Aliceth

Aliceth

Skills

Targeting (Ally)

Aliceth first checks for teammate characters in the same row as her. When multiple teammate characters are in the same row, Aliceth will target the character closer to her, and when both are at the same distance, prioritizing the one further to the left (higher hex ID).

When no teammate character is found in the same row, Aliceth will search for characters on tiles adjacent to her tile, expanding outward:

  • Ring 1: 6 tiles immediately adjacent, starting from frontmost row to rearmost row, and left to right.
  • Ring 2: 12 tiles at distance 2, starting from frontmost row to rearmost row, and left to right.
  • And so on...
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Another way to visualize this: Aliceth scans from the tiles adjacent to her, expanding outward from the highest hex ID to the lowest ID, targeting the first teammate character found.

When Aliceth is on the enemy team, this behavior is flipped, with Aliceth scanning from right (lower hex ID) to left (higher hex ID).

Targeting (Enemy)

Aliceth automatically identifies and targets an opposing-team character that is furthest away from her current tile.

Distance calculation uses hexagonal grid distance to determine the furthest opponent.

When multiple opponents have the same distance:

  • Ally Team Aliceth: Prefers the opponent with the lower hex ID
  • Enemy Team Aliceth: Prefers the opponent with the higher hex ID (180° rotation)
Bonnie

Bonnie

Skills

Targeting

The grid is organized into horizontal rows, with row 15 (hexes 44, 45) being the rearmost position for the enemy team, and row 1 (hexes 1, 2) being the rearmost for the ally team.

Within the same row, leftmost (higher hex IDs) tiles are considered "further back" on the enemy side, while rightmost (lower hex IDs) tiles are "further back" on the ally side.

The rearmost character is determined by their position on the hexagonal grid:

  • Ally Team Bonnie: Scans enemy positions starting from the rearmost row, from left to right (highest tile ID to lowest), targeting the first opponent found.
  • Enemy Team Bonnie: Scans ally positions in reverse order, from right to left (lowest tile ID to highest), targeting the first opponent found.
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Cassadee

Cassadee

Skills

Tile Effects

Cassadee looks for teammate characters starting from tiles adjacent to her and expanding outwards, prioritizing characters in the back. When multiple characters are in the same row, Cassadee will prioritize the character to the right (lower hex ID):

  • Ring 1: 6 tiles immediately adjacent, starting from rearmost row to frontmost row, and right to left (lower hex ID).
  • Ring 2: 12 tiles at distance 2, starting from rearmost row to frontmost row, and right to left (lower hex ID).
  • And so on...

When on enemy team, Cassadee prioritize teammates with the higher hex ID (180° rotation).

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Daimon

Daimon

Skills

Tile Effects

Daimon looks for teammate characters on tiles immediately behind him, when multiple characters are in the same row, Daimon will prioritize the character to the left (higher hex ID).

When on enemy team, Daimon prioritize teammates with the lower hex ID (180° rotation).

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Dunlingr

Dunlingr

Skills

Targeting

Dunlingr automatically identifies and targets a character on his own team that is furthest away from his current tile.

Distance calculation uses hexagonal grid distance to determine the furthest teammate. Dunlingr cannot target himself.

When multiple teammates have the same distance:

  • Ally Team Dunlingr: Prefers the teammate with the lower hex ID
  • Enemy Team Dunlingr: Prefers the teammate with the higher hex ID (180° rotation)
Faramor

Faramor

Skills

Tile Effects

Faramor looks for teammate characters on tiles adjacent to him, prioritizing characters in the back. When multiple characters are in the same row, Faramor will prioritize the character to the right (lower hex ID).

When on enemy team, Faramor prioritize teammates with the higher hex ID (180° rotation).

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Frieren

Frieren

Skills

Targeting

The grid is organized into horizontal rows, with row 15 (hexes 44, 45) being the rearmost position for the enemy team, and row 1 (hexes 1, 2) being the rearmost for the ally team.

Within the same row, leftmost (higher hex IDs) tiles are considered "further in front" on the ally side, while rightmost (lower hex IDs) tiles are "further in front" on the enemy side.

