Terra Battle Wiki

Terra Battle's 6x8 grid

Battles in Terra Battle are held on a 6x8 grid.

In quests, the stages or floors of a quest are called battles.


Movement is performed by picking up a player unit and dragging it around the grid. Moving a unit over another friendly unit will have the two swap places.

Each turn, players normally have 4 seconds to perform their movements with a selected unit. The timer starts when the player drags a unit off their current square. The player's turn ends once they release the unit or when time runs out.

Movement time can be increased with the Control Time skill or by using a Time Extension item before starting the battle. Movement time can also be reduced by some enemy skills and time traps.

Besides moving in the four cardinal directions, it is also possible to move diagonally. Moving diagonally is slightly more difficult, as it has a smaller hitbox. It is not possible to move diagonally through two diagonally lined-up enemies.

It is generally not possible to move through enemies or obstacles, unless the character possesses the Stealth skill (Gegonago Λ, Nazuna Λ, Hiso God).


Pincering is the primary method of attack. It involves sandwiching enemy units between two of the player's units.

Pincer attacks deal damage according to the pincering unit's ATK and the target's DEF. This damage is also affected by the Circle of Carnage.

"Pincer" skills and "Chain" skills can activate from a pincer.

Pincer order

Leading pincers are pincers that include the dragged unit.

  1. Leading horizontal pincer
  2. Leading vertical pincer
  3. Leading corner pincer
  4. Horizontal pincers (bottom to top, left to right)
  5. Vertical pincers (left to right, bottom to top)
  6. Corner pincers (bottom-left, bottom-right, top-left, top-right)


Chaining is the action of lining up other units with the ones performing the pincer. A unit is considered to be in a chain if it is in the same row or column as a pincering unit, and there are no enemies or obstacles between them. Each unit can only be in one chain per pincer (i.e. a unit cannot be chained to both pincering units).

Each unit chained to the pincering unit will grant an extra attack during the pincer attack.

Only "Chain" skills can activate from a chain—"Pincer" skills will not activate.

The Extend Chain skill (Amina Λ, A'misandra Λ, Nazuna Λ) allows units, Powered Points and capsules in the chain to act as additional chaining points. This only affects the side of the chain that includes the character with the Extend Chain skill.

Chain order

In a single pincer:

  1. First pincering character
    • Left for horizontal pincers
    • Bottom for vertical pincers
    • Left/right for corner pincers
  2. Second pincering character
    • Right for horizontal pincers
    • Top for vertical pincers
    • Bottom/top for corner pincers
  3. Chained characters
    1. First character right of the first pincering character
    2. First character left of the first pincering character
    3. First character above the first pincering character
    4. First character below the first pincering character
    5. First character right of the second pincering character
    6. First character left of the second pincering character
    7. First character above the second pincering character
    8. First character below the second pincering character
    • Continue with the next characters in each chain, until all chained characters have been resolved

Powered Point

A Powered Point appears when at least one bar of the Power Gauge is filled up. Chaining a Powered Point will boost all damage and healing by x1.5 for the rest of the turn. In addition, all skills are guaranteed to activate and companion skill frequency is treated as if the companion is at max level.

The Power Gauge increases with each hit that deals damage to an enemy, as long as the enemy still has health remaining. The Powered Point Amp skill increases the rate at which the gauge fills by 20%.

Up to three Powered Points can be stored at one time. The Expand Power Gauge skill allows the player to store an additional Powered Point.


  • Player turn
    • Movement
    • Pincer attacks
      1. Buff skills
      2. Attack
      3. Attack/debuff skills
      4. Healing
      5. Capsule
      6. Enemy counter
      • Repeat until all pincers have been resolved
  • Enemy turn
    • The following may be performed in any order:
      • Enemy movement
      • Enemy pincer
        • Player counter
      • Enemy skills
    • Repeat until all enemies have performed their actions
  • After enemy turn
    1. Status effect and trap damage
    2. Regen healing
    3. Reduce buff, debuff and effect turn counters by 1


Calculation order

  1. Passive stat buffs (e.g. Attack +10%, Equip)
  2. Active stat buffs (e.g. Attack +10%, Self)
    • Total stat buffs up to this point are capped at +100%
  3. Tap stat buffs (e.g. Augment Attack)
    • Total stat buffs up to this point are capped at +200%
  4. Companion stats (e.g. Earth Sword at max level gives +80 ATK)
  5. Damaging skills (e.g. Megasword; Inferno) — use the damage formula
    • Apply bonuses from the Circle of Carnage and elemental advantage
    • When battling in real-time, damaging and debuff skills are applied in the order of the character's skill list
    • Stat debuffs are capped at -30%
  6. Damage buffs (e.g. Physical Damage x1.5; Fire Attack x1.5)
    • Damage buffs are capped at +200% (damage x3)
  7. Powered Point increases all damage by x1.5
  8. Target's damage reduction (e.g. Phys Dmg Down; Barrier; other innate reductions)

Damage formula

power is determined by the skill (e.g. Megasword has power 1, Gigasword has power 2, Terasword has power 3)

Base physical damage = 1.1 × [power] × (ATK×1.15)1.7 / DEF0.7 = 1.395 x [power] x ATK1.7/DEF0.7
Base magical damage = 1.5 × [power] × (MATK1.7) / (MDEF0.7)
Actual physical/magical damage = Base physical/magical damage × RANDOM(0.9, 1.1)

Poison formula

This formula is also used to calculate shadowbind damage.

Base poison damage = MATK × [power] × 0.5
Actual poison damage = Base poison damage × RANDOM(1, 1.2)



If the app is closed while in a quest, the player is given an option to resume the battle upon restarting the app.

  • If the app is closed during a battle, the game will resume at the current floor. Any progress on that floor is lost.
  • If the app is closed after a quest is cleared, the game will resume at the results screen.

If the player chooses not to resume, any rewards and experience gained will be lost. Stamina and items used to enter the quest will not be refunded.

Resuming battles is not perfect. There may be times when the resuming fails, or the option to resume may not be presented at all.