Creating combos is slightly complicated due to the fact that you can only move runes one position at a time. Every time you do this, your opponent can take a turn. Use a low "Runes to Crit" weapon in order to get as many critical chances as possible. The low base damage on such weapons will not matter because of the extra damage added on.
Each weapon has a "Runes to Crit" stat. It indicates the number of runes that must be matched in one turn in order to get a critical during your next move. When you have a critical chance, the total damage for that turn will be doubled. If you are skilled at setting up big combos, try getting low rune critical weapons.
There are five elements; Fire, Water, Grass, Light, and Dark. Fire is stronger than Grass. Grass is stronger than Water. Water is stronger than Fire. Light and Dark are neutral to each other. Using an attack that an enemy is weak against will double its damage.
When enemies attack your runes, they will mark specific runes and cause them to flash. If left unattended, the enemy will attack the runes and will lock them in place. To free them, you must match them. You can also stop an enemy from locking your runes by matching those runes to remove them from the board.
When you match four runes, you will create a rune that will clears an entire row or column when matched. Match five runes to create bomb runes that will explode the surrounding area. You can combine both of those special runes types to magnify their effects, such as in a three column or row blast.
As you level, you will unlock various spells. To charge a spell, match runes of the corresponding spell. The first spell you get is the Fire spell, which does weak damage, but charges quickly. Match fire runes to charge it. The next spell obtained is the Grass spell. It also does weak damage but also stuns, which allows you to have a free turn. You can also use magic potions charge your instantly at the start of a fight.
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