How to Clear Difficult Battles in SaGa: Emerald Beyond
Aim for Enemy Weaknesses.
There are 7 types of attack attributes in SaGa: Emerald Beyond, all of which cause damage to enemies in battle. The attack attribute types are as follows:
- Slash
- Strike
- Thrust
- Fire
- Ice
- Thunder
- Non- Attribute
Note that you can determine the weakness of the enemies by looking at their races. Use the attack attributes mentioned above and aim for the enemies' weaknesses.
List of All Attribute Icons
Attribute Icons | |
---|---|
Slash | Strike |
Thrust | Fire |
Ice | Thunder |
Non-Attribute |
Execute United Attacks.
Activating United Attacks will allow you to deal more damage and grant you bonuses if some of the bonus conditions are met.
By repeatedly launching United Attacks, you will be able to amass your Combo Rate. Because of this, the possibility of activating Overdrive also increases, which allows you to deal even more damage.
Keep in mind that United Attack will not trigger when enemies are in the middle of your allies' turns on the timeline, regardless of whether party members can do so inside their individual unity ranges.
Activate Overdrive (150% or higher Combo Rate).
There is a good chance to activate Overdrive when your Combo Rate reaches at least 150%. Reaching more than 200% of the Rate guarantees the activation of Overdrive.
Furthermore, more party members will be able to take part in Overdrive if your Combo Rate is higher. Participating members will be able to launch another attack after the Overdrive occurs. In the event that the BP cost is lower than the amount used for the coordinated attack, the Tech chosen during Overdrive will be automatically used as well.
Combo Rate can be increases via bonuses.
Activating bonuses raises your Combo Rate, making it easier for you to execute Overdrives. Since kill bonuses are simpler to obtain, let your characters cooperate with each other and prioritize enemies that are low in HP to gain bonuses.
Combo Rate Bonuses List
Bonus | How to Get |
---|---|
Additional Unity Bonus | An additional unity bonus will be granted during United Attacks if an ally who was not initially involved in the coordinated attack subsequently participates in the attack. This happens whenever an ally joins the United Attack through Chain, Interrupts (Conditional Tech), or defeats enemies using the United Attack. |
Kill Bonus | The kill bonus is granted whenever an enemy is defeated with the use of United Attack. |
Revenge Bonus | The revenge bonus is granted when an ally who was meant to participate in a United Attack becomes incapacitated or disabled before the coordinated attack occurs. |
Enemies have the ability to execute United Attacks as well.
Enemies can launch United Attacks as well if they have successfully aligned themselves on the timeline. To stop them from doing so, use Pursuit Conditional Tech or disrupt their turn order on the timeline using Bump.
Stun enemies to stop their actions.
Inflicting the Stun status condition can be quite helpful in preventing an enemy from taking action during their turn. Use Techs such as Ground Sweep and Assault Fang to stun enemies and stop them from doing an action.
You are more prone to be stunned if you have lower HP.
A character with low HP has a higher probability of being stunned. This goes for both the enemy and you, so as a party member's HP drops, watch out for your opponent's stun strikes.
The "Invalid" indicator will show up when an enemy is resistant to a status condition.
The "Invalid" notification will appear on the screen when you attack enemies who are resistant to certain status conditions, most of whom are bosses in the game.
When you attack an enemy with a status-inflicting attack and the "Invalid" does not show up, it is a clear indication that the enemy is not resistant to the status condition. This will help you determine the enemy's resistance and which status condition is effective.
Utilize the Conditional Techs in battle.
In SaGa: Emerald Beyond, Conditional Techs, often known as Conditionals, are unique techniques that become active in combat when specific requirements are fulfilled.
Conditional Techs come in five different varieties: Interrupt, Counterattack, Protect, Chain, and Pursuits.
"???" denotes the condition under which an enemy can employ Conditional Techs. (This can be seen on the timeline.)
