Difference between revisions of "User:Boblers"

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(Turn order notes: expand notes)
(Turn order notes: rewording for clarity)
 
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The following are notes about the order in which chain effects will activate.
 
The following are notes about the order in which chain effects will activate.
  
We will sort effects into '''timing tiers'''. The game will start by using effects according to the timing. All effects in a timing are resolved before moving to the next timing tier, if appropriate.
+
We will sort effects into '''timing tiers'''. The game will start by using effects according to the timing tier. All effects in a timing tier are resolved before moving to the next timing tier.
  
 
Within a tier, several tie-breakers will be used to determine the order of chain effects:
 
Within a tier, several tie-breakers will be used to determine the order of chain effects:
 
* For clarity, let's say team 1 is the faster one, while team 2 is the slower one.
 
* For clarity, let's say team 1 is the faster one, while team 2 is the slower one.
* Within a tier, team 1's effects will activate first.
+
* Within a tier, team 1's effects will activate first. Team 2's effects will activate after all of team 1's effects are done.
 
* Within a team, chains will progress according to the team's action order. By default, action order is based on the agility stat, however this order can be changed by using {{BrandIcon|Lead|name=1}} or {{BrandIcon|Trail|name=1}} brands.
 
* Within a team, chains will progress according to the team's action order. By default, action order is based on the agility stat, however this order can be changed by using {{BrandIcon|Lead|name=1}} or {{BrandIcon|Trail|name=1}} brands.
  
 
Let's say demon 1 is the first acting demon in a team, demon 2 is the second, etc.
 
Let's say demon 1 is the first acting demon in a team, demon 2 is the second, etc.
 +
* Normally, all of demon 1's effects resolve, then all of demon 2's effects resolve, and so on.
 
* If demon 1's chain effect causes another chain effect to activate, then that new chain will resolve before moving on to demon 1's other chain effects, and before moving on to demon 2.
 
* If demon 1's chain effect causes another chain effect to activate, then that new chain will resolve before moving on to demon 1's other chain effects, and before moving on to demon 2.
 +
* For example: suppose team 1 is an archangels team with {{DemonIcon|Raphael|size=32px}} in the first spot, while team 2 has a {{DemonIcon|Black Rider|size=32px}}. Team 1's turn starts, and Raphael's chain effect heal from [[God's Blessing]] activates. This heal triggers Black Rider's [[Soul Divide]], which will immediately execute. Afterwards, Raphael's remaining chain effects (if any) will execute, and then Raphael's teammates will trigger their chain effects.
  
A skill's timing tier can be determined by the way it is phrased. Example phrases will be listed in quotes below:
+
===Timing tiers===
 +
An effect's timing tier can usually be determined by the way the effect is phrased. Example phrases will be listed in quotes below:
  
 
;Timing tier 0 - before battle
 
;Timing tier 0 - before battle
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Note that Devil Connectors cannot trigger other chain effects, so this tier is effectively just team 1's DC executing, followed by team 2's DC executing.
 
Note that Devil Connectors cannot trigger other chain effects, so this tier is effectively just team 1's DC executing, followed by team 2's DC executing.
  
;Timing tier 1: start of a battle
+
;Timing tier 1 - start of a battle
 
Effects in this timing tier:
 
Effects in this timing tier:
 
* "start of battle"
 
* "start of battle"
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* "when the enemy attacks first"
 
* "when the enemy attacks first"
  
;Timing tier 2: start of a turn
+
;Timing tier 2 - start of a turn
 
Effects in this timing tier:
 
Effects in this timing tier:
 
* "start of own turn"
 
* "start of own turn"
 
* "start of the enemy's turn"
 
* "start of the enemy's turn"
  
;Timing tier 3: Demon action start
+
;Timing tier 3 - Demon action start
 
Effects in this timing tier:
 
Effects in this timing tier:
 
* "when a demon is about to act"
 
* "when a demon is about to act"
  
;Timing tier 4: Demon action has ended
+
;Timing tier 4 - Demon action has ended
 
Effects in this timing tier:
 
Effects in this timing tier:
 
* "when a demon has completed an action"
 
* "when a demon has completed an action"
  
;Timing tier 5: End of a turn
+
;Timing tier 5 - End of a turn
 
Effects in this timing tier:
 
Effects in this timing tier:
 
* "end of own turn"
 
* "end of own turn"

Latest revision as of 22:13, 24 August 2024

Frequent wiki editor and video game enthusiast. Thank you for stopping by!

