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Basic Attack

Repeatedly press or long-press the attack button to perform basic attack sequences one after another.
Repeatedly press or press and hold the attack button to perform basic attack sequences one after another.

Basic Attack: Final Strike

The last basic attack sequence is called the Final Strike. When performed by the controlled operator, the Final Strike recovers Skill Points (SP) and deals Stagger.

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Dodge

Use dash to dodge enemy attacks. Dodging does not interrupt the basic attack sequence. A dodge performed at the moment of enemy attack triggers a Perfect Dodge that recovers some SP.
Dash dodging consumes Stamina. Stamina recovers with time. Collect Aurylenes and submit them at TP Points to raise the Stamina limit.

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Skill Points (SP)

Skill Points (SP) are used for casting battle skills. SP naturally regenerates over time. Hitting enemies with the controlled operator's Final Strike also recovers SP.
Skill Points (SP) are used for casting battle skills. SP naturally regenerates over time. Hitting enemies with the controlled operator's Final Strike also recovers SP.

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Skill: Battle Skills

Operators can spend Skill Points (SP) to cast their battle skills. Battle skills have no cooldown and can be cast whenever there are enough SP.

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Skill: Combo Skills

Operators can cast their combo skills when certain criteria are met. Every operator has different combo skill triggers. Master these combo skill trigger criteria to unleash multiple combo skills in combat.
Combo skills do not cost any Skill Points (SP) to cast. However, combo skills have cooldowns and cannot be cast until the cooldown timer ends.

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Skill: Ultimates

When Ultimate Energy is full, long-press the battle skill key to cast the ultimate and unleash a powerful strike on the enemy!
There are 2 ways to gain Ultimate Energy: (1) Casting battle skills, which grants every teammate an equal amount of Ultimate Energy; (2) casting combo skills, which only grants the caster Ultimate Energy.
Casting the ultimate will spend all Ultimate Energy and the ultimate will enter a short cooldown. Some operators' ultimates enhance themselves. While their ultimate enhancement is active, no Ultimate Energy will be gained as well.
When Ultimate Energy is full, while holding down Ping, press and hold Skill to cast the ultimate and unleash a powerful strike on the enemy!

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Stagger

The controlled operator's Final Strike and most skills also deal Stagger to the enemies hit.

Staggered Status

Once the Stagger meter is full, the enemy becomes Staggered for a while. A staggered enemy cannot move and take more DMG. If an enemy is Staggered very quickly, that enemy's Stagger buildup will be reduced for a while after first Staggered status ends.

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Stagger Node

Some powerful enemies have Stagger Nodes across their entire Stagger meter. When such enemies build up enough Stagger and reach a Stagger Node, their actions will also be interrupted and they will stumble for a while.

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Finisher

The first basic attack dealt to a Staggered enemy will be a Finisher that causes massive DMG and recovers some Skill Points (SP).

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Lock On

Press the lock-on key Lock-on to lock the view on the target. Scroll the mouse wheel Lock-on to switch the lock-on to another target. Press the lock-on key Lock-on again to cancel the lock-on.

Auto-lock

Go to the Settings - Controls screen and switch Combat Camera Correction: Auto-lock on or off based on your play style.
Press the lock-on button Lock-on to lock the view on the target.
Move the stick to switch the lock-on to another target.
Press the lock-on button Lock-on again to cancel the lock-on.

Team Combat

Other operators not being controlled will automatically perform basic attacks. Their battle skills, combo skills, and ultimates can be manually cast whenever they are ready.

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Damage Type

Damage can be divided into Physical DMG, Arts DMG, and Æther DMG. Arts DMG can be further divided into Heat DMG, Electric DMG, Cryo DMG, and Nature DMG.

Enemy Charge Ups and Interruptions

Enemies may enter a charging state when casting certain skills. This is indicated by a red circle around them. Dealing DMG to an enemy in charging state with skills will interrupt them. Successful interruption stops the enemy's action and deals Stagger to it.
For some enemies, a white circle appears first when they first enter a charging state. The enemy cannot be interrupted during this time. Wait for the white circle to turn red, then interrupt them.

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Vulnerable

Hitting an enemy for the first time with a skill with Physical Status applies Vulnerability instead of the actual Physical Status. A Vulnerable enemy can be Lifted and Knocked Down to add more Vulnerability stacks (up to 4). Hitting a Vulnerable enemy with Crush or Breach will consume the Vulnerability stacks.

