Draft:Field effect (Masters)
Note: These descriptions are currently taken pretty verbatim from the Tips section of the menu, they should probably be revised before this article is mainspaced.
Field effects are effects that apply to the field of play. They can apply to one side of the field (the allied side or the opponents' side), or they can apply to the entire field.
Field effects that apply to one side of the field
| Field effect | Icon | Description |
|---|---|---|
| Physical Damage Reduction | Reduces physical attack damage received by the target. However, damage will not be reduced when a critical hit lands. | |
| Special Damage Reduction | Reduces special attack damage received by the target. However, damage will not be reduced when a critical hit lands. | |
| Status Move Defense | Prevents the target from being affected by an opponent's status moves and certain passive skills. However, passive skills and status moves that affect the field of play cannot be defended against. | |
| Status Condition Defense | Prevents the target from being inflicted with a status condition. However, moves that inflict status conditions on yourself cannot be defended against. | |
| Status Condition Reflection | Reflects a status condition inflicted on a target by an opponent's status move back to the opponent. However, moves used by the target that inflict a status condition on themselves—or non-status moves that inflict status conditions—are not reflected. | |
| Stat Reduction Defense | Prevents the target from having its stats lowered. However, moves that reduce your own stats cannot be defended against. | |
| Stat Reduction Reflection | Reflects the stat reduction effect inflicted on a target by an opponent's status move back to the opponent. However, moves used by the target that inflict a status condition on themselves—or non-status moves that inflict stat reduction effects—are not reflected. | |
| No Stat Increases | Prevents the target's stats from increasing. However, it cannot prevent stat increases that occur due to the effects of an opponent's moves. | |
| Critical-Hit Defense | Prevents attacks on the target from being critical hits. | |
| Unity Disruption | Makes it difficult for the target to fill their unity gauge. | |
| Chain Reduction | Shortens the duration the target's unity bonus is available. | |
| No Switching | Prevents sync pairs from switching (except in certain circumstances). | |
| Move Gauge Acceleration | Causes the target's move gauge to fill more quickly. | |
| Weather Lock | If the weather has already been changed, prevents it from being changed again. |
Type Damage Fields
Affected sync pairs take damage of the specified type after every action.
| Type Damage Field icons | |||||
|---|---|---|---|---|---|
Circles
The field of play can be turned into different circles. Each circle powers up the moves and sync moves of a specific category (physical or special) and also reduces the damage received from them. The effects of some moves, sync moves, and max moves change depending on the circle. There are also some passive skills that only take effect in certain circles.
The effects of circles are enhanced when there are more sync pairs with the specific theme in the affected field of play when the circle is deployed. If there is a circle already existing on the field of play, the effects of the circle will not change even if the number of sync pairs with the specified theme increases or decreases. Also, unlike the Damage Reduction field effect, the damage reduction from the circle is not ignored when receiving a critical hit.
Circles and their effects will disappear after a set period of time has elapsed. Any number of circles, as well as other effects on the field of play—such as weather, terrains, and zones—can be active simultaneously.
Field effects that apply to the entire field
Each of these effects applies to the field for a limited amount of time. The effects of some moves, sync moves, and max moves change depending on what field effects are active. There are also some passive skills that only take effect in certain field effects. If an existing field effect is replaced by a different field effect of the same category, then the previous field effect's effects will be overridden. If an existing field effect is replaced by the same field effect, then the field effect's duration will be extended. Field effects of different categories can be active simultaneously.
Weather
- Main article: Weather (Masters)
The field of play can be affected by the following weather conditions:
Terrains
- Main article: Terrain (Masters)
The field of play can be turned into the following terrains:
Zones
- Main article: Zone (Masters)
The field of play can be turned into 13 different zones, one for each type whose power is not boosted by weather or terrains. Each zone powers up the attacks of a specific type.
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