Difference between revisions of "Battle system"

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(→‎Calculation of status effects: info is quite easy to misunderstand and have been causing some confusion among people, will remake it, but for now deleted as the calc. havent been done well.)
(Added some new info in "Stats" and "emotions" thanks to @Meme_0 is god-sent tests with battle calculation; added a small trivia that I forgot mentioning the unused panic emotion; I will wait a bit to redo the calculation of status effects section, as there are some things I still need to confirm.)
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*'''Attack''': Attack works as predicted, as it decides the amount of damage most attacks do, with very few exceptions, like [[Kel|Kel's]] "run'n gun" or [[Aubrey|Aubrey's]] "last resort".
*'''Attack''': Attack works as predicted, as it decides the amount of damage most attacks do, with very few exceptions, like [[Kel|Kel's]] "run'n gun" or [[Aubrey|Aubrey's]] "last resort".
*'''Defense''': Defense works as predicted, decreasing damage taken by attacks and skills, note that there are skills that bypass defense.
*'''Defense''': Defense works as predicted, decreasing damage taken by attacks and skills, note that there are skills that bypass defense.
*'''Speed''': Speed works like an "agility" value we have in other JRPG games, however in ''OMORI'' it only affects three things: who will act first, some skills formulas, and the chances of running away from the battle. With very few exceptions, like [[Sunny|Sunny's]] Calm Down, Focus, Persist, Encore, and Cherish skills.
*'''Speed''': Speed works like an "agility" value we have in other JRPG games, however in ''OMORI'' it only affects three things: who will act first, some skills formulas, and the chances of running away from the battle. With very few exceptions, like [[Sunny|Sunny's]] Calm Down, Focus, Persist, Encore, and Cherish skills. If a character has the same speed as the enemy, it will take priority in the move order, when two characters have the same speed value, it will respect the priority of their positions.
*'''Luck''': Luck controls the critical hit rate, each point in luck is 1% critical rate, however, luck does not increase when leveling up.
*'''Luck''': Luck controls the critical hit rate, each luck point is 1% critical rate, however, luck does not increase when leveling up.
*'''Hit rate''': Hit rate dictates how often an attack hits or misses, except for [[Sunny]] with a 75% hit rate, the default hit rate for the party members is 0%, enemies mostly have a 95% hit rate.
*'''Hit rate''': Hit rate dictates how often an attack hits or misses, except for [[Sunny]] with a 75% hit rate, the default hit rate for the party members is 0%, enemies mostly have a 95% hit rate.
*'''Critical hit''': The chance to "hit right in the heart" as the game puts, as stated before, it's a % chance based on flat luck, each point in luck increase critical hit rate by 1%. Hitting right in the heart increase the damage dealt by the attack by 50% + 2, if the base damage's lower than 0, hitting right in the heart will always deal two damage instead.
*'''Critical hit''': The chance to "hit right in the heart" as the game puts, as stated before, it's a % chance based on flat luck, each point in luck increase critical hit rate by 1%. Hitting right in the heart increase the damage dealt by the attack by 50% + 2, if the base damage's lower than 0, hitting right in the heart will always deal two damage instead.
 
Lastly, all stats but heart and juice, which are capped at 9999 (enemies can still have more heart than this, capping at 999999), are capped at 999, meaning that '''even during combat''', the stats' value will never go above 999 no matter how many buffs the character may have.
== Equipment ==
== Equipment ==
=== Weapons ===
=== Weapons ===
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|-
|-
| Stare
| Stare
| Reduces the target is speed, attack, and defense by one-tier. Costs  45 {{MP}}.
| Reduces the target is speed, attack, and defense by one tier. Costs  45 {{MP}}.


| Level 25
| Level 25
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|-
|-
|Power Hit
|Power Hit
|Deals 2 * ATK damage to the target, ignoring its defense, as well as decreasing its defense by one-tier. Costs 20 {{MP}}.
|Deals 2 * ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.


|Level 14
|Level 14
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|Aubrey looks at Hero, who tells her to focus and cheer up!
|Aubrey looks at Hero, who tells her to focus and cheer up!
|Turn Aubrey happy and increase her defense by one tier.
|Turn Aubrey happy and increase her defense by one tier.
|Heals 25% {{HP}}, turn Aubrey happy and increases her defense by one tier.
|Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by one tier.
|Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.
|Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.
|}
|}
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The emotion resistance and weakness values are as follow:
The emotion resistance and weakness values are as follow:
  * Emotion Resistance: Takes 20% / 35% / 50% less damage.
  * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.
  * Emotion Weakness: Deals 50% / 100% / 150% more damage.
  * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.
As an example, an attack done to an ecstatic party member from an angry source will deal 65% damage, while an attack done to the angry foe from an ecstatic source will deal 200% damage instead of 100%.
Only the defender is tier is taken into consideration when increasing/decreasing the damage, so, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage.
==== Emotion tiers ====
==== Emotion tiers ====


