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Battle commands are issued in combat to deal with the enemy. Each turn 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 Range AttackEdit

Commands Description Special Requirements Behavior
  • Attack!

Attacks with the equipped weapon.

  • Enemy is 5 BR below to 7 BR above player's BR.
  • 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.

  • Enemy is 6 to 10 BR lower than player's BR
  • Clean 'em up quick!

Attacks a weaker enemy unit.

  • Enemy is at least 11 BR lower than player's BR
  • Act wisely!

Attacks a slightly stronger unit.

  • Enemy is 8 to 15 BR higher than player's BR
  • Don't be afraid to die!

Attacks a strong enemy unit.

  • Enemy is at least 16 BR high than player's 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.

  • Will remain on Standby if not targeted. Otherwise, will Deadlock or Intercept when targeted.
  • Gains STR+10% bonus for the Turn.
  • May use arts.
  • 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.

  • Attack with mystic arts!

Attacks, using mystic arts.

  • Attack with combat arts!

Attacks, using combat arts.

  • Attack with item arts!

Attacks, using item arts.

  • Item arts that do damage or lowers enemy morale (i.e. Rousing Flare does not count)
  • Slam 'em with status ailments!

Attacks, while using arts inflicting status ailments.

  • Union uses either Mystic or Item ailment inflicting arts, but not both.
  • 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.
  • Unit with Mixed Message or Bluff may reassess if morale is maxed before they act.
  • Psyche them out!

Attacks, while using arts affecting morale.

  • Give it all you've got!

Attacks all-out, freely using arts.

  • High AP accumulated
  • Arts used (combat vs. mystic vs. item) depends on unit's class type.
  • May use weapon arts.
  • Units may reassess to use recovery arts if target is eliminated in the current turn.
  • Turn it around!
  • Arts used (combat vs. mystic vs. item) 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 30% of maximum.
  • Arts used (combat vs. mystic vs. item) depends on unit's class type.
  • May use weapon arts.
  • Units may reassess to use recovery arts if target is eliminated in the current turn.
  • Finish 'em with weapon arts!

Attacks, while using weapon arts.

  • Units with weapon arts in the union
  • Other units may use arts.
  • Units may reassess to use recovery arts if target is eliminated in the current turn.
  • Strike from the sides!

Engages enemy in a Side Attack.

  • Union in flank position and another union in deadlock position
  • Side On (class Ranger). Can ignore multi-deadlock and flank directly.
  • Keeps the flank position as long there is another union keeping Deadlock.
  • May use arts.
  • Can heal or support other units who are engaged with the enemy.
  • Can Raidlock if deadlocking unions break Deadlock and target's actions result in no Deadlock
  • Hit'em from behind!

Engages enemy in a Rear Assault.

  • Union in rear position and another union in deadlock position
  • Ambush (classes Assassin, Ninja). Can ignore multi-deadlock and rear assault directly.
  • Keeps the rear position as long there is another union keeping Deadlock.
  • May use arts.
  • Can heal or support other units who are engaged with the enemy.
  • Can Raidlock if deadlocking unions break Deadlock and target's actions result in no Deadlock
  • 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
  • If both flank positions are occupied, then the union will engage in a Rear Assault
  • Does not necessarily target the enemy union that was selected
  • Unions with Stealth may see the command
  • Unions with Decoy allow other unions to use the command
  • Strengthen your defenses!

Concentrates on defending.

  • Units in position 1, 2, 3 of formation will defend.
  • Units in position 4 and 5 of formation may reassess to use arts, and will prioritize healing if union is not at full health.
  • Units under certain status effects (e.g. Burned) will be unable to defend.
  • Union has improved defense for the turn.
  • Be our shield!

Deadlocks target, then takes its attacks.

Notes:

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

Long Range AttackEdit

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
  • Union charges AP if not engaged
  • 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 Raidlocked
  • Cancels command if target is terminated before acting
  • 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 Raidlocked
  • Cancels command if target is terminated before acting

Special AttackEdit

Unique ArtEdit

Commands Description Special Requirements Behavior
  • 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

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

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

  • Dave! Crush'em with Ex Machina!

Orders a full-out long-range attack centered around David's 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
  • Emmy! Use Hundred Flowers!

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

  • XBOX: any position, PC: union leader
  • PC: Union has Groggy Status
  • Irina! Use Omnistrike!

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

  • XBOX: any position, PC: union leader
  • PC: Union has Groggy Status
  • Jager! Finish this with Beowulf!

