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.
Status Effects and Damage Types
- HP Shield: Attacks damage the HP Shield first, shield value cannot be healed. Usually enabled by Guard and Medic Function Cards.
- Taunt: Control debuff. Forces the target to attack the taunting unit. Unit cannot release skill during Taunt.
- Stun: Control debuff. Immobilizes target, interrupts skill release and halts Auto Skill recharge.
- Frozen: Reduces Move Speed by 50%. Each stack reduces Attack Speed by 2 points, up to 10 stacks. Each stack lasts 5 seconds. Usually enabled by Sniper Function Cards.
- Bleed: Damaging debuff. Take 0.2% of the target's Max HP in Derivative Physical Damage per second, to a maximum of 10% of the highest ATK/Hashrate of any Doll in the battle. Duration is 5 seconds, can stack up to 10 times. Usually enabled by Warrior Function Cards.
- Revitalize: Each stack recovers the target's HP by 10% of its Hashrate every 3 seconds over a total of 6 seconds. Stackable to 5 layers max.
- True Damage is damage that ignores the target's Physical DEF and Operand DEF and is affected by damage multipliers and Damage Reduction, but does not trigger Backlash, Life Steal and other damage related-effects, and does not trigger damage conditions for Functions and Skills.
- Derivative Damage is affected by Physical and Operand Defense, but does not trigger Backlash, Life Steal and other damage related-effects, and does not trigger damage conditions for Functions and Skills.
- Wallbreak occurs when a damage absorption barrier is broken.
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 Dolls that are stunned, frozen, or currently targeted by a boss unit such as Raven's charge)
- 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 stunned, frozen or summoned units or structures)
- 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 Dolls that are stunned, frozen, or currently targeted by a boss unit such as Raven's charge)
- 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 backup 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.
- Flash Attack: Takes effect at the start of battle. Unit on this effect tile has its ATK decreased by 30% and Attack Speed increased by 60%.
Backup 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.
- Coordinated Heal: Unit on this effect tile heals unit with the lowest HP percentage by 50% of own Hashrate every 5 seconds. Medic units gain an additional 30% Healing Effect boost.
- Coordinated Missile Strike: Unit on this effect tile deals True Damage of 100% Hashrate every 5 seconds to all enemies on the same horizontal row. Sniper units deal 30% more damage with this effect.
- Trade-off: Unit on this effect tile loses 50% of its current HP at the start of battle to deal an equal amount of damage on enemy with the highest HP. Guard units deal 30% more damage with this effect.
- Daredevil: Units on this effect tile gain the [Assault Readiness] effect: When participating in the next battle, ATK is increased by 70% with Warriors gaining an additional 30% ATK. However, HP will be set to 1 after the battle. This effect persists for one battle.
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.