(Guide is a WIP) Pincers + Chains This article from the TB1 wiki should still apply in full to TB2. Go read it, not gonna just copy/paste it Equip, Self, Chain, and Field skills Skills are one of several types: Equip, Self, Chain, or Field skills. Equip skills grant passive bonuses and are always active Self skills have a % chance to activate, and will grant their effects when they do. If they are buffs, they can activate multiple times, allow you to stack their effect (This makes self skills more powerful than their Equip Equivalents) Chain skills are like self skills, but their effects will apply to all friendly characters in the chain. This is how most heal skills work - any characters in the chain with them will get healed. Field skills start with an [F] in their name, and are not used in combat. Rather, they can be used when exploring the map in story mode. Many will have MP costs to activate, so you cannot simply use them as many times as you want. Guardian Jobs Guardians are divided into 4 different jobs: Warriors, Spellblades, Mages, and Healers Warriors are denoted by 2 crossed swords on the top-right of the unit. Their standard attack skills will only trigger when they are one of the two pincering units in a chain. The aoe gained from weapons will be centered on themselves. Skills scale with PATK. Mages are denoted by 2 crossed wands on the top-right of the unit. Their standard attack skills trigger when they're in the chain, regardless of where. Their aoe gained from their weapons will be centered on each pincered enemy. Skills scale with MATK. Spellblades are a hybrid of the two, denoted by a crossed sword and wand. Their standard attack skills will trigger when they're anywhere in the chain, like a mage, but their aoe will be centered on themselves, like Warriors (Note Spellblades will always hit pincered enemies, regardless of whether or not the enemies are within their AoE radius - AoE radius simply causes ADDTIONAL enemies to get hit). The physical component of their skills scales with PATK, while the elemental component scales with MATK. However, Spellblade's skills only deal 90% of the damage equivalent Mage or Warrior versions would (ex, Thunder vs. Thunder Cut vs Megacut). This means that a spellblade that specializes in either physical or elemental damage will deal less damage than a warrior or mage with the same equipment. However, if a spellblade uses hybrid weapons with both MATK and PATK with a total greater than a weapon with only one, they can deal greater overall damage with their physical and magical damage combined. Healers are like mages in that their skills activate on the chains, and their skillsets are almost exclusively healing and buff skills. Heal skills generally don't have a MEGA/GIGA/TERA/PETA tag, and therefore do not benefit from AOE on weapons. Their heals scale with MATK. As a note, only what I'm calling "Standard attack skills" are restricted by the Guardian's Job. These are the skills that are listed at the top of a Guardian's information page, and usually are the only skills with MEGA/GIGA/TERA/PETA tags on them. Skills that appear below these, such as buffs, can still trigger in the chain, and some Warriors have attack skills below their standard attack skills that can trigger from the chain (My Lyon-RNA, for instance, has a "Horizontal Cut, Row" as his last skill, which can trigger from the chain). Equipment Guardians do not have stats on them. Rather, all of a character's stats come from their equipment. This makes high-rarity equipment, especially weapons, incredibly valuable, as they determine how much damage you do, your hp, and how much damage you take. In addition to stats, weapons can also give range to skills. Weapons that give range will say either MEGA, GIGA, TERA, or PETA, and will only give their range to skills with those tags. Only the weapon equipped in your mainhand gives range, the one in your offhand does not. Furthermore, weapons in the offhand only give half of their stats. However, Characters with the "Weapon Mastery" skills will get the range from both their mainhand and offhand, while the "Doublehand" skill will double the PATK from your main hand weapon if you don't have an offhand equipped. Each character can only use certain equipment types - tap on the character on the character select screen to see what they can use. Characters with the "Equipment Lore" skill, however, can equip all equipment types, regardless of what types their character has listed. Buffs, Stacking, and Amp skills On the character info screen (which you can see in combat by holding down on a character), there's a box in the lower left that lists your characters current buffs. You can tap the info icon for a full list with detailed information. Something about buffs that is very important in Terra battle, is