Conditional Tech Types
Conditional Tech | Description |
---|---|
Interrupt | The Interrupt Conditional Tech enables the user to stop the enemy action that they are about to take. Only certain attack attributes—such as Slash, Strike, or Thrust—will cause Interrupt Conditional Tech to activate. |
Counterattack | The Counterattack Conditional Tech neutralizes the enemy's attack and sets off a further counterattack. Although Counterattack Conditional Techs are incredibly powerful, they are not guaranteed. Remember that even if the incoming attack hits every target or has a Quell effect, Counterattacks might not still trigger. |
Protect | By using the Protect Conditional Tech, a user can replace any ally that is being attacked. Damage taken will be less when Protect Conditional Techs are used. |
Chain | Chain lets the user perform a follow-up on an ally's action. A coordinated attack will take place once the unity range on the timeline is connected. This is because the character who activates Chain will react following an attack by an ally. However, the coordinated attack will immediately come to an end if the timeline's unity range gets broken or interrupted. |
Pursuits | Once an enemy initiates an action, the Pursuit will be activated. In battle, the Pursuit Conditional Tech can be used to sabotage or restrict the unity of your enemies. |
Watch for Enemy's Conditional Techs, which are shown as "???".
The "???" indicates the point at which an enemy can use Conditional Techs (which can be seen on the timeline). Conditionals with the "Quell" effect can cancel enemies from executing their Conditional Techs.
Once you successfully cancel the enemy's Conditional Tech, you will be able to render the enemy useless for their entire turn. Therefore, try to use Techs with "Quell" every time the enemy tries to use Conditionals.
Use Deflect and Provoke to protect your allies.
It is crucial to minimize the amount of damage you suffer every turn because there is no way to restore health during battle. By using Deflect and Provoke, you will be able to shield your allies or draw the enemy's aggro towards a character you prefer to receive damage from. This tactic is extremely useful during boss fights and tough battles.
Use Deflect to prevent your Spellcasters from getting interrupted while casting a spell.
Casting spells requires one or two turns to be completed. The casting or chanting can be disrupted if the spellcaster gets stunned. Therefore, make sure spellcasters and characters with low HP have the ability to use Deflect.
About the Invisible Aggro System
The aggro that a character attracts is heavily affected by the weapon they are wielding.
The weapons that attract the enemy aggro more than other weapons are as follows:
Two-Handed Swords
- Greatswords
- Swords
- Spears
Two-Handed Guns
- Machine Guns
- Flamethrowers
- Electric Guns
- Bomb Guns
- Chemical Guns
Additionally, attacking an enemy multiple times will attract more aggro towards the attacking character.
Manipulating Aggro
Aggro can be manipulated or removed through the use of Techs like Ice and Snow Sword. Using Techs that manipulate aggro is quite helpful whenever your HP drops to a crucial point.
Learn about buff, debuff, and status ailment icons.
In SaGa: Emerald Beyond, there are a variety of different buffs, debuffs, and status ailments.
Some buffs, debuffs, and effects can be stacked up to three times during a battle. There are also effects that will last permanently.
Applying buffs will undo debuffs applied to you. It is also feasible to do the opposite, using debuffs to neutralize your enemy's buffs.
List of All Buffs
Buff | Description |
---|---|
Speed Up | As your speed increases, you will be able to take action faster, and your accuracy will also increase as well. |
Attack Up | As your attack power increases, the damage you deal using physical or non-magical attacks increases. |
Defense Up | The damage you receive decreases as your defense increases. |
Magic Up | As your magic power increases, the damage you deal using magic attacks or spells increases. |
List of All Debuffs
Debuff | Description |
---|---|
Speed Down | If your speed decreases, your order of action will be slowed, and your accuracy will also be decreased. |
Attack Down | If your attack power decreases, the damage you deal using physical or non-magical attacks decreases. |
Defense Down | The damage you receive increases when your defense is reduced. |
Magic Down | If your magic power decreases, the damage you deal using magic attacks or spells decreases. |
List of All Status Ailments
Status Ailment | Description |
---|---|
Stun | When stunned, you will be unable to act, and your actions for the upcoming turn will be forfeited. A spell that you cast while stunned will likewise be nullified. Your chances of being stunned increase with the amount of HP you have remaining. |
Paralyze | When paralyzed, you will be unable to move for some time. You are more likely to get paralyzed the fewer HP you have remaining. This status ailment disappears when a predetermined number of turns have been made. |
Poison | When poisoned, you will receive damage every turn. The likelihood of being poisoned increases if your remaining HP is low. This status ailment disappears after a predetermined number of turns have been made. |
Darkness | Decreases Hit Rate. The likelihood of being inflicted with Darkness increases if your remaining HP is low. This status ailment disappears after a predetermined number of turns have been made. |
