Moves are actions Loomians can take in combat to attack an opponent or support themselves. Most moves can be obtained by leveling up, but can also be obtained through Move Manuals or Rallying.
Mechanics[]
Strength, Accuracy & Energy Cost[]
- The Power or Strength of a move is directly proportional to the damage done by the move; a move with twice the Power would deal twice the damage. A move that is the same type as its user will have a 25% Strength increase, known as Attack Type Bonus. This is increased by the Awakening and Ace Abilities.
- The Accuracy of a move is the chance that a move will hit the target. A move with an accuracy of "Sure Hit" will always hit the opponent even when the user's accuracy is lowered or the target's evasion is increased in battle, and can bypass Dodge.
- The Energy Cost of a move is the amount of energy expended by a Loomian when using a certain move. If a Loomian does not have enough energy to make a move, it can choose to flail in exhaustion or replenish its energy by waiting or resting (see the § Miscellaneous Moves section).
Move Category[]
There are three categories of moves: Melee, Ranged and Support. The damage done by Melee moves depend on the Melee Attack stat of the attacker and the Melee Defense stat of the target, while the damage done by Ranged moves rely on the Ranged Attack of the attacker and the Ranged Defense of the target. Support attacks do not directly do damage, but can affect the battle in other ways, such as applying Stat Modifiers to the user or target.
Move Priority[]
- Main article: Move Priority
All moves are assigned an integer priority value ranging from −7 to +6 that determines the order that the Loomians make their moves in a turn. A majority of moves have a priority of 0. Moves with higher priority will always go before moves with a lower priority value. If both Loomians use a move with the same priority in their turn, the Loomian with the higher Speed goes first.
Miscellaneous Moves[]
In battle, a Loomian may use a move other than one that is in their four move slots, such as Wait, Rest, Flail and Dazed Attack.
- Wait recovers ⅓ of the user's energy.
- Rest recovers ⅔ of the user's energy, but decreases its Melee and Ranged Defenses by one stage for the remainder of the turn.
- If a Loomian that does not have enough energy to use a move but is told to do so anyway, it will flail in exhaustion, dealing a Melee Move of 30 Strength towards the opponent while consuming all of the user's energy and dealing 1/8 of the user's maximum health back as recoil damage. This move has no type. Its priority will be the same as the move it tried to use. In Double Battles, Flail hits a random opponent.
- If a Loomian is dazed, it has a ⅓ chance of attacking itself with a Melee Move of 40 Strength.
Relearning Moves[]
Moves can be retaught to Loomians via the Move Reassigner for free, found in the Battle tab for a Loomian in the Loomians app.
List of Moves[]
The following is a list of moves currently available in the game, sorted alphabetically by Type.
Introduced in Loomian Legacy - Veils of Shadow[]
Loomian | |
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Loomian Mechanics |
Ability • Bond • Experience • Loomian Statistic (UP • TP) • Move (Damage • Priority) • Mount • Personality • Status Ailment • Soul Burst • Type |
Loomian Variants | |
Lists | |
Related |