that buffs can stack with themselves. What do I mean by this? Let's say you have a buff skill with a duration of 1 turn. What that means is you'll get the buff the turn you activate it, and it will last through the end of the next turn, so you'll benefit from it both on the turn that you get the buff and the turn after. If you have a character with a self buff that's in multiple pincers in a single turn, the buffs continue to stack. So a character in a double pincer with a +10% PATK buff will have +10% PATK on the first pincer of turn 1, +20% PATK on the seconirst pincer of turn 1, and +30% and +40% for the first and second pincers of every subsequent turn. As you can imagine that is quite powerful, especially with... Amp Skills! Amp skills are buffs that either buff your raw damage output, or the stats on weapons you have equipped. In the case where these Amp skills are self skills instead of equip skills, this makes them very VERY powerful, as you can stack them to ridiculously high values very easily. For example, Lyon-RNA has "Phys Amp x1.5". So in a double pincer, he does +50% damage on the first pincer, and +100% on the second pincer of turn 1, and does +150% and +200% damage on all subsequent turns. And then you realize that amp skills stack multiplicatively with stat buff skills, and...hoo boy. It's a lot of damage. B, U, L These 3 stats are expressed as percentages, listed at the top of each guardian's summary. B stands for Skill Boost. Your skill boost percentage is added to the percentage of each of your skills, increasing your chance to activate them. And yes, that means at 100% B, all of your skills will always activate. B has a chance to go up whenever guardian activates skills. Grinding out skill activations is called Skill Boosting, or "SBing". If it works the same as it does in TB1, then it has a chance to increase every single time skills activate, and having skills from multiple different phases (damage, healing, counter, capsule) can increase your chances to get a SB. Having skills with lower % chance to proc and having a higher B already will both increase your overal rate of SBing (for very math-y reasons I won't get into here). You can also gain B by feeding a duplicate unit to a guardian, 5% per merge. This is not recommended unless it's a farmable guradian, such as King Orb or Leviathan. U stands for Union. All Union does is give your a rewards when you git 50% and 100%. You can see the union rewards for a guardian by tapping a little button on their stats page. You can only gain U after a guardian's B is maxed, from all the same sources that give B (though merges only give 3% U) L stands for Luck. Your team's Luck is averaged (your friend unit is not counted), and listed in the top right when you start a Quest. Higher luck will drop chance and quality of rewards in lucky chests. In TB1, super exclusive items were locked behind 100L drops, and I would not be surprised if the same is true of TB2. Luck is currently ONLY increased by feeding a duplicate unit to your guardian. You get 3L per merge. This means that 100L for gacha units is completely out of the question unless Bill Gates himself decides to whale. Instead, 100L teams are comprised almost entirely of farmable guardians, like King Orbling and Leviathan, and the challenge of getting those rare 100L drops is about being able to beat super hard Quests with teams of farmable units. Note that Luck seems to be very buggy currently in TB2. Research is ongoing. Friends and Frendons (coming soon) Treasure Hunter and Negotiator Negotiator is a skill that increases the chance that recruitable enemies (Such as King Orbling and Leviathan) will drop. Assuming it works the same as in TB1, each Negotiator you get off on a boss will add to a multiplier that multiplies the base recruit rate of the monster. In order for Negotiator to work, it has to trigger when the recruitable unit is pincered, and negotiator ONLY WORKS ON THE TURN IT IS TRIGGERED. The effect expires as soon as your next turn starts. Negotiator CAN stack with itself though, if you bring multiple negotiator characters, or get off a double pincer on the turn the enemy dies. If you go over 100% recruit rate, the recruit is guaranteed. Because you can feed dupes to themselves to gain luck, Having a negotiator character yourself or on your friends list is very important. Treasure Hunter is a similar skill. It's an equip skill that multiplies the drop rates for items by the listed percentage, as long as that guardian stays alive. Treasure Hunter can stack if you bring multiple guardians with the skill, and if you have over a 100% droprate for an item it is guaranteed to drop. Capsules and Capsule Consumption (coming soon) What else do you want to know about? If there's a topic you want me to cover, leave a reply and let me know!