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[[File:OmoriSuccumb.png|thumb|left|After triggering plot armor.]]
[[File:OmoriSuccumb.png|thumb|left|After triggering plot armor.]]
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]
Plot armor is the mechanism that forbids Omori from dying when being victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him.  
Plot armor is the mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him.  


Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), it was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), it was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.
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== Trivia ==
== Trivia ==
* From version 1.0.7 and onward, most of Hero's heart-healing skills are being affected by emotion, the only exception is the "tea time" skill, it's unknown if this is on purpose or not.
* From version 1.0.7 and onward, most of Hero's heart-healing skills are being affected by emotion, the only exception is the "tea time" skill, it's unknown if this is on purpose or not.
* An unused emotion called "panic" exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.

Revision as of 00:56, 13 October 2021

The battle system in OMORI is similar to the combat of the traditional turn-based JRPGs which the game takes inspiration from, with the use of plugins to create additional mechanics to control the flow of the battle, like emotions and follow-ups.

Stats

Most stats rest unchanged compared to what is expected, save from some renames and small differences, as seen below:

  • HP.png Heart: It's the normal "HP" or "health points" value we see in other JRPGs, it's the amount of health party members and enemies have, if fully depleted, the character becomes "toast" (the game equivalent of a "KO" state), except Omori, who if ever reaches 0 heart it will bring up the "game over" screen.
  • MP.png Juice: It's the normal "MP" or "mana points" value we see in other JRPGs, it's the amount of mana party members and enemies have, most skills costs juice to use, party members are unable to use skills that use more mana than what they currently have. Only the members of the player's party use juice for their skills, enemies use their juice solely as shields when they are inflicted with Sadness.
  • Attack: Attack works as predicted, as it decides the amount of damage most attacks do, with very few exceptions, like Kel's "run'n gun" or Aubrey's "last resort".
  • Defense: Defense works as predicted, decreasing damage taken by attacks and skills, note that there are skills that bypass defense.
  • Speed: Speed works like an "agility" value we have in other JRPG games, however in OMORI it only affects three things: who will act first, some skills formulas, and the chances of running away from the battle. With very few exceptions, like Sunny's Calm Down, Focus, Persist, Encore, and Cherish skills. If a character has the same speed as the enemy, it will take priority in the move order, when two characters have the same speed value, it will respect the priority of their positions.
  • Luck: Luck controls the critical hit rate, each luck point is 1% critical rate, however, luck does not increase when leveling up.
  • Hit rate: Hit rate dictates how often an attack hits or misses, except for Sunny with a 75% hit rate, the default hit rate for the party members is 0%, enemies mostly have a 95% hit rate.
  • Critical hit: The chance to "hit right in the heart" as the game puts, as stated before, it's a % chance based on flat luck, each point in luck increase critical hit rate by 1%. Hitting right in the heart increase the damage dealt by the attack by 50% + 2, if the base damage's lower than 0, hitting right in the heart will always deal two damage instead.

Lastly, all stats but heart and juice, which are capped at 9999 (enemies can still have more heart than this, capping at 999999), are capped at 999, meaning that even during combat, the stats' value will never go above 999 no matter how many buffs the character may have.

Equipment

Weapons

Weapons are the characters and the main method of attacking, granting the hit rate needed so the characters can hit something, the player is only able to change the weapon of the dream world cast, excluding Omori. Each character uses different types of weapons, as seen below:

  • Omori uses knives to attack, while Sunny uses the Steak Knife, his own hands or the Violin.
  • Aubrey, while in Headspace, uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the real world, she wields her Nail Bat.
  • Kel, while in Headspace, uses various types of balls as weapons. In the real world, he uses his Basketball.
  • Hero, while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his fist.

Charms

Charms are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.

Battle actions

During the battle, there is a set of actions the player can take at the beginning of the turn, these are:

Attack

The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.
The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.

Skills

Each character has access to a variety of skills that they can use, however only four skills can be used at the same time, including the ability to guard attacks, below is an abstract for each character's skills, a more complete list can be seen at the character page, keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below.

