Enemy Gimmicks
Check the enemy's gimmicks before you choose your crew. Find each effect below, then bring characters with the abilities you need to counter it.
On this page
How to use this page
Each table uses the game’s names and battle icons, explains the effects and lists suggested counters. Look for Specials that remove or shorten an effect, Captain Abilities, Crewmate Abilities, Unlocked Powers or Potential Abilities that resist it. Potential Abilities appear with their badges.
Check a quest’s information before you start, so you can choose characters who counter its gimmicks.
Gimmicks that inflict status ailments
Weakens your crew
| Gimmick | What it does | How to deal with it |
|---|---|---|
Despair![]() |
Turns off the target character’s Captain Ability. | Bring a Captain whose Captain Ability shortens Despair. Or use a Special that shortens Despair. Or bring a crewmate whose Unlocked Power gives Despair Resistance. |
Fear![]() |
Turns off the target character’s Crewmate Abilities. | Bring a crewmate with the |
| ATK Down |
Lowers your ATK. | Use a Special that shortens ATK Down. Or bring a support character whose effect shortens ATK Down. |
| Weaken Skill Damage (Non-Normal Attacks Deal 1 Damage) |
Every attack except normal attacks deals only 1 damage. | A Special that ignores this effect and deals damage. |
| Increase damage taken |
You take more damage from enemies. | Use a Special that shortens it. Or use a Special that reduces damage. Or bring a character with the |
| Reduce chain multiplier growth rate |
Your chain multiplier grows more slowly on normal attacks. | Use a Special that shortens it. Or keep the chain high with a Special that locks your chain multiplier. |
| Lock chain multiplier |
Locks your chain multiplier on normal attacks. | Use a Special that shortens it. Or use a Special that locks the chain multiplier before the enemy does. |
| ATK Down when below certain chain multiplier |
Lowers your crew’s ATK while the chain multiplier is below a set number. | Lock the chain multiplier above that number with a Special, or raise it past that number with a Special that adds to it. |
| ATK Down when above certain chain multiplier |
Lowers your crew’s ATK once the chain multiplier on normal attacks goes above a set number. | A Special that locks your chain multiplier below that number. |
Bind Ship Ability![]() |
Turns off your Ship Abilities. | Bring a crewmate with the |
Restricts actions
| Gimmick | What it does | How to deal with it |
|---|---|---|
| Bind |
The character can’t act or use any effects, with some exceptions. | Bring a Captain whose Captain Ability shortens Bind. Or use a Special that shortens Bind. Or bring a crewmate whose Unlocked Power gives Bind Resistance. |
| Paralysis |
The character’s normal attacks sometimes fail when you tap. | Bring a Captain whose Captain Ability shortens Paralysis. Or use a Special that shortens Paralysis. Or bring a crewmate whose Crewmate Ability shortens Paralysis. |
| Blow Away |
Blown-away characters are removed from the crew. | Bring a Captain whose Captain Ability nullifies blow away. Or bring a crewmate whose Crewmate Ability nullifies it, placed where the blow-away attack will land. |
Stun![]() |
The character can’t act, and their Captain and Crewmate Abilities are turned off, with some exceptions. You also take more damage, and Stun stays until your crew takes damage. | Use a Special that lowers your crew’s HP. Or use a Special that shortens Stun. |
| Lock Target |
Locks your target, so you can’t attack other enemies. | Use a Special that hits all enemies. Or use a Special that removes Lock Target. |
| Swap Captains |
Your Captain is replaced by a set crewmate, and so is your Captain Ability. | Use a Special that swaps your Captain before the enemy does. Or bring characters who won’t hurt your crew if they become Captain. |
| Silence |
You can’t use Specials, or flick up and down for things like Switch Effects. Normal tapping still works. | Place or swap characters carefully to avoid Silence. Or use a Special whose effects last several turns before the enemy applies it. |
| Remove beneficial effects | If certain Specials are used during the quest, all your crew’s helpful effects are removed. The conditions vary by quest. | Read the quest’s information or strategy beforehand, and avoid meeting the conditions. |
| Remove accumulated values | If certain Specials are used during the quest, any values your crew has built up to boost Specials and other effects are removed. The conditions vary by quest. | Read the quest’s information or strategy beforehand, and avoid meeting the conditions. |
Tap-impeding gimmicks
| Gimmick | What it does | How to deal with it |
|---|---|---|
| Remove SFX |
The effects for tap attacks stop showing. | Use a Special that shortens Remove SFX. Or bring a crewmate whose Crewmate Ability shortens it. |
| Limit Number of Taps |
Limits how many times you can tap for normal attacks. | A Special that locks the chain multiplier, so a few taps still hit with a high chain. |
| Tap Difficulty |
Makes tap timing for normal attacks harder. | A Special that makes tap timing easier cancels it. |
Special-impeding gimmicks
| Gimmick | What it does | How to deal with it |
|---|---|---|
Special Bind![]() |
