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Read the matchup before the multiplier

Compare attribute relationships, targeting, and position as separate decisions.

Original editorial · 4 min read · 2026-10-16

Three checks before an attack

First identify the attacking and defending attributes. Then inspect who the technique can hit. Finally check the position the acting unit will occupy after the move. These questions can lead to different answers: a favorable matchup is not useful if the intended target is outside the technique's shape.

The familiar Heart, Skill and Body cycle is Heart over Skill, Skill over Body, and Body over Heart. Bravery and Wisdom form a separate opposing pair in the original rules. Always use the relationship indicators and descriptions shown by your current game client; mission effects or a fan project's changes can alter the practical result.

Reach is not the same as area damage

A long targeting shape may still select a single enemy. Conversely, an area technique may affect several targets inside a smaller region. Read the targeting description rather than inferring it from the character's normal range label.

Illustrative comparison

Attack A reaches the dangerous enemy but hits one target. Attack B catches three weaker enemies while missing that threat. Counting targets alone favors B; preventing the dangerous enemy's next action may favor A. The correct choice depends on what the team can survive.

Position has a cost

When you move to catch an extra enemy, check whether you leave a support field or expose multiple allies to the same enemy attack. Compare the immediate benefit with the following enemy turn. Do not assume that grouping everyone is always good just because a field skill is available.

Test one interaction

Use a repeatable mission to compare two positions or attributes while keeping other conditions similar. Record enemy effects, buffs and counters that could explain a different result. This guide does not supply a universal damage formula; the game contains more modifiers than a single multiplier captures.