is triggered, the Shu-Ha-Ri gauge is reduced by 30%.

BATTLE Mini-Game (QTE)

A BATTLE mini-game (QTE) is initiated when the conditions for the activation of a Shu-Ha-Ri are met.

Press the inside of the figure at the right moment to align the shrinking line with the figure for success.

Then, if they succeed three times within the time limit, the Mastery SKILL is activated.

This is the only control point in the BATTLE.

Promotion to Shin Shu-Ha-Ri /真・守破離

When Shu-Ha-Ri is successfully activated, there is an extremely low probabilty it will be promoted to Shin Shu-Ha-Ri /真・守破離.

When promoted to Shin Shu-Ha-Ri /真・守破離, a special Shu-Ha-Ri effect is activated.

Please see here for more information on Shu-Ha-Ri effects.

Basic Rules of BATTLE

Basic rules of BATTLE

The BATTLE system of TOKYO BEAST TRIALS is a command BATTLE fought using SKILLs.

It will be done in 4 UNITs vs 4 UNITs.

However, BEASTs will automatically select the SKILLs to use on your turn.

The player operates only when Shu-Ha-Ri / 守破離 occurs.

BATTLE Victory Condition

The BATTLE victory condition is to first disable all four of your opponent's UNITs from combat.

When a UNIT's HP reaches 0, the UNIT becomes incapacitated.

Disable all of your opponent's UNITs before all of your own UNITs are disabled from combat.

Order of BATTLE Action and Order of Formation

Order of Action

The order of action in BATTLE is determined by the order of the AGI of the 8 UNITs, including friend and foe.

The higher the number, the faster you can act.

Order of formation

The order of formation in BATTLE is determined by the AGI of the four UNITs in the PARTY.

The higher the AGI, the more it is placed in the back row.

Order of formation and targets

SKILL targets are targeted from the front of the formation, unless otherwise noted in the SKILL.

If AGI is equal

If AGI is equal in multiple UNITs, the order of action and formation order will be determined randomly by drawing lots within the relevant UNITs.

TYPE GROUP Affinities

TYPE GROUPs have affinities, each of which affects the damage they do when attacking.

  • When attacking a favorable TYPE GROUP: damage dealt is increased

  • When attacking a disadvantageous TYPE GROUP: damage dealt is decreased

Name
Target type

ROCK

FURRY DRAGON

Advantage against SCISSORS Disadvantage against PAPER

PAPER

MERROW CTHYLLA

Advantage against ROCK Disadvantage against SCISSORS

SCISSORS

PIXIE HARPY

Advantage against PAPER Disadvantage against ROCK

Condition System

BEASTs are in good or bad condition depending on the situation in BATTLE.

Depending on the condition, it will affect the type of SKILL you choose.

For more information click here

Increased damage dealt over turns

To avoid prolonged BATTLEs, damage dealt increases after a certain number of turns.

Elapsed turns
Correction factor

1-40

-

41-60

50% UP

61-80

100% UP

81-100

150% UP

101~

200% UP

If this condition occurs, a notice will be displayed at the top of the screen.

If you exit the app during a BATTLE

If for some reason you quit the app in the middle of a BATTLE, you will be asked to return to the BATTLE when you are transferred to a specific screen.

How to View/Use the BATTLE Screen

Position during BATTLE

The left side is you and the right side is your opponent.

Not only the position of the UNIT, but also the various displays are in the above position.

Immediately after the BATTLE starts

Phase of finding out the order of action

Immediately after the BATTLE starts, the order of action based on AGI parameters is revealed.

TYPE GROUP Icon Display

Next, the TYPE GROUP icon for each UNIT is displayed.

In BATTLE

Top of screen

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Explanation

1

PARTY HP gauge. The total UNIT HP in the PARTY is indicated by a gauge.

2

PARTY HP numbers. The real value and the remaining percentage (%) are displayed.

3

This is a TYPE GROUP breakdown of the SKILLs that the UNITs in the PARTY have.

4

PARTY POWER is displayed. PARTY POWER is the sum of the UNIT power of the four UNITs.

5

The defensive gauge.

6

Player information. The player name, player icon, and information (score, etc.) according to the content will be displayed.

7

The number of turns elapsed.

Display when SKILL effects are revealed

This section explains the display when the effect of the SKILL to be activated is revealed next.

If it is displayed from the left edge of the screen, it is you; if it is displayed from the right edge, it is the other side.

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Explanation

1

TYPE GROUP of SKILLs.

2

Display of part type.

3

Basic information on SKILLs. Type, number, and series name will be displayed.

4

The display of BUFF/DEBUFF effects set on SKILLs.

5

The number of UNITs covered by the SKILL.

View of the top of the BEAST

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Explanation

1

Display of the Shu-Ha-Ri / 守破離 Effect. The icon and the number of effect turns are displayed. "Shin Shu-Ha-Ri /真・守破離" is shown in a separate frame.

2

The display of BUFF/DEBUFF effects. The icon and the number of effect turns are displayed.

3

The TYPE GROUP of the UNIT is represented by a color.

4

The order of action of the UNITs.

5

The condition of the UNIT.

6

The HP gauge of the UNIT.

Bottom of screen

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Explanation

1

BATTLE speed change. Pressing the button increases the BATTLE speed by one step. Pressing the button when at maximum speed will return to x1 speed.

2

Camera mode change. You can switch between a dynamic camera and a static camera.

3

Open the details screen of the opponent UNIT.

4

The game settings screen can be opened.

After the BATTLE

BATTLE Analysis: Win/Loss Analysis

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Explanation

1

The damage inflicted by each UNIT is displayed as a number and a gauge. You can view a breakdown of the damage inflicted by hovering over the BEAST thumbnail on PC, or by holding in down on your smartphone. The UNIT with the most damage dealt is marked.

BATTLE Analysis: Active UNIT Analysis

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Explanation

1

The damage inflicted by each UNIT is expressed as a gauge in a ranking format. Red indicates the winning UNITs and gray indicates the losing UNITs. You can view a breakdown of the damage inflicted by hovering over the BEAST thumbnail on PC, or by holding in down on your smartphone.