The character can’t use any Specials. | Bring a crewmate whose Crewmate Ability shortens Special Bind. Or use a Special that shortens it. Or bring a Captain whose Captain Ability shortens it. |
Reverse Special![]() |
The character’s Special charge time goes up. | Use a Special that reduces Special charge time. Or bring a Captain or crewmate whose ability shortens Reverse Special. |
Lock Special Charge Time![]() |
The character’s Special stops charging at the end of each turn, until you land a set number of normal attacks with the required tap timing. | Use a Special that reduces charge times. Or bring a support character whose effect reduces charge times. Or land the set number of normal attacks with that tap timing. |
| Limit Number of Special Use |
Limits how many Specials you can use in a turn. | Bring a crewmate with the |
Damage over time
| Gimmick | What it does | How to deal with it |
|---|---|---|
| Burn |
You take a set amount of damage at the end of the turn whenever you land a Perfect tap. | A Special that shortens Burn. |
| Super Burn |
You take damage at the end of the turn for every Perfect tap that turn, more than regular Burn. | A Special that shortens Burn. |
| Poison |
You take a set amount of damage at the end of each turn. | A Special that shortens Poison. |
| Progressive Poison |
You take damage at the end of each turn, and it grows every turn. | A Special that shortens Progressive Poison. |
| Bleed |
Your max HP and current HP go down at the end of each turn. | Use a Special that raises your crew’s max HP. Or clear the quest in as few turns as you can. |
| Pain |
Anything other than normal tapping (flicking up or down for Specials or Super activation) costs you HP. | Restore your crew’s HP and keep flicking to a minimum. |
| Hungry |
Lowers your crew’s ATK, and characters take damage after they act. It lasts until you collect a set number of [RCV] and [SEMLA] slots. | Use a Special that changes slots to [RCV] or [SEMLA], then tap to collect them (Perfect taps don’t collect the slots, so the effect stays). Or bring a crewmate with the |
Healing prevention
| Gimmick | What it does | How to deal with it |
|---|---|---|
| RCV Bind |
Your crew’s healing effects don’t work. | A crewmate with the |
| HP Recovery Down |
Lowers how much HP you heal, from every effect except ones that heal a set percentage. | Bring a crewmate with the |
| RCV Down |
Lowers your RCV. When you collect [RCV] and [SEMLA] slots, it only lowers how much you heal. | A Special that shortens RCV Down. |
| Convert Healing to Damage |
Every healing effect except [RCV] and [SEMLA] slots hurts you instead. | Don’t heal with anything except [RCV] and [SEMLA] slots. |
| Convert Healing Slots to Damage |
Healing from [RCV] and [SEMLA] slots hurts you instead, and the total hits at the end of the turn. | Use healing effects other than [RCV] and [SEMLA] slots. |
Slot-impeding gimmicks
| Gimmick | What it does | How to deal with it |
|---|---|---|
Slot Bind![]() |
Your slots can’t be changed, and slots give no attack boost. | Bring a crewmate with the |
Lock![]() |
You can’t use up slots by tapping for a number of turns. | A Special that changes your slots. |
Slot Change Impossible![]() |
Your slots are locked until you land a set number of normal attacks with the required tap timing. | Land the set number of taps with that timing. |
| Automatic Slot Change |
Some slots change to a set type as soon as they appear. | If they turn unfavorable, use a Special that makes them favorable. |
| Appearance Down |
Some slots change to a set type as soon as they appear. | A Special that changes slots to favorable ones. |
| Appearance Up |
Some slots show up more often, usually ones that are bad for your crew. | A Special that changes slots to favorable ones. |
| Favorable/Unfavorable Slot Transformation |
Turns a targeted slot favorable or unfavorable, usually unfavorable. | Turn the targeted slot favorable with a Special first, so the enemy can’t make it unfavorable. Or turn it back with a Special that changes slots. |
| Slot Effects Down |
Weakens a particular slot’s effect. | A Special that changes it to a different slot the effect doesn’t touch. |
| Certain Slot Appearance + End of Turn Damage |
Odd slots such as [BLOCK] appear every turn, and your crew takes damage at the end of each turn. | A Special that changes slots to favorable ones. |
Slots with unfavorable effects
| Slot | What it does | How to deal with it |
|---|---|---|
| [PARALYSIS] slot |
The character is paralyzed when they make a normal attack. | A Special that shortens Paralysis and changes the slot to the character’s own type. |
| [POISON] slot |
Your crew takes damage based on its max HP after the character makes a normal attack. | A Special that shortens Poison and changes the slot to the character’s own type. |
| [BOMB] slot |
Any tap that isn’t PERFECT or MISS costs your crew HP based on its max HP. | A Special that changes slots and targets [BOMB] slots. |
| [S. BOMB] slot |
Like [BOMB] but more damage, and slot changes that target [BOMB] slots don’t work on it. | Change slots ahead of time to ones that Change Slots can’t touch, such as Rainbow, [SEMLA] or [WANO]. |
| [EMPTY] slot |
The slot is removed, so slot attack boosts don’t apply. | A Special that changes slots to a particular slot. |
| [BLOCK] slot |
