Tank Role
In many games, a tank is a character whose primary role is to taunt the enemies, absorb damage and prevent allies from being attacked. In Another Eden, this role is considered very generic as the various ways to protect the party are broken down to different battle mechanics. This page is meant to be a introduction about the various battle mechanics that are commonly defined from the tank role.
All of the below mentioned status can be found on the Characters page using the filter under Support except for Camouflage and Other Methods
Guard[edit]
The skill user receives damage in place of other party members. There are in built limitations to avoid these skills from being utilized every single turn; see the character's skills and page to get more insights.
- It also prevents them from getting knocked out.
- All damage, MP drain, knockback effects from enemy received by party redirected to user.
- Activates constant Hold Ground on user until end of turn.
- Does not redirect self-damage from other users.
- Effect ends before pain/poison damage or End of Turn Attack.
- Takes priority over Rage.
- If afflicted by stun/sleep/confuse/petrify/freeze, effect will be canceled.
Character(s) | Skill & Effects | ||||
---|---|---|---|---|---|
None
Status Start of Turn ActivationAlchemic High on user (2 turns)
0 N/A
0 | |||||
Fire
Piercing Fire type piercing attack on a single enemy x4 (XL)
84 84
Fire
Piercing Fire type piercing attack on a single enemy x4 (XL)
71 71 | |||||
None
Buff PreemptiveActivate Guard on user (2 turns) and Activates Daily Special - Counter on user (2 turns)
0 N/A
0 | |||||
None
Buff PreemptiveActivate Guard on user until the end of turn
0 N/A
0 | |||||
None
Buff PreemptiveActivate Guard on user until the end of turn and Power +30% of all main and reserve party members (1 turn).
250 N/A
250 |
Critical Guard[edit]
Dream Weaver has more difficulty in using Critical Guard as he needs another party member to provide Physical Critical Rate while Rainbow Ring is perhaps the only equipment that can provide a staff character with Physical Critical Rate (30%).
Character(s) | Skill & Effects |
---|---|
None
Passive User has a chance equal to their physical critical rate to reduce own damage taken by a % determined by their LCK
N/A
|
Cover[edit]
Attacks that would hit all allies instead only hit the user and in exchange, the user takes double damage. Note that single target attacks do not trigger cover.
- Physical, Magic, Fixed and MP attacks are affected
- Self-damage, Pain and Poison damage of party members are not affected
- Enemy end-of-turn attacks take place after this status ends and so are not affected
- Applies even if user is inflicted with Stun/Confusion/Sleep
Character(s) | Skill & Effects |
---|---|
None
Healing/Buff Preemptive Give Shield to user (3 turns, fixed value 2000) and Activates Cover (current turn only)
45 N/A
45 | |
None
Buff PreemptiveActivates Cover on user until the end of the turn and Type attack of all party members +50% (3 moves) and consumes all Unshadowed
0 N/A
0 | |
None
Stack Battle StartBlood Contract effects:
N/A
| |
None
Buff PreemptiveActivates Cover on user until the end of the turn
0 N/A
0 | |
None
Buff PreemptivePhysical Resistance of all party members and Type Resistance +30% (3 turns)
45 N/A
45 |
Hold Ground[edit]
When HP is reduced to 0, stop at 1 HP instead. If character would reach 0 HP with a single hit, survive at 1HP instead. If Hold Ground is consumed, successive hits in the same attack will reduce HP to 0. Only 1 instance of Hold Ground can be received via passive, skill and equipment respectively. Order of usage: Passive > Skill > Equipment
Below are some notable example of applying Hold Ground. There are plenty of characters who have a way to apply Hold Ground whether to themselves only or the whole party.
Character(s) | Skill & Effects |
---|---|
None
Buff Battle StartWhen user is in the front line:
N/A
| |
None
Passive Battle StartWhen character's HP reduces to 0, stop at 1 HP instead (1 time). Apply Hold Ground on self.
N/A
|
Name | Stats | Obtain / Effects | Materials |
---|---|---|---|
181 - Atk
51 - MAt
60 - LVL |
Enhance at the Wandering Blacksmith in Fileria
|
|
Badge Name | Effect | Location |
---|---|---|
Nine Lives | When max HP, give Hold Ground once (equiv. to ore) | Tails of Time and the Brave Four: Tales of Chronographia |
Image | Name | Description | Obtain |
---|---|---|---|
Nine Lives Ore | Nine Lives When max HP, apply Hold Ground (1 time) |
|
Rage[edit]
Only able to attack a specific enemy. Character or enemy can only attack the target that inflicted the rage. Note that this does not prevent an AoE attack from being performed. Similar to inflicting pain and poison, you can inflict rage that can ignore target's resistance except in case where the enemy has status immunity.