Bad Smell | Stops you from linking combo ranges through Techs and Spells. The lower your remaining HP is, the higher the chance of being inflicted with Bad Smell. This status ailment disappears when a predetermined number of turns have been made. If you have recovered from Bad Smell before taking action on your turn, combo ranges will be regained. |
Anger | You will be thrown into the Anger state if you are struck by a Tech that has the Provoke effect and your aggro grows high. The character with Anger will concentrate their attacks on a single target and deal more damage. This status ailment disappears if the character inflicted with Anger is defeated in battle or after a predetermined number of turns have been made. |
Confuse | Makes the character act independently for a period of time. It prohibits linking combo ranges through Techs and Spells. Characters that are confused also instinctively follow other characters, which disrupts unity. The likelihood of being confused increases with the amount of HP you have remaining. This status ailment disappears after a predetermined number of turns have been made. |
Chant Extension | Increases the duration of spell casting. The likelihood of being inflicted with this status ailment increases with the amount of HP you have remaining. |
Petrify | Prohibits a character from executing an action, but it also neutralizes incoming damage and effects. Note that you will lose the game if everyone in the party becomes petrified. You are more prone to be petrified the lower your HP is. This status ailment cannot be canceled even after a turn has been made. |
Instant Death | The target becomes instantly incapacitated if Instant Death is successful. The likelihood of being inflicted with this status ailment increases with the amount of HP you have remaining. |
List of All Mechanical Status Ailments
Status Ailment | Description |
---|---|
Mecha Stun | A status condition exclusive to characters of the Mecha race. It cancels actions and renders the target useless for the entire turn. The likelihood of being inflicted with this status ailment increases with the amount of HP you have remaining. |
Mecha Paralyze | A status condition exclusive to characters of the Mecha race. It prohibits the target from taking any action for a certain period of time. The likelihood of being inflicted with this status ailment increases with the amount of HP you have remaining. |
List of All Special Effects
Special Effect | Description |
---|---|
Damage Nullified | A special effect that nullifies damage once. It lasts permanently, but the effect expires once an incoming attack is nullified. |
Status Ailments Disabled | Neglects status ailments. Its effect lasts for several turns. |
Mecha Ailments Disabled | Neglects the effects of Mecha Stun and Mecha Paralyze. It lasts for several turns. |
BP Cost Up/Down | The effect of BP Cost Up/Down lasts for several turns, but sometimes lasts for the entirety of a battle. |
Tech Power Up/Down | Affects Techs and Skills (increases or decreases). After a predetermined number of turns, the effect becomes weaker. |
Combo Range Expansion | Broadens the combo range, increasing the likelihood of coordinated attacks. This has an effect that lasts for the entirety of the battle. |
List of All Other Effects
Effect | Description |
---|---|
Bump | Reverses the target's action order. When blocked or guarded, the Bump's effect will fail. |
Unblockable | Unblockable Techs cannot be defended, yet they can be evaded. |
Provoke | Enemies will become Angered when you use a Tech that has a provoking effect. The character in the Anger state will attack the one who inflicted Provoke on them. |
Chant Shortening | The spell is cast for a shorter number of turns. There is no effect if the casting turn has already begun. |
Stealth | Makes it harder for enemies to attack you. When an enemy targets you and you enter Stealth, the enemy will switch their attention to another ally after they are unable to detect you. Eliminates the Provoke effect from enemies who are trying to attack you while they are Angered. |
Aggro Removal | Disables the target's Anger. The aggro levels of all allies, or how quickly they may be targeted, will likewise be reset. |
BP Up/Down | Changes the next turn's BP. |
Status Ailment Recovery | Cures all status ailments. |
Mecha Repair | Cures Mecha Paralysis. |
Special Effect Cancel | Negates special effects. |
Do not lose hope even if your allies are incapacitated.
Keep on fighting, even if your allies get defeated. The Showstopper will come into play when there are no party members present within two squares of a character.
When a character enters Showstopper, they are by themselves and can quickly utilize spells and Techs one after the other. Additionally, the Showstopper will keep going till all of the BP is depleted.
Keep in mind that the bonuses from launched United Attacks will not remain.
Enemies have the ability to use Showstopper as well.
Enemies can use and enter the Showstopper as well. Watch out for this mechanic, as the enemy might quickly flip the tables and beat you once they have triggered the Showstopper. Take advantage of the Techs that can stop or disrupt an enemy's action order to prevent them from activating Showstopper.
Consider changing your Formation if you are failing to win a battle.
If you have failed to defeat an enemy multiple times, consider altering your party's formation. In most cases, it's preferable to the Cooperative formation; nevertheless, you may also experiment with different configurations according to the boss you will be facing.