Combat tips
The element triangle
Fire beats Wood and loses to Water; Water beats Fire and loses to Wood; Wood beats Water and loses to Fire. Hume sits outside the triangle — it has no weakness and no advantage.
The multipliers are ×2.0 and ×0.5, so hitting a weakness or not is a 4× swing in clear time. Check the enemy elements before you sortie and bring the element they are weak to.
Only the enemy's primary element matters; sub-elements are never used for the triangle.
| Attack → enemy | Multiplier |
|---|---|
| Hits a weakness (Fire → Wood / Water → Fire / Wood → Water) | ×2.0 |
| Attacker is resisted (Fire → Water / Water → Wood / Wood → Fire) | ×0.5 |
| Hume on either side, or same element | ×1.0 |
Hume is strong, and it hurts
Hume is never hit for double damage, and terminals make it fire twice alongside the suit element. The price: every monster whose primary element is Hume raises the damage your party takes by 14.999999999999991%.
A full Hume deck takes ×1.60 damage. In the deeper dungeons, where fights become slugging matches, one or two Hume monsters plus suit elements is steadier. Sub-element Hume is not counted, so the dual-element beetles and chimeras ride terminals for free.
| Hume in the deck | Damage taken |
|---|---|
| 0 | ×1.00 |
| 1 | ×1.15 |
| 2 | ×1.30 |
| 3 | ×1.45 |
| 4 | ×1.60 |
Skills fire when you clear the whole board
Clearing every tile on the board casts the leader's skill. The board is not re-dealt when an enemy dies — it carries across the whole stage — so this is not something you get to do many times per stage.
The effect comes from the mahjong hand the skill is named after; the numbers come from rarity. Every skill, at every rarity, also deals damage, so a healing or guard hand is never a wasted cast.
An attack-up effect is applied before the damage in the same cast, so it boosts that cast too.
Never fill the tray
When all 4 tray slots are full, the enemy lands a huge hit regardless of its gauge. The size depends on the difficulty, and from Normal upward it is usually fatal.
If you do survive, the board is rebuilt from scratch — the 4 stuck tiles can never go back. All your progress on that board is gone, which makes it a double punishment.
Before you take a third tile, check that its partner is reachable. Tapping an unreachable tile is a misclick that advances the enemy gauge by 2 seconds.
Healing comes from flower and season tiles
Matching a pair of flower (plum, orchid, chrysanthemum, bamboo) or season (spring, summer, autumn, winter) tiles restores the combined healing of your 4 monsters. There are only 8 on the board, so you get at most 4 heals per deal.
Flowers and seasons are separate groups — orchid does not match spring. While one is in your tray, matching tiles on the board are highlighted (through dungeon 5).
Save them for when you are actually hurt: healing at full HP throws the whole amount away.