Character(s) | Skill & Effects |
---|---|
None
Status Battle StartWhen user is in the front line at the start of battle:
N/A
|
Type (Tier) | Name | Personality | Activated | Awakened | Location |
---|---|---|---|---|---|
Support (T3) | Spell of Patronage | Character: Taunt | END +10 SPR +10 |
Obtain Taunt skill Upgrade: Not compatible with Dormant Ore | Trial of the Sealed Malefics (Extreme) stage 1 |
Barrier[edit]
Reduce specific damage amount, can be hit based, turn based or damage threshold based. Consumed by but does not reduce fixed or percentage-based damage. Not consumed by and does not reduce MP damage. If a hit would remove the barrier, successive hits from the same attack (including random hits) will still deal reduced damage; but Lunatic - Copy is not affected. Not consumed by attacks that ignore barrier.
Character(s) | Skill & Effects |
---|---|
None
Debuff Power, Intelligence and Speed of all enemies -50% (1 turn) and Inflict Rage (3 turns)
49 N/A
49 | |
None
Buff Gives Barrier to all party members that reduces 5000 or less damage to 0 (until the end of turn)
0 N/A
0 | |
None
Passive End of TurnGive a Barrier to all party members with a 20% damage reduction (1 turn, 1 time)
When not in Sleep, Confusion, Stone, Freeze N/A
| |
None
Passive Battle StartWhen user is in the front line:
N/A
|
Shield[edit]
With a few exceptions, this effect allows the shield to negate damage. If the damage exceed the shield's HP, it will break and the remaining damage will hit the character. If a skill requires the users to lose HP, damage done to shield will not count toward that requirement. Shield HP is percentage based off skill user's max HP. Shield HP gets depleted before user HP and cannot be restored.
MP Shield[edit]
Character(s) | Skill & Effects |
---|---|
None
Passive Reduce damage taken by 50% and consumes MP equal to the damage reduced
N/A
|
Counter[edit]
Able to counter certain attacks. Character or enemy gains ability to counter specific types of attacks listed in description of counter. Enemy counters/EoT attacks/stopper attacks do not trigger counter. New instances overwrite previous instances.
Generally, counters are divided based off whether an attack is physical or magic based. There are counters where the condition can be either physical or magic based.
Camouflage[edit]
When the skill user is in the defined state, the user is less likely to be targeted by single-target attacks as long as there are other characters in the frontline. Prayer users can benefit from this effect as it allows them to avoid attacks which would disrupt their Support Effects
While this status may considered to be more of an evasion type skill, the use of being un-targetable by single target can be useful in certain situations and can be considered as tank role in the fact that it allows you to redirect the attack to someone else in the party.
Character(s) | Skill & Effects |
---|---|
None
Status State activated by basic attack or Valor Chant and provides the following effects:
0 N/A
0 | |
None
Status When there are other characters in front: user wont be targeted by enemy single target skills.
0 N/A
0 | |
None
Status When there are other characters in front: user wont be targeted by enemy single target skills.
0 N/A
0 | |
None
Status Start of Turn ActivationWhen in an Awakened Sacred Water Stance activate Divine Droplet State (1 turn)
0 N/A
0 | |
None
Status When there are other characters in front: user wont be targeted by enemy single target skills.
0 N/A
0 | |
None
Status When there are other characters in front: user wont be targeted by enemy single target skills.
0 N/A
0 |
Other Methods[edit]
Below are other method to avoid attacks and are not under a defined category.
Character(s) | Skill & Effects |
---|---|
None
Piercing Next action: Piercing attack on all enemies (M) and Earth type resistance -30% (3 turns)
33 N/A
33 | |
Null
None
State Change into Yuki-snowgirl form (3 turns):
N/A
| |
None
Passive Repeats every attack
This state is invoked by skills that can summon [Another Self]: Galeforce Blade, Burst Wind Blade, Wheel Charge 0 N/A
0 | |
None
Status State activated by using Hidden Comet and provides the following effects:
0 N/A
0 | |
None
Status State activated by using Hornet Hail (Stellar Burst) and provides the following effects:
0 N/A
0 |