Moon Cycle, Affinity

Last-modified: 2019-12-16 (月) 01:06:57

Moon Cycle

The cycle rotates in the order
··· → Fire → Ice → Wind → Earth → Lightning → Water → Light → Dark → Fire → ···,
each having Daytime → Night turns.

To be more specific, the cycle rotates as Fire (Day) → Fire (Night) → Ice (Day) → Ice (Night) → ···.


Element Compatibility

There are pairs of opposites elements and they affect the stats.
Fire ↔ Ice   Wind ↔ Earth   Lightning ↔ Water   Light ↔ Dark

E.g.:
Fire turn: Fire-element units receive bonuses and Ice-element units receive penalies.
Ice turn: Fire-element units receive penalties and Ice-element units receive bonuses.

Note: Fire/Ice/Lightning are also names of Types but they are different notions, though Fire-type (resp. Ice/Lightning-type) units are often Fire-elemental (resp. Ice/Lightning-elemental).


Unit Class Compatibility

There are relations as follows.
     Blader
       
DestroyerLancer
       
  Guarder  Shooter
       
      Caster
Bladers are strong against destroyers, and destroyers are strong against guarders,...
Damage of a normal attack by an advantageous class gets +50% bonus.

The characteristic of guarders to protect other units comes from the skill Defence Tactics, and is not from the guarder class itself.
Therefore, a unit with Defence Tactics (granted by equips or titles) can be used similarly to a guarder.
In addition, it is also possible to use a unit having Forward Guard as a pseudo-guarder by placing the unit at Position 2 with a weak unit at Position 1 since enemies target the weakest unit.


Moon Cycle and Hiring Compatibility

Basic Points

  • There arise bonuses or penalties in base status, hiring cost depending on the compatibility between the moon cycle and unit element.
  • Good compatibility means higher base stats and lower hiring cost.
  • Human-type units (reward is Food) is compatible with Daytime and suffers penalty if hired in Night.
  • Demon-type units (reward is Magic) is compatible with Night and suffers penalty if hired in Daytime.

Compatibility Bonus/Penalty

BestATK/DEF/SPD+4, MOR+1
GoodATK/DEF/SPD+2
MiddleNothing
BadATK/DEF/SPD-4
WorstATK/DEF/SPD/MOR-8
  • They apply to base parameters, which means that the effect increases as Lv. increases.


Compatibility Table

Best  (>ヮ<)
Good  (^ヮ^)
Middle  (・_・)
Bad    (´д`)
Worst (-_-|||)
Becomes the best in the matching moon phase and two days earlier/later.

ElementRewardBest DaysFireIceWindEarthLightningWaterLightDark
DayNgtDayNgtDayNgtDayNgtDayNgtDayNgtDayNgtDayNgt
FireMagicFirWndLgt
(Night)
GdBstWstWstMidBstWstBadBadGdWstMidMidBstWstBad
FoodFirWndLgt
(Day)
BstGdWstWstBstMidBadWstGdBadMidWstBstMidBadWst
IceMagicIceEthDrk
(Night)
WstWstGdBstWstBadMidBstWstMidBadGdWstBadMidBst
FoodIceEthDrk
(Day)
WstWstBstGdBadWstBstMidMidWstGdBadBadWstBstMid
WindMagicFirWndLtg
(Night)
MidBstWstBadGdBstWstWstMidBstWstBadBadGdWstMid
FoodFirWndLtg
(Day)
BstMidBadWstBstGdWstWstBstMidBadWstGdBadMidWst
EarthMagicIceEthWtr
(Night)
WstBadMidBstWstWstGdBstWstBadMidBstWstMidBadGd
FoodIceEthWtr
(Day)
BadWstBstMidWstWstBstGdBadWstBstMidMidWstGdBad
LightningMagicWndLtgLgt
(Night)
BadGdWstMidMidBstWstBadGdBstWstWstMidBstWstBad
FoodWndLtgLgt
(Day)
GdBadMidWstBstMidBadWstBstGdWstWstBstMidBadWst
WaterMagicEthWtrDrk
(Night)
WstMidBadGdWstBadMidBstWstWstGdBstWstBadMidBst
FoodEthWtrDrk
(Day)
MidWstGdBadBadWstBstMidWstWstBstMidBadWstBstMid
LightMagicFirLtgLgt
(Night)
MidBstWstBadBadGdWstMidMidBstWstBadGdBstWstWst
FoodFirLtgLgt
(Day)
BstMidBadWstGdBadMidWstBstMidBadWstBstGdWstWst
DarkMagicIceWtrDrk
(Night)
WstBadMidBstWstMidBadGdWstBadMidBstWstWstGdBst
FoodIceWtrDrk
(Day)
BadWstBstMidMidWstGdBadBadWstBstMidWstWstBstGd