Book of the Cafe/Gameplay/Combat/Unit Management
The following page details information about combat unit management in Book of the Cafe.
Obtaining New Units[edit | edit source]
Most units are obtained through the various gacha machines in the game. For details, see the following pages:
Additionally, certain units have special conditions behind unlocking them:
- Players begin with a single Yabusame Houlen [EE].
- A Tsubakura Enraku [EE] unit is obtained upon completing the Evanescent Existence: Yabusame's Route back issue stages.
- A Rei-kun unit is obtained after beating the April Fools Event stage on easy.
Basic Information[edit | edit source]
Each combat unit has certain information that a player should look over in order to better understand the unit.
Parameter | Description |
---|---|
Unit Name | The name of the unit, may be changed by selecting the name field. |
Level | Displayed in the format of "LVXX(XX)", in which the number next to "LV" is a unit's current level and the number in the bracket is the maximum level they can attain. |
Rank | Found on the left-top corner of the unit portrait, mainly determines what disc rank is needed to enhance the unit. |
Cost | It is currently unclear what the cost parameter means. |
Original Reference | The original Len'en character that the unit is based on. |
Race | There are nine races in the game, which are as follows:
|
Size | Determines how many squares a unit takes up on the battlefield. |
Tier | Shows how many tiers have been unlocked for the unit, starts at 00. |
Battle Power | Shows the overall power level of the unit. |
Stats[edit | edit source]
Status | Description |
---|---|
HP | The amount of damage a unit can take before being knocked out. |
MP | Consumed when using skills. |
Attack (ATK) | Mainly determines the damage dealt by Strike, Slash and Shot attacks. |
Special Attack (S. ATK) | Mainly determines the damage dealt by Magic, Science and Trick attacks. |
Defense (DEF) | Mainly determines the damage reduction when hit by Strike, Slash and Shot attacks. |
Special Defense (S. DEF) | Mainly determines the damage reduction when hit by Magic, Science and Trick attacks. |
Speed (SPD) | Determines the turn order, etc. |
Critical Rate (CRI) | Determines the chance a unit will perform a critical attack. |
Evasion (AVD) | Determines the chance a unit will dodge an attack. |
Luck (LUK) | Determines various probabilities. |
Movement (MOV) | Determines the movement range. |
Appearances | Lists the game from which a unit originated. Some stages limit the units that can be brought based on appearances, and certain abilities only affect units with certain appearances. |
Resistances[edit | edit source]
The resistances screen is divided into 3 columns, "Elemental Resistance", "Debuff Resistance" and "Status Ailment Resistance". A positive number indicates resistance while a negative number indicates weakness, zero indicates that the unit is neither strong nor weak in that field. Each weakness/resistance is also indicated by color when reaching certain thresholds:
- Blue text indicates a significant resistance (starting from [50])
- Orange text indicates a significant weakness (starting from -[50])
- Indigo text indicates a major resistance (starting from [80])
- Red text indicates a major weakness (starting from [-80])
- Yellow text indicates an immunity (starting from [100])
- Cyan text indicates a complete immunity (found in boss/major enemy encounters on Unreal difficulty)
In addition on to how numbers affect the respective resistances:
- Elemental Resistance: Indicates whether the unit would take increased or decreased damage against an attack of that particular element (e.g. -50 weakness = 50% received damage increase).
- Debuff Resistance: Indicates whether the unit has an increased or decreased chance of being afflicted with that debuff (e.g. 50 resistance = 50% is deducted from base debuff chance). All basic stats mentioned above can be reduced by a debuff, in addition to a debuff to cast speed which increases the number of turns needed to cast a spell.
- Status Ailment Resistance: Indicates whether the unit has an increased or decreased chance of being afflicted with that debuff (e.g. -50 weakness = 50% is added from base debuff chance).