Dream world

OmoriNeutral.png
Description Source
Sad Poem Inflicts sadness on a friend or foe. Costs 5 MP.png. Basic
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png Cost. Basic
Stab If Omori is sad, depressed, or miserable, it will use this formula: 2 * ATK. Else, it will use 1.5 * ATK - DEF. It always hit right in the heart. Costs 13 MP.png. Level 3
Bread Slice Deals 2.5 * ATK - DEF, if it's a killing blow, gain bread. Costs 10 MP.png. Level 5
Mock Deals 3 * ATK - DEF, if the target is on any tier of angry, it will decrease its attack value by 3 tiers. Costs 20 MP.png. Level 7
Hack Away Deals, three times, 2 * ATK - DEF, however, if Omori is in any tier of angry, it will do 2.25 * ATK - DEF instead. Costs 30 MP.png. Level 10
Observe At the end of the turn, applies either a "single-target" or a "multi-target" state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns, this can vary from enemy to enemy and can be seen in details on the respective enemy pages. No MP.png cost. Shawn
Lucky Slice If Omori is in any tier of happy, it will do (ATK + LCK) * 2 - DEF, else it will do (ATK + LCK) * 1.5 - DEF. Costs 15 MP.png. Level 12
Trick Deals 3 * ATK - DEF damage, if the target is on any tier of happy, it decreases its speed by 3 tiers. Costs 20 MP.png. Level 15
Painful Truth Deals 2 * ATK - DEF damage, and inflicts sadness to Omori and his target. Costs 10 MP.png. Level 19
Shun Deals 3 * ATK - DEF to the target, if the target is sad, it decreases its defense by 3 tiers. Costs 20 MP.png. Level 20
Stare Reduces the target is speed, attack, and defense by one tier. Costs 45 MP.png. Level 25
Exploit Deals 3.5 * ATK - DEF if the target is affected by any emotion, else it will do 2.5 * ATK - DEF. Costs 30 MP.png. Level 30
Final Strike If Omori is on the first emotion tier, it will do 4 * ATK - DEF, if on the second emotion tier, it will do 5 * ATK -DEF, if on the last, 6 * ATK - DEF, if he is neutral, it will do 3 * ATK - DEF. Costs 50 MP.png. Level 35
Red Hands Deals 3 * ATK - DEF 4 times to a target. Costs 75 MP.png. Hikikomori Route
Vertigo Deals 3 * AGI - DEF to all enemies, and decrease their attack by 3 tiers. Costs 45 MP.png. Defeating Heights in the Hikikomori Route.
Cripple Deals 3.5 * ATK - DEF to a target and decrease its speed by 3 tiers. Costs 45 MP.png. Defeating Spiders in the Hikikomori Route.
Suffocate Deals 400 damage to all enemies, and decrease their defense by 3 tiers. Costs 45 MP.png. Defeating Drowning in the Hikikomori Route.


DWAUBREYNEUTRAL.png Description Source
Pep Talk Turn a friend or foe happy. Costs 5 MP.png. Basic
Guard Act first, decrease damage taken by 50%. No MP.png cost. Basic
Counter Taunts all enemies, if hit by a single target skill, she will retaliate with a normal attack. Costs 5 MP.png. Level 6
Twirl Deals 2 * ATK + LCK - DEF to a target and turns Aubrey happy. Costs 10 MP.png. Level 10
Team Spirit Turns Aubrey and her target happy. Costs 10 MP.png. Level 11
Power Hit Deals 2 * ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 MP.png. Level 14
Mood Wrecker Deals 3 * ATK - DEF if the target is happy, ecstatic, or manic. Does 2.25 * ATK - DEF otherwise. Costs 10 MP.png. Level 17
Wind-up Throw Deals 3 * ATK - DEF if there is one enemy, 2.5 * ATK - DEF if there are two enemies alive, other will do 2 * ATK - DEF damage. Costs 20 MP.png. Level 20
Mash Deals 2.5 * ATK - DEF damage, if it's a killing blow, restore 100% of Aubrey's juice. Costs 15 MP.png. Level 23
Beatdown Deals 2 * ATK - DEF as damage to a single target 3 times. Costs 30 MP.png. Level 27
Last Resort Deals 4 * HP (Current HP, not max HP) as damage to an enemy, but turns Aubrey into Toast. Costs 50 MP.png. Level 30
Headbutt Deals 3 * ATK - DEF if Aubrey is angry or enraged, otherwise does 2.5 * ATK - DEF, damaging at up to 20% of her heart. Costs 5 MP.png. Berly


