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Beginner's Guides

Basic Combat Rules Guide

Genesis War
2026.04.14 Tuesday 13:30 (UTC + 9)



The Ultimate Tactical Saga Reborn, 『Genesis War』

Greetings, this is GM Azidahaka.


Combat in Genesis War is a turn-based tactical system where your decisions—

unit roles, elemental matchups, and battlefield positioning—shape the outcome of every fight.


This guide is designed to help Guardians understand the basic flow and core mechanics of combat.

Getting familiar with these fundamentals will make progression smoother and help you play more strategically.




[Basic Combat]


Select a character to take action, move across tiles, and attack enemies.

※ Movement range and attack distance vary depending on the unit type.



TP (Tactical Points) is required to use skills in combat, and TP costs vary by skill.


1 TP is automatically restored at the start of each turn, and you can hold up to a maximum of 5 TP,

with additional TP may be gained through certain skills or combat effects.


Basic Attacks do not consume TP. Depending on range and conditions, they may trigger counterattacks.


Using skills consumes TP. Ultimate Skills require 5 TP.

Some characters have exclusive Ultimate Skills that can only be used when the appropriate weapon type is equipped.


Targeted skills may trigger counterattacks based on range, similar to Basic Attacks.

Area-of-Effect (AoE) skills do not trigger counterattacks.



[Elemental Matchups]

Flame, Tree, and Crystal elements form a triangular counter relationship.


Shadow element units generally have higher base stats than other elements, but they are vulnerable to Light.




When you have elemental advantage:

- DMG Dealt +25%

- DMG Received -25%


TIP. Enable “Show Detailed Advantage” in Settings to view detailed advantage/disadvantage values.


[Attack & Defense Matchups]

Depending on the attack type, certain defense types may be advantaged or disadvantaged.

Choosing the right attack type against the enemy’s defense helps you fight more efficiently.



[Elemental Resistance]

Elemental Resistance affects how much DMG a unit takes from elemental effects such as Fire, Ice, and Lightning.

Some characters may have strengths or weaknesses tied to specific elements.


Damage from elemental Magic attacks can increase or decrease depending on both Elemental Resistance

and Internal Elemental Resistance.

These values may also change temporarily during battle due to skills, items, or status effects.


You can check Internal Elemental Resistance in each character’s information screen.




[Skills]

You can check skill information via [Character → Owned Characters → Skill].

Skills are divided into  Active Skills and Passive Skills..


Active Skills are used manually during combat.



Passive Skills apply automatically while equipped/owned.

Passive Skills are categorized into: Unique Character Passive Skills and Class Passive Skills.



Unique Character Passive Skills are specific to each character and

become stronger as the character’s Awakening tier increases.

Class Passive Skills depend on the character’s current Class and change when the Class changes.


[Chain Attack]


When you use a Basic Attack or a targeted skill,

a Chain Attack is triggered if a melee ally is positioned on the opposite side of the target.


Chain Attacks deal additional DMG equal to 80% of ATK.

Chain Attacks will not trigger if the position or attack direction is invalid.



[Additional Attack]

When triggered by a skill or effect,

an Additional Attack occurs once after the attack and counterattack sequence is resolved.


Additional Attacks follow the same range rules as Basic Attacks.



[Cover & Palisades]


Cover is activated when a unit is positioned behind obstacles, Sword Guards, or Spear Guards.

Cover reduces DMG taken from directional (projectile) attacks by 50%.


Cover does not apply if the unit is attacked from an unprotected direction.



Cover can also be gained by positioning behind a Palisade.

A Palisade is destroyed after being attacked twice.



[Time & Weather Effects]

Some stages apply additional effects based on time or weather, and these effects remain active throughout the stage.


Example:

- Night: Shadow-element units gain +10% ATK

- Rain: Crit Hit DMG -10%, Lightning Magic Resistance -10%, Fire Magic Resistance +10%



[Tile Effects]

Certain tiles grant special effects depending on the stage, such as restoring HP or granting additional actions.

Tap a tile to view its effect details.

Tile effects apply immediately when triggered, then disappear.



[Buffs & Debuffs]

Buffs provide beneficial effects, while debuffs apply negative effects.


Active buffs and debuffs are displayed as icons on the unit.

Tap an icon to view detailed information in the Info Window.



[Level Gap]

When fighting enemies at a higher level, Level Gap correction is applied:

- DMG Dealt decreases

- DMG Received increases


Level Gap correction does not apply in Arena content.



[Zone of Contro (ZoC)]



Zone of Control (ZoC)

restricts movement through certain tiles. ZoC is generated by Tanker units to block enemy movement.


ZoC tiles are displayed as hatched red tiles.

Entering a ZoC tile ends movement immediately, even if you have remaining movement distance.


Ranger units are not affected by ZoC and can move through it freely.

You can check an enemy’s ZoC range by selecting that enemy.




※ All images were captured in a test environment.

※ Actual in-game images may change depending on the update.


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