All status ailments are as follows, note that the effect percentage is dependent on the level of the debuff (e.g. [-1] Blindness = 10% increased chance to miss, etc.):
Status Ailment Japanese Description English Description Poison (毒) 毎ターンの初め、
現在の最大HPの☓☓%分のダメージを受けるAt the beginning of every turn,
unit takes damage equal to XX% of their maximum HP.Burn (炎上) 毎ターンの初め、
現在の最大HPが☓☓%減少するAt the beginning of every turn,
the maximum HP is decreased by XX%Freeze (凍結) 効果中は行動ができなくなり、
受けるダメージが☓☓%上昇するWhile the effect is active, the unit will not be able to take any actions and the damage received is increased by XX%. Paralysis (麻痺) 効果中は☓☓%の確率で行動ができなくなる While the effect is active, there is a XX% chance that the unit will be unable to take action. Confusion (混乱) 効果中は☓☓%の確率でアホな行動をする While under the effect, there is a XX% chance of doing something stupid.[a] Blindness (暗闇) 命中率が☓☓%減少する Hit rate is decreased by XX% Fear (怯み) Currently unavailable in-game. Currently unavailable in-game. Sleep (睡眠) Currently unavailable in-game. Currently unavailable in-game. Instant Death (致死) Currently unavailable in-game. Currently unavailable in-game.
Spells[edit | edit source]
Each unit has a normal attack and can have up to 4 spells, as well as a bomb and flashbomb spell.
- Bomb: A bomb spell can be instantly activated without consuming MP by consuming a certain number of bombs. Each stage allows a certain amount of bombs to be brought in, and some may seal bombs off entirely.
- Flashbomb: During combat, the flashbomb gauge increases as turns pass and actions are taken, to a maximum of 7. A certain amount of the gauge can be consumed to activate a flashbomb spell, putting the unit into "flashbomb standby". If the unit is hit during the standby turn, a certain percentage of damage taken will be reduced and the spell's effects will take place.
All spells are separated into 9 elements and 6 systems:
Spells also have various other attributes, which are listed below:
Attribute | Description |
---|---|
MP Cost (消費MP) |
The amount of MP needed to use the spell. |
Shot Distance (射程) |
How many squares away from the unit a spell will be cast on. |
Area (範囲) |
Where a spell will hit relative to the square chosen |
Cast Time [詠唱] |
The number of turns needed before a spell can be cast. |
Homing [ホーミング] |
A homing spell will always hit its target no matter where the unit has moved to. |
Targets Party Members [味方対象] |
The spell targets one of your own units instead of an enemy unit, typically found on healing and buffing spells. |
Damage Reduction: xx% (Cost: x) [軽減率xx%(消費x)] |
Only found on flashbomb spells. Indicates the amount of damage reduced during flashbomb standby, as well as the number of flashbomb gauges needed to activate the spell. |
For all the spells available in-game, see:
Unit Organization[edit | edit source]
In the upgrades menu, players can select Combat Unit Organization (戦闘ユニット編成), where the player can organise party formation, assign unit tactics and equip implants to units.
The following text can be seen by tapping the question mark (?) icon at the Unit Organization menu:
ユニット編成画面 |
Party Formation menu | |
---|---|---|
ここでは戦闘に出撃する「ユニットの編成」と「自動戦闘時の作戦の切り替え」と「装備の変更ができます」 |
Here you can "Adjust Party Formation", "Change Auto-combat Tactics" and "Change Equipment" for the units that will enter combat. | |
◆ユニットの編成 |
◆ Adjust Party Formation | |
◆作戦の切り替え |
◆ Change Auto-combat Tactics | |
◆装備の変更 |
◆ Change Equipment |
Party Formation[edit | edit source]
Each stage has its own requirement on the party formation, which are categorized based on the number of units in it, they are:
Party Formation | Number of Units |
---|---|
Duel (デュエル) | 1 |
Double (ダブル) | 2 |
Delta (デルタ) | 3 |
Quartet (カルテット) | 4 |
Hex (ヘックス) | 6 |
Overkill (オーバー) | 9 |
The player can save up to 10 combinations for each formation type, for 60 total patterns. Prior to each battle, the player has the option to freely set their units within their playing field; or they may go with the default preset for each formation.
Unit Tactics[edit | edit source]
Tactics decide the role a unit takes on when put on auto-battle and can be changed anytime mid-battle, by disabling auto-battle on one of your units' turns and going into the unit details screen.