DWKELNEUTRAL.png Description Source
Annoy Turns a friend or foe angry. Costs 5 MP.png. basic
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png cost. basic
Rebound Deals 2.5 * ATK - DEF damage to all enemies. Costs 15 MP.png. Level 4
Run 'n Gun Deals 1.5 * AGI - DEF damage to a single target. Costs 15 MP.png. level 9
Curveball If the target currently has emotion, it will do 3 * ATK - DEF as damage, else 2 * ATK - DEF. Regardless of the emotion, it will randomly apply another or the same emotion. Costs juice 20 MP.png. Level 10
Ricochet Deals 3 * ATK - DEF, 3 times, to a foe. Costs 30 MP.png. This skill has a 30% damage variation. Level 16
Megaphone Makes all friends angry. Costs 45 MP.png. Level 20
Can't Catch Me Multi target taunt for one turn, Decrease all foes' hit rate by 55% for two turns. Costs 50 MP.png. Level 21
Rally Restore 4 energy to the party and 30% juice to each party member besides himself, also turns himself happy. Costs 50 MP.png. Level 26
Comeback Makes Kel happy. If sad was removed, Kel gains Flex. Costs 25 MP.png. Level 29
Tickle Till the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 MP.png juice. Level 30
Flex Increase Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging attack by 2.5 times. Costs 10 MP.png. Pluto
Juice Me Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex affect and emotion, but not the juice gained. Costs 10 MP.png. This skill does not have damage variation and will never hit right in the heart. Coconut
Snowball If the target is sad, it will do 3 * ATK - DEF damage, else it will do 2.5 * ATK - DEF and turn the target sad. Costs 20 MP.png. Snowball


DWHeroNeutral.png Description Source
Cook Heals a friend for 75% of their heart. Can be used outside of battle. Costs 10 MP.png. Basic
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png cost. Basic
Massage Removes a friend or foe's emotion.
Costs 5 MP.png.
Level 2
Charm Acts first, a foe targets Hero for 1 turn. Costs 10 MP.png. Level 8
Smile Acts first, decrease the target's attack by one tier. Costs 25 MP.png. Level 10
Fast Food Act's first, healing a friend for 40% of their heart.
Costs 15 MP.png.
Level 13
Homemade Jam Brings back a friend with 70% heart. Costs 40 MP.png. Level 16
Captivate Acts first. All foes target Hero for 1 turn. Costs 20 MP.png. Level 20
Enchant A single target taunt that turns the target happy. Costs 15 MP.png. Level 22
Share Food Heals 50% heart of Hero and his target. Costs 15 MP.png. Level 24
Mesmerize A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs} 30 {{MP}. Level 28
Dazzle Turns all foes happy and decreases their attack by one tier. Costs 35 MP.png. Level 30
Snack Time Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 MP.png. Baking Pan
Tea Time Heals 30% of the target's heart and 20% of its juice. Costs 25 MP.png. Teapot
Spicy Food Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 MP.png. This skill can't hit right in the heart. Man on Fire
Refresh Heals 50% of a friend's juice. Costs 40 MP.png. Blender
Tenderize Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 MP.png. Tenderizer
Gator Aid Increase all the party members' defense by one tier. Costs 15 MP.png. Gator Guy

(Artist)

Real world

Sunny Neutral.png Description Source
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png cost. Basic
Calm Down Acts first, remove emotions and heals 50% HP.png. No MP.png cost. Encountering Something in the Dark
Focus Acts first, Multiply damage done on the next attack by 2.5 times No MP.png cost. Encountering Something in the Walls
Persist Acts first, heals 20 HP.png, user's heart will not drop below 0 till the end of the turn. No MP.png cost. Encountering Something in the Water
Overcome Gather all your courage. No MP.png cost. Encountering Something
Allegro [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 MP.png. Encountering Omori
Encore Your MP.png will not fall for 3 turns. No MP.png cost. Encountering Omori
Cherish Increase speed, attack and defense by one tier. No MP.png cost. Encountering Omori


RWAUBREYNEUTRAL.png Description Source
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png cost. Basic
Homerun [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Aubrey also takes 20% of the damage. Basic


RWKELNEUTRAL.png Description Source
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png cost. Basic
Encourage Increase Sunny's attack by three tiers. Basic


RWHeroNeutral.png Description Source
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png cost. Basic
First aid Heals target for 25% HP.png. Costs 10 MP.png. Basic

Snacks

Snacks can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.