Discord: Boblers#4199

Userspace links

The following box automatically keeps track of all pages in my userspace:

In this userspace:

User talk:

To-do Items

To-dos:

Bot To-dos (tasks where the bot must co-operate; currently, it will undo manual edits on demon pages and skills list):

  • Implement "armament flags" on demon pages, so that sword/shield subpages are not transcluded unless the demon actually has a sword/shield (this will eliminate many red links).
  • Display each demon's "blue transcend stat" on their page.
  • Display each demon and skill's original release date (will need to do lots of historical digging for this). Possibly also panel 4 date.
  • Implement Template:AltsBox on pages of demons that have alts.

Off-site:

  • Label skills with tags in excel sheet
    • Then, use this with ctrl + F to make element/ailment/effect pages
    • Do the same with armament skills, but also include Blood Crystal cost
  • Track demon transcend stats in excel sheet
    • (Maybe) Track panel/p4 release dates
  • (maybe) Track skill release dates in excel sheet

Navboxes

Genome-only skills

Category Phys Phys Fire Fire Ice Ice Elec Elec Force Force Light Light Dark Dark Multi.png Heal
Single Target Single Target Slash (Elemental physical) - Fire Slash Ice Slash Thunder Slash Wind Slash White Slash Black Slash -
All Targets All Targets Rending (Elemental physical) - Rending Fire Rending Ice Rending Thunder Rending Wind Rending White Rending Black -
All Targets All Targets Ma-barion (stronger than Ma-dyne) - Maragibarion Mabufubarion Maziobarion Mazanbarion Mahamabarion Mamudobarion -
All Targets All Targets H (same as normal but costs 1 more MP) Gigantomachia H Maragidyne H Mabufudyne H Maziodyne H Mazandyne H Mahamadyne H Mamudodyne H Mediarahan H
Single Target Single Target L (same as normal but costs 1 less MP) Fatal Sword L Agilao L Bufula L Zionga L Zanma L Hamaon L Mudoon L Diara L
All Targets All Targets L (same as normal but costs 1 less MP) Herculean Strike L Maragi L Mabufu L Mazio L Mazan L Mahama L Mamudo L Mediara L
Random Targets Random Targets high-tier - Fiery Soul Prison Frozen World Thunderous Advent Turbulent Advent Divine Massacre Eternal Hell -
Passive Prana Phys Prana Fire Prana Ice Prana Elec Prana Force Prana Light Prana Dark Prana -
Passive Vital - Fire Vital Ice Vital Elec Vital Force Vital Light Vital Dark Vital -
Passive Pierce (weak) Fire Pierce (weak) Ice Pierce (weak) Elec Pierce (weak) Force Pierce (weak) Light Pierce (weak) -

Misc:

Users for Slash and Rending (in democ):

Armament groupings

Swords

Group Phys Phys Fire Fire Ice Ice Elec Elec Force Force Light Light Dark Dark Almighty Almighty
(3★) stage 1 ST + stage 1 AoE Valkyrie.jpg Efreet.jpg Gui Xian.jpg Baihu.jpg Moh Shuvuu.jpg Lailah.jpg Kaiwan.jpg
(4★) stage 2 ST + stage 2 AoE + stage 3 ST Wu Kong.jpg Prometheus.jpg Beiji-Weng.jpg Titania.jpg Long.jpg Sleipnir.jpg Anubis.jpg
(5★ fusible healing) stage 2 ST + dual buff/dual debuff + stage 1 AoE w/400 HP heal
  • panel 1: +15% healing effectiveness
  • panel 2: -1mp to cost of unique third skill
  • panel 3: -5% <element> damage received by party
Gogmagog.jpg Amaterasu.jpg Ananta.jpg Barong.jpg Garuda.jpg Ishtar.jpg Lilith.jpg
(5★ fusible attack) stage 3 ST + stage 2 AoE + stage 4 AoE (pseudo-barion)
  • panel 1: +15% <element> damage
  • panel 2: -1mp to cost of unique third skill
  • panel 3: +10% <element> damage dealt by party
Cu Chulainn.jpg Surt.jpg Vasuki.jpg Thor.jpg Susano-o.jpg Mastema.jpg Black Frost.jpg
Unique Fusibles Asherah.jpg Izanami.jpg Lakshmi.jpg Izanami.jpg Samael.jpg Lucifer.jpg Metatron.jpg
Unique Gacha Yoshitsune.jpg Huang Di.jpg Frost Ace.jpg Rama.jpg Baal.jpg Ixtab.jpg Alice.jpg
Unique Banner Masakado.jpg Masakado A.jpg Asura.jpg Mahakala.jpg Indrajit.jpg Garuda A.jpg Alice A.jpg Masakado A.jpg
Unique Other Seraph.jpg Seraph.jpg