Role | Japanese Description | English Translations |
---|---|---|
Attacker (アタッカー) |
威力重視で攻撃する 回復やバフ・デバフ技は使用しない |
Attacks with a focus on maximum damage. Doesn't use healing, buff or debuff spells. |
Shooter (シューター) |
距離をおいて攻撃する 回復やバフ・デバフ技は使用しない |
Attacks with a focus on keeping distance. Doesn't use healing, buff or debuff spells. |
Commander (コマンダー) |
状況に合わせて様々な行動をする | Performs various actions based on the situation. |
Blocker (ブロッカー) |
身代わり系の特技を使用するか、 できる限り前線に移動する。 |
Prioritizes using substitution spells or moving to as close to the frontline as possible. |
Healer (ヒーラー) |
回復を優先して行う 基本的に攻撃はしない |
Prioritises healing. Basically doesn't attack. |
Buffer (バッファー) |
味方の補助を行う 基本的に攻撃はしない |
Buffs their own party members. Basically doesn't attack. |
Debuffer (デバッファー) |
敵の妨害を行う 基本的に攻撃はしない |
Disrupts the enemy. Basically doesn't attack. |
Grappler (グラップラー) |
MPを消費する特技を使わない | Avoids using skills that consume MP. |
Unit Enhancement[edit | edit source]
In the upgrades menu, under Combat Unit Enhancement (戦闘ユニット強化), are 9 options, which are as follows:
Core Enhancement [Level Up] (コア強化[レベルアップ]) |
Core Mutation [Awaken Traits] (コア異変[特性会得]) |
Spell Installation [Learn Spells] (スペルインストール[スペル習得]) |
Core Augmentation [Raise Depth Level] (コア深化[DEEP強化]) |
Limiter Release [Raise Level Limit] (リミッター解除[レベル上限解放]) (Currently Unavailable) |
Spell Augmentation [Spell Enhancement] (スペル深化[スペル強化]) |
Spell Extraction [Obtain Spell Chips] (スペル抽出[スペルチップ入手]) |
Mimetic Override [Overwrite Appearance] (擬態オーバーライド[外見上書き]) |
Implant Augmentation [Augment Equipment] (インプラント深化[装備深化]) |
Core Enhancement: Level Up[edit | edit source]
Each unit starts at level 01 and levels up through earning EXP to a maximum of 90 levels. Level-ups increase some or all of a unit's base stats. While all units participating in a battle gain the amount of EXP listed at the battle result screen, the same amount of EXP is also added to an overall EXP pool, which can be found in the "Core Enhancement" (コア強化) screen. This pool may also be added to by obtaining Battle Unit EXP Cards (戦闘ユニット経験値カード). EXP here can be given to any owned units, making it possible to level units not actively used in any party.
The following text can be seen by tapping the question mark (?) icon at the Core Enhancement menu:
コア強化(戦闘ユニットのレベルアップ) |
Core Enhancement (Leveling up combat units) | |
---|---|---|
所持EXPを消費して戦闘ユニットのレベルを上げられます。 |
You can use any EXP you have to level up your combat units. |
Core Augmentation: Increasing Depth[edit | edit source]
Each unit has 4 depth levels, each of which can be unlocked by consuming a number of discs and money in "Core Augmentation" (コア深化). The required discs and money are as follows:
Material | Unit Rank | Depth 1 | Depth 2 | Depth 3 | Depth 4 | Total |
---|---|---|---|---|---|---|
Discs | Rank S | 100 | 100 | 100 | 100 | 400 |
Rank A | 100 | 100 | 100 | 100 | 400 | |
Rank B | 100 | 200 | 300 | 400 | 1000 | |
Rank C | 100 | 200 | 500 | 1200 | 2000 | |
Rank D | 100 | 400 | 1000 | 2500 | 4000 | |
Money | 5000 | 10000 | 15000 | 20000 | 50000 |
Currently, Rei-kun is the only unit that does not follow the above table, requiring 100 discs for depth level 01, 400 discs for level 02, 1000 discs for level 03 and 2500 discs for level 04.