Toys

Toys are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.

Run away

As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: [0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.

Battle mechanics

Energy

Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate "release energy" follow-up.

Follow-ups

As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:

Omori Description Level one Level two Level three
Bubble attack twice.png Omori walks forward reading his blade to strike the enemy again. [2 * a.atk - b.def]. [(2 * a.atk + a.luck) - b.def]. [(2 * a.atk + a.luck) - b.def], twice.
Bubble trip.png Omori walks forward and trips the target. [a.atk + a.luck - b.def], decrease speed by one tier. [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad. [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.
Bubble release energy.png Omori and his friends launch their ultimate attack, which needs the entire party alive. [300], unable to hit right in the heart, also increase everyone's stats by 25%. [600], unable to hit right in the heart, also increase everyone's stats by 25%. [1000], unable to hit right in the heart, also increase everyone's stats by 25%.
Aubrey Description Level one Level two Level three
Bubble look Omori.png Aubrey look at Omori to grab his attention... [(2 * a.atk + a.luck) - b.def]. [(3 * a.atk + a.luck) - b.def]. [3 * a.atk + a.luck].
Bubble look Kel.png Aubrey looks at Kel, who eggs her back. Turn Aubrey angry. Turn Aubrey and Kel Angry and increase Aubrey's[1] attack by one tier. Turn Aubrey and Kel Enraged, and increase Aubrey's[1] attack by three tiers.
Bubble look Hero.png Aubrey looks at Hero, who tells her to focus and cheer up! Turn Aubrey happy and increase her defense by one tier. Heals 25% HP.png, turn Aubrey happy, and increases her defense by one tier. Heals 75% HP.png and 50 MP.png, turns Aubrey ecstatic and increase her defense by three tiers.
Kel Description Level one Level two Level three
Bubble pass Omori.png Kel passes his ball for Omori to catch... [1] damage to Omori... also turns him sad. [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy. [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic.
Bubble pass Aubrey.png Kel passes his ball to Aubrey and she knock it out of the park! [Aubrey.atk + kel.atk - b.def]. [(2 * Aubrey.atk) + kel.atk - b.def]. [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].
Bubble pass Hero.png Kel passes his ball to Hero to dunk on the foes! [Aubrey.atk[2] + kel.atk) - b.def], to all enemies. [Aubrey.atk[2] + (1.5 * kel.atk) - b.def], to all enemies. [(1.5 * Aubrey.atk)[2] + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.
Hero Description Level one Level two Level three
Bubble call Omori.png Hero signal Omori to do an attack! Heals Omori by 15% HP.png and forces him to do a normal attack. Heals Omori by 25% HP.png and 10% MP.png and force him to do a normal attack. Heals Omori by 40% HP.png and 20% MP.png and force him to do a normal attack.
Bubble call Aubrey.png Hero encourages Aubrey to do an attack! Heals Aubrey by 15% HP.png and forces her to do a normal attack. Heals Aubrey by 25% HP.png and 10% MP.png and forces her to do a normal attack. Heals Aubrey by 40% HP.png and 20% MP.png and forces her to do a normal attack.
Bubble call Kel.png Hero psyches up Kel! Heals Kel by 15% HP.png and forces him to do a normal attack. Heals Kel by 25% HP.png and 10% MP.png and forces him to do a normal attack. Heals Kel by 40% HP.png and 20% MP.png and forces him to do a normal attack.

Buffs & debuffs

Buffs and debuffs work similar to what is expected in other JRPG, the most common buffs/debuffs, speed, attack, and defense lasts for six turns and stack up to three times, while the uncommon ones, like Sno-Cone and the release energy buff, do not stack and last till the end of the battle or till it becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using "Gator aid" will give everyone a "defense up 1", buffing again will remove "defense up 1" and apply "defense up 2", and so on, if a buff or debuff is already at max tier it will instead do nothing and not refresh its duration.
Lastly, keep in mind that both the debuff and the buff can exist at the same time, so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.

Below is a list of all major buffs and debuffs. There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.

Buff Tier one Tier two Tier three
Attack up Increase attack by 10%. Increase attack by 25%. Increase attack by 50%.
Defense up Increase defense by 15%. Increase defense by 30%. Increase defense by 50%.
Speed up Increase Speed by 50%. Increase Speed by 100%. Increase Speed by 400%.
Sno-cone Increase speed, attack, luck, and defense by 20%.
Release energy Increase speed, attack, luck, and defense by 25%.[3]
Debuff Tier one Tier two Tier three
Attack down Decrease attack by 10%. Decrease attack by 20%. Decrease attack by 30%.
Defense down Decrease defense by 25%. Decrease defense by 50%. Decrease defense by 75%.
Speed down Decrease speed by 20%. Decrease speed by 50%. Decrease speed by 75%.