Shields

Group Phys Phys Fire Fire Ice Ice Elec Elec Force Force Light Light Dark Dark Almighty Almighty Other
(3★) Magic Amp II/Strength Amp II + Life Bonus + <Element> Resist Mitra.jpg Feng Huang.jpg Silky.jpg Koumokuten.jpg Jatayu.jpg Horus.jpg Baphomet.jpg
(4★) <Element> Boost + Life Gain + Null <Element> Titan.jpg Cerberus.jpg Sarasvati.jpg Anzu.jpg Oberon.jpg Throne.jpg Kudlak.jpg
(5★ fusible healing) <Element> Boost + Life Surge + Drain <Element>
  • panel 1: +10% <element> damage
  • panel 2: +30% max HP
  • panel 3: +20% to max HP. -10% to <element> damage received.
Gogmagog.jpg Amaterasu.jpg Ananta.jpg Barong.jpg Garuda.jpg Ishtar.jpg Lilith.jpg
(5★ fusible attack) <Element> Amp + Life Gain + Repel <Element>
  • panel 1: +10% <element> damage
  • panel 2: +30% max HP
  • panel 3: +20% <element> damage
Cu Chulainn.jpg Surt.jpg Vasuki.jpg Thor.jpg Susano-o.jpg Mastema.jpg Black Frost.jpg
Unique Fusibles Asherah.jpg Izanami.jpg Lucifer.jpg Lakshmi.jpg Samael.jpg Metatron.jpg
Unique Gacha Yoshitsune.jpg Huang Di.jpg Frost Ace.jpg Rama.jpg Baal.jpg Alice.jpg Ixtab.jpg
Unique Banner Masakado.jpg Asura.jpg Mahakala.jpg Indrajit.jpg Garuda A.jpg Masakado A.jpg Alice A.jpg
Unique Other Seraph.jpg

Unique Armament Skills

For ease of ctrl + f searching. Does not include Talents.