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Physical Status: Lift

Skills with the Lift effect first make the enemy Vulnerable. If the enemy is already Vulnerable, such skills then apply the actual Physical Status of Lifted: Adds 1 more Vulnerability stack (max: 4), deals Physical DMG and some Stagger, and lifts a weak enemy into mid-air.
Some skills can forcibly apply Lift: Enemies are directly Lifted into mid-air whether they are Vulnerable or not.

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Physical Status: Knock Down

Skills with the Knock Down effect first make the enemy Vulnerable.
If the enemy is already Vulnerable, such skills then apply the actual Physical Status of Knocked Down: Adds 1 more Vulnerability stack (max: 4), deals Physical DMG and some Stagger, and knocks down weak enemies.
Some skills can forcibly apply Knock Down: Enemies are directly Knocked Down to the ground whether they are Vulnerable or not.

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Physical Status: Crush

Skills with the Crush effect first make the enemy Vulnerable. If the enemy is already Vulnerable, such skills then apply the actual Physical Status of Crushed: Consumes all active Vulnerability stacks of the target to deal massive Physical DMG.
By consuming more Vulnerability stacks, Crush can deal more DMG. Use skills with Lift or Knock Down effect to add Vulnerability stacks, then apply Crush to deal massive DMG.

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Physical Status: Breach

Skills with the Breach effect first make the enemy Vulnerable.
If the enemy is already Vulnerable, then apply the actual Physical Status of Breached: Consumes all active Vulnerability stacks, deals Physical DMG, and makes the target take more Physical DMG for a certain duration.
By consuming more Vulnerability stacks, Breach deals more DMG, lasts longer, and makes the enemy take even more Physical DMG when active.

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Arts Infliction: Heat

Some skills can apply Heat Infliction stacks (max: 4) to enemies. To an enemy with Heat Infliction, applying another Heat Infliction triggers a Heat Burst.
To an enemy with a non-Heat Arts Infliction, applying Heat Infliction triggers Combustion.

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Arts Infliction: Electric

Some skills can apply Electric Infliction stacks (max: 4) to enemies. To an enemy with Electric Infliction, applying another Electric Infliction triggers an Electric Burst.
To an enemy with a non-Electric Arts Infliction, applying Electric Infliction triggers Electrification.

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Arts Infliction: Cryo

Some skills can apply Cryo Infliction stacks (max: 4) to enemies. To an enemy with Cryo Infliction, applying another Cryo Infliction triggers a Cryo Burst.
To an enemy with a non-Cryo Arts Infliction, applying Cryo Infliction triggers Solidification.

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Arts Infliction: Nature

Some skills can apply Nature Infliction stacks (max: 4) to enemies. To an enemy with Nature Infliction, applying another Nature Infliction triggers a Nature Burst.
To an enemy with a non-Nature Arts Infliction, applying Nature Infliction triggers Corrosion.

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Arts Burst: Heat

To an enemy with Heat Infliction, applying another Heat Infliction adds 1 more stack of Heat Infliction (max stacks: 4) and triggers Heat Burst, which deals Heat DMG after a short delay.

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Arts Burst: Electric

To an enemy with Electric Infliction, applying another Electric Infliction adds 1 more stack of Electric Infliction (max stacks: 4) and triggers Electric Burst, which deals Electric DMG after a short delay.

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Arts Burst: Cryo

To an enemy with Cryo Infliction, applying another Cryo Infliction adds 1 more stack of Cryo Infliction (max stacks: 4) and triggers Cryo Burst, which deals Cryo DMG after a short delay.

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Arts Burst: Nature

To an enemy with Nature Infliction, applying another Nature Infliction adds 1 more stack of Nature Infliction (max stacks: 4) and triggers Nature Burst, which deals Nature DMG after a short delay.

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Arts Reaction: Combustion

To an enemy with a non-Heat Arts Infliction, applying Heat Infliction consumes all Arts Inflictions, deals 1 initial hit of Heat DMG, and triggers the Arts Reaction of Combustion. An enemy with Combustion suffers Heat DMG every second ( a form of DMG over time). The amount of DMG dealt is based on the ATK of the operator who triggered the Combustion.
When triggering Combustion, consuming more Arts Infliction stacks deals higher DMG in the initial hit and higher Combustion DMG. Forcibly applied Combustion does not deal the initial hit of DMG.