While abilities earned through unlocking depths vary from unit to unit, common abilities include:
- Unlocking bombs (Depth 1)
- Unlocking flashbombs (Depth 2)
- Unlocking inherent traits (Depth 3)
- Unlocking party skills (Depth 4)
- Increasing all base stats by 5% (Every Depth)
- Increasing various stats
- Obtaining various traits
The following text can be seen by tapping the question mark (?) icon at the Core Augmentation menu:
コア深化(DEEP強化) |
Core Augmentation (Increasing Depth) | |
---|---|---|
DISCを消費してDEEPの段階を進めます。 |
Consume Discs progress to the next Depth level. |
Core Mutation: Awaken Traits[edit | edit source]
Each unit can awaken up to 4 traits in addition to their Inherent Trait and traits obtained through depth. They are obtained randomly by consuming "Zero Base Cores" (ゼロベースコア) to perform a "Core Mutation" (コア変異). There are two types of ZBCs, which affect the rarity of traits obtained. Black ZBCs cost 800 combat money per use and red ZBCs cost 2,000 combat money per use. Up to 9 ZBCs can be used at once, after which four traits can be chosen out of the 9 pulled.
The following text can be seen by tapping the question mark (?) icon at the Core Mutation menu:
コア変異(特性会得) |
Core Mutation (Awaken Traits) | |
---|---|---|
ZBCを消費してユニットに特性を会得させます。 |
Here you can consume ZBCs to teach your units traits. |
Traits currently available are as follows:
Trait | Possible Parameters | Japanese Description | English Translation | ZBC (Black) Rates | ZBC (Red) Rates |
---|---|---|---|---|---|
Trailblazer [XXX]+1 先駆[XXX]+1 |
ATK, S.ATK, DEF, S.DEF & SPD | 戦闘開始時にXXX強化[Lv1]がかかる (効果時間3ターン) |
Gain a buff to XXX [Lv1] as the battle starts. (Lasts 3 turns.) |
70% | 50% |
Trailblazer [XXX]+2 先駆[XXX]+2 |
ATK, S.ATK, DEF, S.DEF & SPD | 戦闘開始時にXXX強化[Lv2]がかかる (効果時間3ターン) |
Gain a buff to XXX [Lv2] as the battle starts. (Lasts 3 turns.) |
29% | 40% |
Trailblazer [XXX]+3 先駆[XXX]+3 |
ATK, S.ATK, DEF, S.DEF & SPD | 戦闘開始時にXXX強化[Lv3]がかかる (効果時間3ターン) |
Gain a buff to XXX [Lv3] as the battle starts. (Lasts 3 turns.) |
1% | 9.9% |
Resistant [XXX]+5% 耐性[XXX]+5% |
All elements, debuffs & status effects. | XXX耐性が5%上がる | Increase resistance to XXX by 5%. | 70% | 50% |
Resistant [XXX]+10% 耐性[XXX]+10% |
All elements, debuffs & status effects. | XXX耐性が10%上がる | Increase resistance to XXX by 10%. | 29% | 40% |
XXX Trainee XXXの見習い |
All elements. | XXX属性の技の威力が5%上昇する | Increase damage of XXX element/system attacks by 5%. | 70% | 50% |
XXX User XXXの使い手 |
All elements. | XXX属性の技の威力が10%上昇する | Increase damage of XXX element/system attacks by 10%. | 29% | 40% |
XXX Master XXXの名人 |
All elements. | XXX属性の技の威力が20%上昇する | Increase damage of XXX element attacks by 20%. | 1% | 9.9% |
XXX Trainee XXXの見習い |
All attack systems. | XXX系統の技の威力が5%上昇する | Increase damage of XXX element/system attacks by 5%. | 29% | 40% |
XXX User XXXの使い手 |
All attack systems. | XXX系統の技の威力が10%上昇する | Increase damage of XXX element/system attacks by 10%. | 1% | 9.9% |
Frugal [XXX] 倹約[XXX] |
