From here, I'm going to give a little in-depth explanation.
Before reading this section, please take a look at [[Battle System>Battle System]] and [[How to Win>How to Win]].
Even if you don't read this section at all, you can understand it by playing the game.
If you don't know how to construct a building unit, can't use any spell, deploy Griffon Rider, or Centaur, you may want to read this one.
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*Card Type [#nf0b1f8d]
There are four types of cards in Valiant Tactics.
We will also introduce some special usages of them.
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**Unit Card [#od0e80a2]
A unit card is a card that you deploy on the battlefield.
In addition to the 6 types of unit: infantry, cavalry, archer, scout, crafter, and mages introduced in [[How to Win>How to Win]] as basic unit.
Other than that we have another 7 unique class: Elite Knight, Flying Unit, Bow Cavalry, Fire Spirit, Priest, Aquatic, and Monster.
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''Elite Knight''
In standard mode there are 3 elite knight units: "Wolf", "Brunhild", and "Arios".
In valiant mode, in addition to that 3 units, there are water elite knight such as "Sigurd", "Oceanids", and  fire elite knight "Freya".
Although the placement conditions are strict, Arios and Oceanids are popular as a late game attacker unit.
Wolf, Brunhild, and Freya have excellent skill effects.
Water Elite Knight 1 - 3 have high draw performance and are often used to take advantages in the early stage.
Sigurd is quite difficult to deploy, but his skill and passive effect are very strong.
Elite Knight can't catch up with mage, have no anti-cavalry bonus like infantry, but they are pretty strong if you know how to use them.
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''Air Unit''
There is only one non-elemental air unit at the moment, "Diana".
It has the characteristic of summon and requires a summoner for placement conditions.
There are 3 summoner units in the game, "Emma", "Remill", and "Sylvia".
Flying unit cannot be attacked by melee attack units unless it descends to the floating range.
When she tries to attack an enemy on the ground, she will come down to the floating range and can receive damage from the melee unit.
Note that you need to select an enemy unit when you want to attack the enemy.
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''Bow Cavalry''
There is only one non-elemental bow cavalry unit, "Fors".
Has a speed of 15 as a cavalry and has the same attack range of 4 as an archer.
It has the characteristic of summon and requires a summoner for the placement requirement.
You can use either "Emma", "Remill", or "Sylvia" as the placement requirement.
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''Priest''
Speed 10, Siege Power 1.
Many have healing skills and do not have the ability to attack.
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''Fire Spirit''
Other name, "Fire Wisp".
Have a high stats but low speed.
Special skill such as pulling a wisp with a fast speed wisp, are required.
However, it still can function as a defense unit, so if you are not used to it, you can just leave it behind.
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''Aquatic''
"Sealife", "Alteria", "Sealife Fighter", and "Sealife General".
"Aqua Breath" passive skill will buff aquatic unit, Attack +20 and Speed +3 while in the aqua field.
They also have a very important skills such as draw card, pull enemy, and place a wall on the field.
It is also easy to use because there is no placement requirement.
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''Monster''
Seven units, water and fire: "Fireman", "Flameman", "Phoenix", "Bados", "Flame Giant", "Leviathan", and "Drake".
Placement conditions are quite strict except for Fireman and Flameman.
Each has its own charm. Once you got them, you'll definitely want to place them in the deck.
・ Phoenix will be revived on the spot after 30 seconds if the placement conditions are met. It is a flying unit with no cost required for revival.
・ Bados speed are slow, but the overall defense is high. It has Range Resistance.
・ Flame Giant also has Range Resistance. The range is treated as times 2 of the normal unit. However their speed is also slow.
・ Leviathan do best in the aqua field. It also very good on the late game.
・ Drake has a defense skill to half magic damage taken. High Speed of 15 and with Attack Range 2.5. On of the strongest unit in the game.
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**Building Card [#o4e8c430]
Building cards include buildings and artilery units.
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''Building Unit''
・Watch tower cost 0 with 8 spotting ranges. It is very practical to build because you can respond quickly after confirming the enemy's type.
However, since it does not have any ability to attack, it will get destroyed quickly.

・Small Tower, Medium Tower, and Big Tower can attack with attack range of 4.

・Supply Base and Heavy Supply Base will produce Ex Costs on every turn.

・FL Mana College and FL High Mana College will produce SP on every turn.

・Outpost has a deployement area around it. It also can attack enemy that come close.