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

  • XBOX: any position, PC: union leader
  • Not deadlocked
  • High or low union morale
  • Khrynia, use Dual Snowpetal!

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

  • Khrynia with Witch's Seal
  • Khrynia & Irina in the same union, either as leader
  • High union morale
  • PC only
  • Hinnah, unleash Seduction!

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

  • Hinnah as union leader
  • Hannah either KO'd or not in active party
  • High union morale
  • Zuido, unleash Giant Press!

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

  • Zuido as union leader
  • High union morale
  • Snievan, unleash Phantom Pain!

Orders a full-out attack centering around Snievan's Phantom Pain

  • Snievan as union leader
  • Union has Groggy Status
  • Ludope, unleash Galaxy!

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

  • Ludope as union leader
  • High union morale
  • Ludope uses Galaxy
  • Other union members will use close combat attacks.
  • Sisters, unleash Twin Snowpetal!

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

  • Hannah & Hinnah in the same union, one as leader
  • High union morale
  • Milton, unleash Iron Will!

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

  • Milton as union leader
  • Union has the Groggy status
  • Young, unleash Brawl!

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

  • Young as union leader
  • High union morale
  • Young uses Brawl
  • Other union members will use close combat attacks.

ConjurationEdit

Commands Description Special Requirements Behavior
  • Dave! End it with the Gae Bolg!

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

  • XBOX: any position, PC: union leader
  • Not deadlocked
  • High or low union morale
  • 3+ enemy unions
  • no Remnants summoned
  • 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
  • Talisman's Gift!

Rush uses Talisman's Gift to defend.

  • XBOX: any position, PC: union leader
  • PC: Union has Groggy Status


SummonEdit

Commands Description Special Requirements Behavior
  • Cyclops!

Rush summons the Cyclops. Other units do not act.

  • X360: any position, PC: union leader
  • Rush summons the Cyclops
  • First action, can't be intercepted
  • Lob Omen!

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

  • Jager with Lob Omen
  • X360: any position, PC: union leader
  • Namul, Niram!

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

  • Emmy with Namul Niram
  • X360: any position, PC: union leader


Weapon ArtEdit

Remnant Weapon Art
Commands Description Special Requirements Behavior
  • Hit them with Bel'kwinith's Fury!

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

  • XBOX: any position, PC: union leader
  • High union morale
  • Crush 'em with Lugh's Revenge!

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

  • Torgal with Brionac
  • XBOX: any position, PC: union leader
  • High union morale
  • Destroy them with Megalore

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

  • Pagus with Heartache
  • XBOX: any position, PC: 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
  • Crush 'em with Schiavona!

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

  • XBOX: any position, PC: union leader
  • High union morale
  • Destroy them with Snowblind

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

  • XBOX: any position, PC: union leader
  • Not deadlocked
  • High or low union morale
  • More enemy unions than friendly
    ie. 6 enemy : 5 friendly
  • Rush, David, Roberto or Young uses Snowblind
  • 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
  • Smash'em with Snowpetal

Orders a full-out attack centered around the weapon art Snowpetal.

  • XBOX: any position, PC: union leader
  • High union morale
  • Crush them with Zeal's Virtue.

Orders an attack with the weapon art Zeal's Virtue. Other units in the union do not act.

  • XBOX: any position, PC: union leader
  • Not deadlocked
  • High or low union morale
  • More enemy unions than friendly
    ie. 6 enemy : 5 friendly


ArcanaEdit

Commands Description Special Requirements Behavior
  • Use Blackout!

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

  • Leader of the union knows Blackout and has enough AP
  • High Union Morale
  • More Enemy than Friendly Unions
  • Out of Deadlock
  • 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
  • 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
  • Unions have HP<40%.

Support / RecoveryEdit

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.
  • Units with offensive support arts (e.g.: Red Potion)
  • 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 with defensive support arts (e.g.: Protection)
  • 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 arts on self.
  • Units not listed with a support art may use recovery arts on self.
  • Attacking enemies 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.

  • Unit with Stealth
  • Target union has the lowest health among friendly unions
  • 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
  • Target union is not deadlocked
  • Target union has the highest health among friendly unions
  • 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.

  • More common with unit with Medic skill.
  • 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 are 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.
  • May 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!
  • KO's a union to free its members from being enthralled.
  • KO's a union to free its members from being cursed. - PC only
  • 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 KO'd that union is considered to have a status ailment on it.

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