All elements & attack systems. | XXX属性/系統の技の消費MPを5%軽減する | Decrease MP cost of XXX element/system skills by 5%. | 70% | 50% |
Frugal [XXX]+ 倹約[XXX]+ |
All elements & attack systems. | XXX属性/系統の技の消費MPを15%軽減する | Decrease MP cost of XXX element/system skills by 15%. | 29% | 40% |
XXX+5% | HP, MP, ATK, S.ATK, DEF, S.DEF & SPD | XXXが5%上昇する | XXX is increased by 5%. | 70% | 50% |
XXX+10% | HP, MP, ATK, S.ATK, DEF, S.DEF & SPD | XXXが10%上昇する | XXX is increased by 10%. | 29% | 40% |
XXX+15% | HP, MP, ATK, S.ATK, DEF, S.DEF & SPD | XXXが15%上昇する | XXX is increased by 15%. | 1% | 9.9% |
XXX+3 | LUK, CRI & AVD | XXXが3上昇する | XXX is increased by 3. | 70% | 50% |
XXX+6 | LUK, CRI & AVD | XXXが6上昇する | XXX is increased by 6. | 29% | 40% |
XXX+9 | LUK, CRI & AVD | XXXが9上昇する | XXX is increased by 9. | 1% | 9.9% |
MOV+1 | MOV | 移動範囲が1マス増加する | Movement range is increased by 1 space. | 0% | 0.1% |
Bane of [XXX] 天敵[XXX] |
All races. | 種族[XXX]に対しての技の威力が10%上昇する | Damage dealt to the XXX race is increased by 10%. | 70% | 50% |
Bane of [XXX]+ 天敵[XXX]+ |
All races. | 種族[XXX]に対しての技の威力が20%上昇する | Damage dealt to the XXX race is increased by 20%. | 29% | 40% |
Bane of [XXX]++ 天敵[XXX]++ |
All races. | 種族[XXX]に対しての技の威力が30%上昇する | Damage dealt to the XXX race is increased by 30%. | 1% | 9.9% |
Spell Extraction: Obtain Spell Chips[edit | edit source]
Spell chips are used to teach combat units new spells. They are specific to spell slot numbers, leading to potentially four versions of each spell chip at maximum, although some spells are slot-specific. Certain spell chips can be obtained as rewards from the Memories of Spells event stages, while some can only be earned through "Spell Extraction" (スペルの抽出).
In Spell Extraction, any spell in a unit's initial moveset may be copied into a spell chip of the corresponding slot by consuming a certain number of discs, in which the cost is dependent on both the spell and the unit's rank.
The following text can be seen by tapping the question mark (?) icon at the Spell Installation menu:
スペルの抽出(スペルチップ入手) |
Spell Extraction (Obtaining Spell Chips) | |
---|---|---|
DISCを消費してユニットからスペルチップを入手できます。 |
Consume Discs to obtain a spell chip from your units. |
Spell Installation: Learn Spells[edit | edit source]
New spells can be learnt through "Spell Installation" (スペルインストール), in which a spell chip and some combat money are consumed to teach a unit a new spell.
The following text can be seen by tapping the question mark (?) icon at the Spell Installation menu:
スペルインストール(スペル習得) |
Spell Installation (Learning Spells) | |
---|---|---|
所持しているスペルチップを消費して、ユニットにスペルを上書きさせることができます。 |
Consume spell chips you have to overwrite a new spell onto your units. |
Spell Augmentation: Enhancing Spells[edit | edit source]
Spells can be enhanced through "Spell Augmentation" (スペル深化), in which corresponding spell chips and spell enhancement items are consumed to raise a spell's depth level.
A spell enhancement memory of the corresponding attack system gives +1 point, one that is applicable to all systems gives +10 points and a spell chip gives +1000 points.