Emotions

Hero's emotion guide.

Emotions are a type of state that gives the character some buffs and debuffs, they also give an "element" to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:

  • Normal enemies and most bosses can only have tier 1 emotion.
  • Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.
  • Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.
  • Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dreamworld counterparts.

While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's Emotion chart at the side, which is:

  • Angry is strong against sad.
  • Sad is strong against happy.
  • Happy is strong against angry.

The emotion resistance and weakness values are as follow:

* Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.
* Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.

Only the defender is tier is taken into consideration when increasing/decreasing the damage, so, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage.

Emotion tiers

Happy Ecstatic Manic
happy
  • Increase luck by 100%.
  • Increase speed by 25%.
  • Decrease hit rate by 10%.
Ecstatic
  • Increase luck by 200%.
  • Increase speed by 50%.
  • Decrease hit rate by 20%.
Manic
  • Increase luck by 300%.
  • Increase speed by 100%.
  • Decrease hit rate by 30%.
Angry Enraged Furious
Angry
  • Increase attack by 30%.
  • Decrease defense by 50%.
Enraged
  • Increase attack by 50%.
  • Decrease defense by 70%.
Furious
  • Increase attack by 100%.
  • Decrease defense by 85%.
Sad Depressed Miserable
Sad
  • Increase defense by 25%.
  • Decrease speed by 20%
  • 30% of the HP.png damage taken is done to MP.png instead.
Depressed
  • Increase defense by 35%.
  • Decrease speed by 35%.
  • 50% of the HP.png damage taken is done to MP.png instead.
Miserable
  • Increase defense by 50%.
  • Decrease speed by 50%.
  • 100% of the HP.png damage taken is done to MP.png instead.
Afraid Stressed out
Afraid
  • Increase damage taken from all emotions by 50%, including afraid.
  • Does not apply emotional damage like other emotions.
  • Blocks the use of skills and follow-ups.
Stressed out
  • Blocks the use of skills.
  • Does not apply emotional damage like other emotions.
  • Increase attack by 20%.
  • decrease defense by 10%.

Boss specific emotions

Bosses that have advanced tiers of emotion, these being Sweetheart, captain Space Ex-Boyfriend and the Unbread Twins, use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:

Happy Ecstatic Manic
happy
  • Increase luck by 100%.
  • Increase speed by 25%.
  • Decrease hit rate by 10%
Ecstatic
  • Increase luck by 200%.
  • Increase speed by 50%.
  • Decrease hit rate by 20%.
  • Emotion resistance/weakness remains the same as happy.
Manic
  • Increase luck by 300%.
  • Increase speed by 100%
  • Decrease hit rate by 30%.
  • Emotion resistance/weakness remains the same as happy.
Angry Enraged Furious
Angry
  • Increase attack by 20%.
  • Decrease defense by 10%.
Enraged
  • Increase attack by 50%.
  • Decrease defense by 50%.
  • Emotion resistance/weakness remains the same as angry.
Furious
  • Increase attack by 100%.
  • Decrease defense by 70%.
  • Emotion resistance/weakness remains the same as angry.
Sad Depressed Miserable
Sad
  • Increase defense by 25%.
  • Decrease speed by 20%.
  • 30% of all damage taken is done to MP.png instead.
Depressed
  • Increase defense by 35%.
  • Decrease speed by 35%.
  • 50% of all damage taken is done to MP.png instead.
  • Emotion resistance/weakness remains the same as sad.
Miserable
  • Increase defense by 50%.
  • Decrease speed by 50%.
  • 100% of all damage taken is done to MP.png instead.
  • Emotion resistance/weakness remains the same as sad.

Plot armor

After triggering plot armor.
When taking an actual killing blow.

Plot armor is the mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him.

Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor, if Omori had more than 5% HP.png by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), it was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% HP.png.




Calculation of status effects

WIP

Trivia

  • From version 1.0.7 and onward, most of Hero's heart-healing skills are being affected by emotion, the only exception is the "tea time" skill, it's unknown if this is on purpose or not.
  • An unused emotion called "panic" exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.
  1. 1.0 1.1 Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.
  2. 2.0 2.1 2.2 The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.
  3. Release energy also increase experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.