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Arts Reaction: Electrification

To an enemy with non-Electric Arts Infliction, applying Electric Infliction consumes all Arts Inflictions, deals 1 initial hit of Electric DMG, and triggers the Arts Reaction of Electrification. An enemy with Electrification takes more Arts DMG.
When triggering Electrification, consuming more Arts Infliction stacks deals higher DMG in the initial hit, extends the duration of Electrification, and makes the enemy take even more Arts DMG. Forcibly applied Electrification does not deal the initial hit of DMG.

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Arts Reaction: Solidification

To an enemy with non-Cryo Arts Infliction, applying Cryo Infliction consumes all Arts Inflictions, deals 1 initial hit of Cryo DMG, and triggers the Arts Reaction of Solidification. A weak enemy with Solidification cannot move.
To an enemy with active Solidification, applying Vulnerability or Physical Statuses triggers Shatter: Consumes the enemy's Solidification and deals massive Physical DMG.
When triggering Solidification, consuming more Arts Infliction stacks deals higher DMG in the initial hit, extends the duration of Solidification, and deals more DMG upon Shatter. Forcibly applied Solidification does not deal the initial hit of DMG.

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Arts Reaction: Corrosion

To an enemy with non-Nature Arts Infliction, applying Nature Infliction consumes all Arts Inflictions, deals 1 initial hit of Nature DMG, and triggers the Arts Reaction of Corrosion: Resistance to all elements decreases over time until it reaches a certain minimum.
Refreshing the Corrosion does not change the amount of resistance reduction.
When triggering Corrosion, consuming more Arts Infliction stacks deals higher DMG in the initial hit, makes Corrosion reduce more resistance against all elements per second, and reduce the resistance against all elements to an even lower minimum.
Forcibly applied Corrosion does not deal the initial hit of DMG.

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Status Level

Status Level is the number of Vulnerability or Arts Infliction stacks (max 4) consumed when triggering a Physical Status or Arts Reaction. The higher the Status Level, the stronger the resulting Physical Status or Arts Reaction.

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Operator Debuff: Combustion

Certain enemy skills can apply stacks of Heat Infliction to operators. At 4 stacks, the operator becomes Combusted: Temporarily suffer continuous Heat DMG that ignores DEF.

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Operator Debuff: Electrification

Certain enemy skills can apply stacks of Electric Infliction to operators. At 4 stacks, the operator becomes Electrified: Temporarily stunned and take more Arts DMG for a certain duration.

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Operator Debuff: Solidification

Certain enemy skills can apply stacks of Cryo Infliction to operators. At 4 stacks, the operator becomes Solidified: Cannot move for a certain duration.

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Operator Debuff: Corrosion

Certain enemy skills can apply stacks of Nature Infliction to operators. At 4 stacks, the operator becomes Corroded: Cannot dash and suffer movement speed reduction for a certain duration.

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Shield

The shield can absorb DMG for a certain duration. Some shields may only absorb specific types of DMG.

Weaken

Weakened targets temporarily deal less DMG. The number represents the degree of reduction.
Effects of the same type can stack non-linearly.

Protect

Protected targets temporarily enjoy DMG Reduction against all types of DMG. The number represents the degree of reduction. When there are multiple effects of the same type, only the most powerful applies.

Susceptible

Susceptible targets temporarily suffer more DMG of the element it is Susceptible to. The number represents the degree of increase. Effects of the same type can stack.

Haste

Temporarily raises the movement speed of a target. The number represents the degree of the speed increase. Effects of the same type can stack until hitting the speed cap.

Slow

Slowed targets temporarily suffer movement speed reduction. The number represents the degree of reduction. When there are multiple effects of the same type, only the most powerful applies.

Amp

Amped targets temporarily deal more DMG of the element it is Amped for. The number represents the degree of increase. Effects of the same type can stack.

Link

Next battle skill or ultimate cast by the team consumes the Link buff and deals more DMG, with battle skills getting a higher increase. Effects of the same type can stack (max: 4), but with diminishing returns.

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Dispel

Removes specific debuffs from the operator.

SP Return

After spending SP and meeting certain criteria, some of the SP spent will be returned. SP Return is not "SP Recovery" and does not activate SP Recovery-triggered effects. Spending returned SP also does not give Ultimate Energy.

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Debuff Consumption

Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.

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Damage Reduction

Some enemies have the ability to take less damage.
Observe their actions, find their weaknesses, and take down their defenses before launching the attack to improve effectiveness.
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