The following text can be seen by tapping the question mark (?) icon at the Spell Installation menu:
スペル深化(スペル強化) |
Spell Augmentation (Enhancing Spells) | |
---|---|---|
ユニットが所持しているスペルを強化できます。
|
All unit's spells can be enhanced.
|
Implant Augmentation: Augment Equipment[edit | edit source]
Each unit is able to equip two pieces of equipment known as "implants" (インプラント), which can improve their stats as well as the effectiveness of specific spells. Only one of each type of implant can be owned, while duplicates can only be used to upgrade the same implant. Implants can be upgraded through "Implant Augmentation" (インプラント深化) by consuming other copies of itself or "Weapon Enhancement Materials" (武器強化素材), the latter of which comes in different ranks ([A] and [S]) and can be obtained through the daily stage Memories of Weapons [Weapon Enahncement]. The implant augmentation does not always work, and may fail as well.
The following text can be seen by tapping the question mark (?) icon at the Implant Augmentation menu:
インプラント深化(装備深化) |
Implant Augmentation (Augment Equipment) | |
---|---|---|
ここでは装備の強化ができます |
Here you can enhance your equipment. |
The following is a list of implants currently available in the game at level 100, as well as their effects and other additional information:
Implant | Stats | Japanese Description | English Translation | Associated Character | |
---|---|---|---|---|---|
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BCN Knife (BCNナイフ) Rank S |
ATK +15.0% Cut Card "Slit Snake": Damage +25.0% |
ナノチューブ状のヘテロダイヤモンドとクロムとの共晶合金ナイフ 綺麗な円を描くように斬れる | A eutectic alloy knife made of heterodiamond nanotube and chromium. Cuts so smoothly you can make a perfect circle. | Kurohebi |
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Washukitsu (和修吉) Rank S |
ATK +10.0% Star Umbrella "Satellite Parasol": Damage +30.0% |
天宮潤が持つ傘「わしゅきつ」 ある事件で傘の一部破れてしまったので、ワッペンで補修されている | An umbrella owned by Jun, the "Washukitsu". A part of it got broken due to a certain incident, so it was fixed with a patch. | Jun Amanomiya |
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Sea Hare Hat (海の兎帽) Rank S |
DEF +25.0% Slinking "Slug Crossroad": Damage +25.0% |
かわいいけど触手はついてない。宵は触角で匂いを嗅ぐらしい | It's cute, but that's not a tentacle attached to it. Incidentally, Shou apparently uses antennae to smell. | Shou Amanomori |
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Bullet A [Red] (弾A【赤】) Rank A |
ATK +12.0% S.ATK +12.0% |
飛んでくる弾、赤い玉 | A bullet that flies at you, a red orb. | N/A |
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Bullet B [Red] (弾B【赤】) Rank A |
ATK +15.0% | 飛んでくる弾、赤いナイフ | A bullet that flies at you, a red knife. | N/A |
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Sapphire of Ravermos (ラヴァルモスの蒼玉) Rank S |
S.ATK +15.0% Shitodo Card "Blue Storm": Damage +25.0% |
ヌルヌルでヌメヌメした奴らから貰った石 | A stone Aoji received from a slimy and slippery fellow. | Aoji Shitodo |
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Almagest's Epicyclic Disc (アルマゲストの周転円盤) Rank S |
S.DEF +25.0% Shining Flame "Subliminal Flash": Damage +28.0% |
どっかの誰かが作った封印盤、星の運行が月を鎮める。蛇叢釼にて破損して使い物にならなくなる | A sealing disc created by someone somewhere, uses the movement of the celestial bodies to suppress the moon. It broke during the events of Earthen Miraculous Sword, becoming useless. | Lumen Celeritas |
Mimetic Override: Overwrite Appearances[edit | edit source]
Unlike the other upgrade options, "Mimetic Override" (擬態オーバーライド) serves no practical purpose, but instead allows the player the make a unit take on another's appearance. Also unlike the others, only unit-specific discs can be used in Appearance Override. Regardless of the units' ranks, 100 unit-specific discs of the desired appearance are needed.
The following text can be seen by tapping the question mark (?) icon at the Appearance Override menu:
擬態オーバーライド(外見上書き) |
Mimetic Override (Overwriting Appearances) | |
---|---|---|
ユニットの見た目を変更する事ができます。 |
You can change the appearance of your units. |
Notes[edit | edit source]
- ↑ A confused unit has a chance of accidentally hurting themself and an additional chance to move randomly to a different square if the self-damage occurs.
References[edit | edit source]
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