Swords

Armament Type Name MP Cost Target Effect
SwordIcon.png Gogmagog.jpg Gogmagog Sword Phys Phys Albion Giant 7 MP All Targets All Targets Inflicts Phys (Physical) damage (Power: 100) on all enemies, and Heals around 400 HP of all party members if the attack is successful.
SwordIcon.png Amaterasu.jpg Amaterasu Sword Fire Fire Ukehi 7 MP All Targets All Targets Inflicts Fire (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful.
SwordIcon.png Ananta.jpg Ananta Sword Ice Ice Primordial Water 7 MP All Targets All Targets Inflicts Ice (Magic) damage with Power 80 on all enemies, and Heals around 400 HP of all party members if the attack is successful.
SwordIcon.png Barong.jpg Barong Sword Elec Elec Calon Arang 7 MP All Targets All Targets Inflicts Elec (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful.
SwordIcon.png Garuda.jpg Garuda Sword Force Force Immortal Shrine 7 MP All Targets All Targets Inflicts Force (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful.
SwordIcon.png Ishtar.jpg Ishtar Sword Light Light Starry Passion 7 MP All Targets All Targets Inflicts Light (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful.
SwordIcon.png Lilith.jpg Lilith Sword Dark Dark Midnight Feast 7 MP All Targets All Targets Inflicts Dark (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful.
SwordIcon.png Cu Chulainn.jpg Cu Chulainn Sword Phys Phys Tie-Breaker 7 MP All Targets All Targets Inflicts Phys (Physical) damage (Power: 150) on a all enemies.
SwordIcon.png Surt.jpg Surt Sword Fire Fire Scathe of Branches 7 MP All Targets All Targets Inflicts Fire (Magic) damage (Power: 130) on all enemies.
SwordIcon.png Vasuki.jpg Vasuki Sword Ice Ice Samudra Manthan 7 MP All Targets All Targets Inflicts Ice (Magic) damage (Power: 130) on all enemies
SwordIcon.png Thor.jpg Thor Sword Elec Elec Crackling Thunder 7 MP All Targets All Targets Inflicts Elec (Magic) damage (Power: 130) on all enemies.
SwordIcon.png Susano-o.jpg Susano-o Sword Force Force Serpent Killer 7 MP All Targets All Targets Inflicts Force (Magic) damage (Power: 130) on all enemies.
SwordIcon.png Mastema.jpg Mastema Sword Light Light Last Plague 7 MP All Targets All Targets Inflicts Light (Magic) damage (Power: 130) on all enemies.
SwordIcon.png Black Frost.jpg Black Frost Sword Dark Dark Mahelldyne 7 MP All Targets All Targets Inflicts Dark (Magic) damage (Power: 130) on all enemies.
SwordIcon.png Lucifer.jpg Lucifer Sword Almighty Almighty Stellar Light 7 MP All Targets All Targets Inflicts Almighty (Magic) damage (Power: 150) on all enemies.
SwordIcon.png Yoshitsune.jpg Yoshitsune Sword Phys Phys Kurama Flash 7 MP Single Target Single Target Inflicts Phys (Physical) damage 8 times (Power: 30) with 30% crit rate on a single enemy. *Counter effects will not work on this skill.
SwordIcon.png Frost Ace.jpg Frost Ace Sword Ice Ice Frozen Fist 5 MP Single Target Single Target Inflicts Ice (Physical) Pierce effect damage (Power: 130) on a single enemy, and enters a state of Might if the attack is successful. *The damage inflicted by this skill is dependent on Mag ATK. *This skill has a chance of having a Critical effect or a Miss which are dependent on their respective rates.
SwordIcon.png Garuda A.jpg Garuda A Sword Force Force Tempest Talon 6 MP Single Target Single Target Inflicts Force (Magic) damage (Power: 100) on a single enemy. Activates the following Chain Effect when the attack is successful: Inflicts Force (Magic) damage 2 times (Power: 35) on random enemies. This skill will gain 1 Boost level with each use. [Boost Level: 1] Increases the number of random attacks to 4. [Boost Level: 2] Increases the number of random attacks to 5.
SwordIcon.png Seraph.jpg Seraph Sword Fire.pngLight.png Fire/Light Pure Holy Fire 6 MP Single Target Single Target Inflicts Fire (Magic) or Light (Magic) damage (Power: 180) on a single enemy. The attribute will be selected automatically based on the situation. This skill will have attribute piercing effect.