Can’t be changed by a normal slot change, and works like an unfavorable slot: normal attacks are weaker. | Use a Special that changes slots and targets [BLOCK] slots. Or use a Special that cancels slot effects that lower attack. |
| [S. BLOCK] slot |
Like [BLOCK] but stronger, and slot changes that target [BLOCK] slots don’t work on it. | Change to slots that Change Slots can’t touch, such as Rainbow, [SEMLA] or [WANO]. Or use a Special that cancels slot effects that lower attack. |
Gimmicks that strengthen enemies
Enemy endurance-boosting types
| Gimmick | What it does | How to deal with it |
|---|---|---|
| ATK Damage from Certain Slots Reduced |
Enemies take less damage from certain slots. | Change those slots to another type before attacking. |
| Resistance Boosts |
Enemies take less normal attack damage from certain Types and Classes. | Attack with a character of another Type or Class. Or use an effect that lowers their resistance to that Type or Class. |
| Resilience |
The enemy survives on 1 HP even when hit for more than they have left. Only normal attacks can be survived this way. | Use a Special that removes Resilience. Or use a Special that deals extra damage, Poison or Burn at the end of the turn, to finish them after a normal attack. |
| DEF Up |
Raises an enemy’s DEF. | Use a Special that removes DEF Up. Or use a Special that drops the enemy’s defensive effects to 0. |
| Damage Reduction |
The enemy takes less damage. | Use a Special that removes it. Or bring a Captain whose Captain Ability ignores defensive effects. |
| Damage Nullification |
The enemy takes no damage. | Use a Special that removes it. Or bring a Captain whose Captain Ability ignores defensive effects. |
| Reduce Damage Over Certain Amount |
The enemy takes less damage from any hit above a set amount. The amount and the reduction vary by character. | Use a Special that removes it. Or bring a Captain whose Captain Ability ignores defensive effects. |
| Damage Limit |
Any damage above a set total is cut to 0. The total resets at the end of each turn. | Spread your damage over several turns. Or use damaging status ailments. |
| Percentage Damage Resistance |
Percentage-damage Specials deal only 1 damage, even if they ignore defensive effects. | Use attacks other than percentage-damage Specials. |
| End of Turn Healing |
Every enemy heals a set amount of HP at the end of each turn. | A Special that removes End of Turn Healing. |
Enemy barrier types
You can also bypass barriers with a crewmate whose Potential Ability pierces defensive effects, such as
Barrier Pierce.
| Barrier | What it does | How to deal with it |
|---|---|---|
Barrier (Hit Combo)![]() |
Blocks damage for a set number of hits. | Tap with characters who hit many times per attack. Or use a Special that shortens barriers. Or bring a Captain whose Captain Ability ignores defensive effects. Or use a Special that hits repeatedly. |
Barrier (Tap-Timing)![]() |
Blocks damage until you land a set number of taps with the right timing. | Use a Special to make tap timing easier, then land the required taps. Or use a Special that shortens barriers. |
Barrier (Slot)![]() |
Blocks damage until you attack with a particular slot a set number of times. | Use a Special to get the required slot, then attack with it. Or use a Special that shortens barriers. Or bring a Captain whose Captain Ability ignores defensive effects. |
Barrier (Damage)![]() |
Soaks up all damage until the barrier’s own HP reaches 0. | Use a Special that shortens barriers. Or bring a Captain whose Captain Ability ignores defensive effects. |
Gimmicks that strengthen enemies (other)
| Gimmick | What it does | How to deal with it |
|---|---|---|
| Immunity to Status Effects |
The enemy ignores status effects. If only some are listed (for example Delay Block or Poison), the others still work. | A Special that can ignore Immunity to Status Effects. |
| End of Turn Damage |
Your crew takes extra damage at the end of each turn. | Use a Special that cancels extra damage from enemies. Or use a Special that restores HP. |
| ATK Boosted/Turn Interval Reduced |
Raises an enemy’s ATK and makes them attack more often. | Use a Special that removes it. Or use a Special that reduces damage taken. |
| Counter |
When conditions are met (turns passed, HP left), the enemy hits back for as much damage as they’ve taken so far. | Use a Special that raises the enemy’s attack interval (when the Counter goes by turns). Or use a Special that blocks damage for a number of turns. |
| ATK Up |
Raises an enemy’s ATK. | Use a Special that removes ATK Up. Or use a Special that reduces damage taken. |
| Intimidation |
Weakens some status effects and cuts how many turns they last, including effects that power up your crew. It doesn’t touch VS Effects or effects that fire mid-attack. | Use a VS Effect. Or use a Special whose effects last longer than the shortened count. |
Unique actions
Special Interruption: when certain conditions are met during a quest, an enemy activates an effect outside their attack turn. Defeated Action: after you defeat certain characters, an effect activates at the end of the turn. For both, the conditions and the effect depend on the quest, so check its information first.
For the Potential Abilities above and how to raise them, see Powering Up Characters.
Last updated on 10/30/2026