・Royal Banner is a building unit that can be placed without crafter needed. However it can only be placed in the deployment area in front of your own wall.
You can draw extra cards every turn, but be careful not to run out of cards/deck. (The wall HP will decrease every second as a penalty for running out of cards).

・Magic Stone Quarry produces magic stone every 2 turns. One of the ways to get the magic stones in order to deploy Arios and Carla.

・Golden Lion Flag is a better version of the Royal Banner, can also be placed without crafter needed. However it can only be placed in the deployment area in front of your own wall.
You can draw 4 cards every turn. It also will increase your unit attack power, but you will out of cards pretty fast.
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''How to Build''
Let me show you a little about how to construct a building unit.
Drag the building card during TP while the engineer is on the field.
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The area where the building can be placed will be displayed around the crafter as shown in the figure above.
&attachref(./craft4.png,noicon,nolink,button);
The yellow bars will gradually decrease, similar to the unit's deployment time.
Construction is complete when the yellow bars reach 0, but when the crafter leaves before it complete, the yellow bars will stop decreasing.
If this happens, it will not be completed no matter how long you wait. So crafter should stay until the building is complete.
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''Artilery Unit''
Artilery units are catapults "Leona", balistas "Nikole", battleships "Anna", big cannons "Celine", and juggernauts "Carla".
It cannot be built without a crafter and the building process is very slow.
&attachref(./craft3.png,noicon,nolink,button);
・Leona can only attack using the skill. It will not attack automatically even if you approach the enemy.
・Nikole is very good as a siege unit, but can only attack using the skill. It will not attack automatically even if you approach the enemy.
・Anna is one of the strongest unit that has no weakness.
・Celine can only attack using the skill. It will not attack automatically even if you approach the enemy.
・Carla requires magic stone. It's one of the strongest unit in the game that has a long range but it will breaks and becomes immovable in 8 turns.
Non-elemental infantry unit 6 Ziegel is the natural enemy for the artilery units.
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''How to construct Artilery''
You need to have a crafter in the placement area.
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Artilery units can be placed where the crafter placement area and the unit's deployment area overlap.
Because "Outpost" has a deployment area, you can also place artilery units in that area.
It is possible to place a large unit, but if there are enemies or allies in that deployment area, the unit cannot be placed in the other unit tiles.
When constructing a large unit, remove the unit from the surroundings deployment area.
&attachref(./craft7.png,noicon,nolink,button); &attachref(./craft8.png,noicon,nolink,button);
The yellow bars will gradually decrease, similar to the unit's deployment time.
Construction is complete when the yellow bars reach 0, but when the crafter leaves before it complete, the yellow bars will stop decreasing.
If this happens, it will not be completed no matter how long you wait. So crafter should stay until the building is complete.
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**Spell Card [#mfe09bc6]
There are three types of spell card: support, attack, and unique.
Since there are quite a lot of spell, only a few ones will be introduced.
To activate it, drop the spell card on the field and select the caster, target unit, area, etc.
The usage is different for each spell, you can read spell description that appears under the HP gauge.
If the activation is successful, the spell casting time will be displayed next to the adjutant.
If you don't see the casting time icon, you can think of it as being canceled due to some condition or insufficient range.
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Let's take a look at how to use the spell "Attack Up 2".
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First, drop the spell you want to use in the field.
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&attachref(./spel2_en.png,noicon,nolink,button);
Click mage unit as a caster.
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&attachref(./spel3_en.png,noicon,nolink,button);
Click the unit whose Attack you want to increase.
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&attachref(./spel4_en.png,noicon,nolink,button);
If you click on an unrelated place or a unit that does not meet the conditions, it will be canceled.
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&attachref(./spel5.png,noicon,nolink,button);
If you can use it successfully, a casting time icon will be displayed next to the adjutant.
When the casting time is over the spell will be cast.
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&attachref(./spel6.png,noicon,nolink,button);
The spell can be activated without any cancelation even if the caster is defeated during casting spell.
A magical effect on the caster. Even if it is defeated, the effect remains, and when casting time is over, the effect will be omited.
The caster may not be able to move or attack during casting spell.
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Some spells don't require a caster, some target areas, some target enemies, and more.
Read the description text carefully until you get used to the spell card and check if casting time icon is displayed.
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''Support Type''
Attack Up
Speed Up
Slow
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''Attack Type''
Judgement Fire
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''Unique Spell''
Refresh
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''Operation Card''

*Cost [#v2b6ab7a]

*SP [#sd637dfe]