SwordIcon.png Izanami.jpg Izanami Sword Elec.pngDark.png Elec/Dark Thunderous Curse 6 MP Single Target Single Target Inflicts Elec/Dark (Magic) damage (Power:180) on a single enemy. Automatically selects an Attribute depending on the situation.
SwordIcon.png Metatron.jpg Metatron Sword Almighty Almighty Pillar of Godly Light 6 MP Single Target Single Target Inflicts Almighty (Magic) damage 3 times (Power: 70) on a single enemy.
SwordIcon.png Mahakala.jpg Mahakala Sword Fire Fire Purging Flame 5 MP Single Target Single Target Inflicts Fire (Magic) damage 3 times (Power: 60) on a single enemy. Reduces ATK/DEF of all enemies by 20% if the attack is successful. (3 turns)
SwordIcon.png Rama.jpg Rama Sword Ice Ice Rakshasa Cleaver 5 MP Single Target Single Target Inflicts Ice (Magic) damage (Power: 160) on a single enemy. Reduces ATK and EV/AC of all enemies by 20% if the attack is successful. (3 turns)
SwordIcon.png Baal.jpg Baal Sword Force Force Rainstorm 6 MP All Targets All Targets Inflicts Force (Magic) Pierce effect damage (Power: 120) on all enemies. Reduces EV/AC of all enemies by 20% if the attack is successful. (3 turns)
SwordIcon.png Masakado A.jpg Masakado A Sword Almighty Almighty Kuyo Sword Dance 6 MP All Targets All Targets Inflicts Almighty (Magic) damage (Power:100) with Remnants on All Enemies. Reduces DEF and EV/AC of all enemies by 20%, increases own party's ATK and EV/AC by 20%. (1 turn) when attack is successful. *The damage inflicted by this skill is dependent on Phys ATK.
SwordIcon.png Indrajit.jpg Indrajit Sword Elec Elec Rakshasa Thunder 5 MP Single Target Single Target Inflicts Elec (Magic) damage 5 times (Power: 40) on a single enemy with 30% chance to inflict Bind on hit enemies if the attack is successful.
SwordIcon.png Samael.jpg Samael Sword Almighty Almighty Red Serpent Venom 5 MP Single Target Single Target Inflict Almighty (Magic) damage (Power: 120) on a single enemy with 20% chance to inflict Poison, Bind, Charm and Mute if the attack is successful.
SwordIcon.png Masakado.jpg Masakado Sword Phys Phys Divine Flash 5 MP Single Target Single Target Inflicts Phys (Physical) damage (Power: 200) with 80% crit rate on a single enemy, with 100% chance to inflict Mortal on hit enemies if the attack is successful. * Nullifies all death prevention skills.
SwordIcon.png Alice.jpg Alice Sword Dark Dark Gotcha! 6 MP Single Target Single Target Inflicts Dark (Magic) damage (Power: 160) on a single enemy with 100% chance to inflict Mortal on hit enemies if the attack is successful. *Nullifies all death prevention skills.
SwordIcon.png Huang Di.jpg Huang Di Sword Phys Phys Yinglong Flash 6 MP All Targets All Targets Inflicts Phys (Physical) damage (Power: 130) with 50% crit rate on all enemies.
SwordIcon.png Asura.jpg Asura Sword Phys Phys Unholy Strike 7 MP Random Targets Random Targets Inflicts Phys (Physical) damage 10 times (Power: 30) with 30% crit rate on random enemy/ies. *Counter effects will not work on this skill.
SwordIcon.png Asherah.jpg Asherah Sword Multi.png Support Holy Union 5 MP Random Targets Random Targets Revives a random party member with 100% HP and adds Mortal immunity. (1 turn)
SwordIcon.png Lakshmi.jpg Lakshmi Sword Multi.png Support Seductive Lotus 6 MP All Targets All Targets 50% chance to Charm all enemies. Increases EV/AC of all party members by 20%. (3 turns)
SwordIcon.png Ixtab.jpg Ixtab Sword Multi.png Support Offering Guidance 6 MP All Targets All Targets 50% chance to Bind all enemies. Reduces DEF of all enemies by 20%. (3 turns)
SwordIcon.png Alice A.jpg Alice A Sword Multi.png Fractional What Should We Play 6 MP Single Target Single Target Inflicts 50% fractional damage (Max: 3000) on a single enemy based on max HP, with the following Chain Effect: 100% chance to inflict Curse on all enemies.
SwordIcon.png Alice A.jpg Alice A Sword Multi.png Fractional I Want Friends 6 MP All Targets All Targets Activates [I Wanna Be Together] when there is a Cursed enemy, activates [It's Fine, Right?] when there isn't.

