PNC Combat
Screen
- Pause button
- Damage stats: Can be hidden by tapping on the title.
- Leftmost row is for reserve units. Can swap for units on the field but cannot be accessed during fight. However there can be tile effects on this row to give passive buffs to the on-field units.
- Auto button: all actions during the fight will be decided by the computer.
- Speed changer: either 1x or 2x
- Protocols: Hover over the icons to display the active effects.
- Ultimate Gauge modifier: Usually 1.0 in most stages, but can become higher in resource runs and tutorials.
- Ultimate Gauge: Fills with blue when performing actions up to 100%, then with orange up to 200%. Is carried between combats.
- Ultimate buttons: Tap the portrait of a Doll when it is highlighted to spend 100% of the gauge and use the ultimate. Critically damages Dolls have their portrait become red.
- Active Functions: Tap to use.
Tactical Skills
Tactical Skills require Tactical Energy to be used. Tactical Energy is gained automatically in combat and is carried between combats.
- Flexible Strategy
- Teleportation (Note: cannot be performed on stunned or frozen Doll)
- Teleportation - Offensive: Cost 8 Tactical Energy, 10s CD. Immediately teleport a selected ally Doll to a specified empty tile. After a successful teleportation, all damage dealt by this Doll is increased by 10% for the next 5 seconds. (Note: cannot be performed on stunned or frozen Doll)
- Teleportation - Survival: Cost 8 Tactical Energy, 10s CD. Immediately teleport a selected ally Doll to a specified empty tile. After a successful teleportation, the HP of the selected Doll recovers by 5% of their Max HP. (Note: cannot be performed on stunned or frozen Doll)
- Cyclonic Gust (Cannot be used on summoned enemy units)
- Cyclonic Gust - Stun: Cost 10 Tactical Energy, 16s CD. The selected target is interrupted and sent airborne for 3 seconds. They cannot be targeted during this period. If the target is an enemy unit, they will be Stunned for 2 seconds after landing.
- Cyclonic Gust - Concealment: Cost 10 Tactical Energy, 16s CD. The selected target is interrupted and sent airborne for 3 seconds. They cannot be targeted during this period. If the target is an ally, they will become invisible for 2 seconds after landing.
- Rapid Recharge
- Rapid Recharge - Supercharge: Cost 15 Tactical Energy, 10s CD. Select an ally Doll to cast their Auto Skill immediately. This does not affect its cooldown. Boost their Skill Hast by 400 points for the following 5 seconds.
- Rapid Recharge - Interference: Cost 15 Tactical Energy, 10s CD. Select an enemy unit and reduce their Auto Skill's charge by 50%. This does not affect enemies with Skills that take effect over time.
- Teleportation (Note: cannot be performed on stunned or frozen Doll)
- Offensive Build
- Orbital Strike: Cost 7 Tactical Energy, 3s CD. Deal [Derivative] Operand Damage (equal to 80% of greatest ally Hashrate) to the enemy with the lowest remaining HP. If the target dies from this strike, restore 4 points of energy.
- Coordinated Fire: Cost 10 Tactical Energy, 12s CD. Deals [Derivative] Operand Damage (equal to 50% of greatest ally Hashrate) to all enemies in the selected area and stuns them for 1 second.
- FC Illumination: Cost 10 Tactical Energy, 10s CD. Focus Fire on 1 enemy for 4 seconds. Allies will not retarget at the end of this effect.
Effect Tiles
Some tiles on the field or on the reserve column will produce effects to the units who start a battle on them. This applies both to ally and enemy units.
Field Tiles
- Overdrive: Takes effect at the start of battle. Unit on this effect tile can release Auto Skill immediately at the start of battle.
- Snipe: Gives infinite range, ignore HP shields and target farthest enemy rather than closest to ranged units for the current battle.
- Teleport: Takes effect at the start of battle. melee unit on this effect tile will be teleported to the enemy furthest away from them. The teleportation will be delayed by 1 second on ally Dolls. (Hatsuchiri cannot trigger this effect tile.)
- Power Strike: Takes effect at the start of battle. When units on this effect tile damages Ranged and melee HP shields, an equal amount of damage is directly dealt on target's HP.
- Ranged Damage Reduction: Takes effect at the start of battle. Unit on this effect tile gain a HP Shield of 15%Max HP against ranged attacks.
- Ranged Resistance: Takes effect at the start of battle. Unit on this effect tile gain a HP Shield of 50% Max HP against melee attacks.
- Melee Resistance: Takes effect at the start of battle. Unit on this effect tile gain a HP Shield of 50% Max HP against ranged attacks.
- Taunt: Takes effect at the start of battle. Unit on this effect tile will have its Physical DEF doubled, and all enemies will be forced to attack the aforementioned unit. This effect lasts 5 seconds.
Reserve Tiles
- Rest: Additionally recover 30% Max HP after battle.
- Off-field Shot: Unit on this effect tile deals Physical damage of 50% Hashrate to enemy with the lowest HP every 5 seconds. Specialist units deal 30% more damage with this effect.
- Coordinated Inspiration: Unit on this effect tile buffs while the ATK of all ally Dolls on the battlefield by 16% of its own ATK.
- Coordinated Buff: Unit on this tile buffs all ally Dolls on the battlefield by 16% of its Hashrate.
Battle Results
Select the Loot Drops you want at the end of the stage, but each item will cost Keys. Choosing to keep everything gives a 10% rebate on Key cost.