[It's Fine, Right?]: Inflicts 50% fractional damage (Max: 3000) on all enemies based on current HP, with an 80% chance to inflict Curse.

[I Wanna Be Together]: Inflicts 50% fractional damage (Max: 3000) on all Cursed enemies based on max HP, with a 100% chance to inflict Mortal\n*Ignores all death prevention skills.

Shields

Armament Type Name MP Cost Target Effect
ShieldIcon.png Lucifer.jpg Lucifer Shield Passive Passive Abyssal Magic Passive Self +20 to Ma, +20 to Vi. +15% to Almighty damage and HP stops at 1 HP upon receiving the first killing blow.
ShieldIcon.png Metatron.jpg Metatron Shield Passive Passive Angel Halo Passive Self -15% to Magic damage received. +15% to Magic damage inflicted.
ShieldIcon.png Huang Di.jpg Huang Di Shield Passive Passive Dragon Rain Passive Self +25% to Phys hit rate, +25% to Critical hit rate.
ShieldIcon.png Masakado A.jpg Masakado A Shield Passive Passive New Emperor's Revelation Passive Self +15% to St/Ma/Vi/Ag/Lu. Adds Null Phys/Light/Dark.
ShieldIcon.png Rama.jpg Rama Shield Passive Passive Vishvakarman's Shelter Passive Self +20% to Ice damage. -40% chance of receiving status ailments.
ShieldIcon.png Frost Ace.jpg Frost Ace Shield Passive Passive Sad Vengeance Passive Self +10% to Ice damage. Activates the following Chain Effect at the beginning of the 1st turn: Enters a state of Might.
ShieldIcon.png Masakado.jpg Masakado Shield Passive Passive Righteous Rebellion Passive Self +10% to critical hit damage. +10% to Phys hit rate. Activates the following Counter Effect when receiving a Phys Attack: 100% chance to counter dealing Phys (Physical) damage (Power: 100).
ShieldIcon.png Yoshitsune.jpg Yoshitsune Shield Passive Passive Tiger Strategy Passive Self +10% to Phys hit rate. Activates the following Chain Effect when this character downs another demon: Recovers 5 MP.
ShieldIcon.png Indrajit.jpg Indrajit Shield Passive Passive Rite of Divine Power Passive Self + All Allies Activates the following Chain Effect when the one with this skill downs a demon: Recovers 3 MP and casts Repel Magic (including Almighty) effect on all allies. (1 turn)
ShieldIcon.png Mahakala.jpg Mahakala Shield Passive Passive Clear Space Passive All Targets All Targets Activates the following Chain Effect at the beginning of every own third turn: Inflicts Fire (Magic) Pierce effect damage (Power: 100) on all enemies. Recovers 5 MP and enters into a state of Concentrate if the attack is successful.
ShieldIcon.png Ixtab.jpg Ixtab Shield Passive Passive Summons to Sacrifice Passive Random Targets Random Targets Activates the following Chain Effect at the beginning of every own third turn: Inflicts Almighty (Magic) damage (Power: 120) on a random enemy with 100% chance to inflict Mortal. Nullifies all death prevention skills.
ShieldIcon.png Asura.jpg Asura Shield Passive Passive Unholy Delusion Passive All Targets All Targets Activates the following Chain Effect when this character receives an enemy's Physical attack: Inflicts Phys (Physical) Pierce effect damage (Power: 50) with 30% crit rate on all enemies, and removes all enemy status buffs if the attack is successful. *Counter effects will not work on this skill.
ShieldIcon.png Garuda A.jpg Garuda A Shield Passive Passive Dazzling Wings Passive All Targets All Targets +10% Phys evasion rate. Activates the following Chain Effect when this character evades an enemy's Physical attack: Inflicts Force (Magic) Pierce effect damage (Power: 90) on all enemies.
ShieldIcon.png Alice.jpg Alice Shield Passive Passive Innocent Laughter Passive All Targets All Targets Activates the following Chain Effect when this character downs another demon: Inflicts Dark (Magic) Pierce effect damage (Power: 80) on all enemies.
ShieldIcon.png Baal.jpg Baal Shield Passive Passive Rains of Fertility Passive All Allies While the one with this skill is alive, all party members will receive the following effect: +5% to Force damage, +15% to status ailment auto cure rate.
ShieldIcon.png Seraph.jpg Seraph Shield Passive Passive Resplendent Voice Passive All Allies While the demon with this skill is alive, all party members will receive the following effect: +10% damage when attacking the enemy's weak point and -15% to damage received when own weak point is attacked.
ShieldIcon.png Alice A.jpg Alice A Shield Passive Passive Won't You Play With Me Passive All Targets All Targets + Single Target Single Target Activates the following Chain Effect at the start of enemy turn: Inflicts 10% fractional damage to all enemies (Max: 300) based on current HP and steal 2 MP. Activates the following Chain Effect at the start of own turn: Inflicts 10% fractional damage (Max: 300) based on current HP to the enemy party leader, and steal 3 MP.

Tier List WIPs

(empty for now)

SMT Anniversaries

  • At certain times of year, Dx2 will hold anniversary events for the mainline SMT games.
  • These events sometimes (but not always) have special event files available.
  • Only mainline counts, no spinoffs.
Icon Game Date
SMT IV Apocalypse file.png SMT IV Apocalypse February 10, 2016
SMT III Nocturne file.png SMT III Nocturne February 20, 2003
SMT II file.png SMT II March 18, 1994
SMT IV file.png SMT IV May 23, 2013
SMT Strange Journey file.png SMT Strange Journey October 8, 2009
SMT I file.png SMT I October 30, 1992
SMT V file.png SMT V November 11, 2021

Icon Sword of Kusanagi.png Sword of Kusanagi EXP

  • Cost to use a sword seems to depend on level you enter the menu at?
    • lv49: 1,568 Macca
    • lv48: 1,536 Macca
    • lv45: 1,440 Macca
Rarity EXP given
5★ 20,000
4★ 10,000
3★ 2,000
2★ 1,000
1★ 500

Turn order notes

The following are notes about the order in which chain effects will activate.

We will sort effects into timing tiers. The game will start by using effects according to the timing tier. All effects in a timing tier are resolved before moving to the next timing tier.

Within a tier, several tie-breakers will be used to determine the order of chain effects:

  • For clarity, let's say team 1 is the faster one, while team 2 is the slower one.
  • Within a tier, team 1's effects will activate first. Team 2's effects will activate after all of team 1's effects are done.
  • Within a team, chains will progress according to the team's action order. By default, action order is based on the agility stat, however this order can be changed by using Icon BrandEffect Lead.png Lead or Icon BrandEffect Trail.png Trail brands.

Let's say demon 1 is the first acting demon in a team, demon 2 is the second, etc.

  • Normally, all of demon 1's effects resolve, then all of demon 2's effects resolve, and so on.
  • If demon 1's chain effect causes another chain effect to activate, then that new chain will resolve before moving on to demon 1's other chain effects, and before moving on to demon 2.
  • For example: suppose team 1 is an archangels team with Raphael.jpg Raphael in the first spot, while team 2 has a Black Rider.jpg Black Rider. Team 1's turn starts, and Raphael's chain effect heal from God's Blessing activates. This heal triggers Black Rider's Soul Divide, which will immediately execute. Afterwards, Raphael's remaining chain effects (if any) will execute, and then Raphael's teammates will trigger their chain effects.

Timing tiers

An effect's timing tier can usually be determined by the way the effect is phrased. Example phrases will be listed in quotes below:

Timing tier 0 - before battle

Effects in this timing tier:

  • Brands (ward, embattle)
  • "this demon starts the battle with" (example: Golden Apple)
Timing tier DC - Devil Connector

This tier exclusively holds the effects of Devil Connectors.

Note that Devil Connectors cannot trigger other chain effects, so this tier is effectively just team 1's DC executing, followed by team 2's DC executing.

Timing tier 1 - start of a battle

Effects in this timing tier:

  • "start of battle"
  • "start of the first turn"
  • "when attacking first"
  • "when attacking second"
  • "when the enemy attacks first"
Timing tier 2 - start of a turn

Effects in this timing tier:

  • "start of own turn"
  • "start of the enemy's turn"
Timing tier 3 - Demon action start

Effects in this timing tier:

  • "when a demon is about to act"
Timing tier 4 - Demon action has ended

Effects in this timing tier:

  • "when a demon has completed an action"
Timing tier 5 - End of a turn

Effects in this timing tier:

  • "end of own turn"
  • "end of the enemy's turn"

Example combat flow

  • At the start of a battle, tier 0 effects will execute, then tier DC, then tier 1.
  • Team 1's turn:
    • Team 1's turn starts. Tier 2 executes.
    • Tier 3 executes, and then the first demon in team 1 can act.
    • Team 1 picks an action, it executes, and then tier 4 effects execute.
    • The flow of tier 3 -> pick an action -> tier 4 continues until team 1's turn has ended.
    • Team 1's turn ends. Tier 5 executes.
  • Team 2's turn:
    • Control moves to team 2. Tier 2 executes. (Tiers 0, DC, and 1 will not happen anymore, because it is no longer the start of the battle)
    • Tier 3 -> pick an action -> tier 4. Flow continues until team 2's turn has ended.
    • Team 2's turn ends. Tier 5 executes.