The frontmost character is determined by their position on the hexagonal grid:

  • Ally Team Frieren: Scans ally positions starting from the frontmost row, from left to right (highest tile ID to lowest), targeting the first teammate found.
  • Enemy Team Frieren: Scans enemy positions in reverse order, from right to left (lowest tile ID to highest), targeting the first teammate found.
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Galahad

Galahad

Skills

Tile Effects

Galahad looks for teammate characters starting from tiles adjacent to her and expanding outwards, prioritizing characters in the back. When multiple characters are in the same row, Galahad will prioritize the character to the right (lower hex ID):

  • Ring 1: 6 tiles immediately adjacent, starting from rearmost row to frontmost row, and right to left (lower hex ID).
  • Ring 2: 12 tiles at distance 2, starting from rearmost row to frontmost row, and right to left (lower hex ID).
  • And so on...

When on enemy team, Galahad prioritize teammates with the higher hex ID (180° rotation)

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Galahad will only target main characters, skipping summons and clones such as Phraesto's clone or Elijah & Lailah's Lailah (pink twin).

Both Galahad's shadow, as well as the marked ally's shadow, are considered summons.

Isabella

Isabella

Skills

Targeting

The grid is organized into horizontal rows, with row 15 (hexes 44, 45) being the rearmost position for the enemy team, and row 1 (hexes 1, 2) being the rearmost for the ally team.

Within the same row, leftmost (higher hex IDs) tiles are considered "further in front" on the ally side, while rightmost (lower hex IDs) tiles are "further in front" on the enemy side.

The frontmost character is determined by their position on the hexagonal grid:

  • Ally Team Isabella: Scans ally positions starting from the frontmost row, from left to right (highest tile ID to lowest), targeting the first teammate found.
  • Enemy Team Isabella: Scans enemy positions in reverse order, from right to left (lowest tile ID to highest), targeting the first teammate found.
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Lily May

Lily May

Skills

Tile Effects

When battle starts:

  • If Lily May is defending and there are multiple targets to interrupt, she prioritizes the front-most opponent.
  • If Lily May is attacking and there are multiple targets to interrupt, she prioritizes the rear-most opponent.
  • If Lily May does not have target to interrupt, she will use Rainstorm Ballet instead.
Nara

Nara

Skills

Targeting

Nara first checks her symmetrical tile (the mirror position across the grid's center). If an opponent is there, they become the target.

If the symmetrical tile is empty, Nara searches for the nearest opponent in a clockwise spiral expanding from that tile's position:

  • Ring 1: 6 tiles immediately adjacent
  • Ring 2: 12 tiles at distance 2
  • And so on...
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Ally (targeting opponent) walks clockwise from top-right, while Enemy (targeting opponent) walks counter-clockwise from bottom-left (180° rotation).

Pandora

Pandora

Skills

Targeting

The grid is organized into horizontal rows, with row 15 (hexes 44, 45) being the rearmost position for the enemy team, and row 1 (hexes 1, 2) being the rearmost for the ally team.

Within the same row, leftmost (higher hex IDs) tiles are considered "further back" on the enemy side, while rightmost (lower hex IDs) tiles are "further back" on the ally side.

The rearmost character is determined by their position on the hexagonal grid:

  • Ally Team Pandora: Scans ally positions starting from the rearmost row, from right to left (lowest tile ID to highest), targeting the first teammate found.
  • Enemy Team Pandora: Scans enemy positions in reverse order, from left to right (highest tile ID to lowest), targeting the first teammate found.
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Phraesto

Phraesto

Skills

Companions

Phraesto's first clone placed during battle preparation is not a summon, but his second clone created when the first dies is a summon.

Ravion

Ravion

Skills

Targeting

The grid is organized into horizontal rows, with row 15 (hexes 44, 45) being the rearmost position for the enemy team, and row 1 (hexes 1, 2) being the rearmost for the ally team.

Within the same row, leftmost (higher hex IDs) tiles are considered "further back" on the enemy side, while rightmost (lower hex IDs) tiles are "further back" on the ally side.

The rearmost character is determined by their position on the hexagonal grid:

  • Ally Team Ravion: Scans ally positions starting from the rearmost row, from right to left (lowest tile ID to highest), targeting the first 2 teammates found.
  • Enemy Team Ravion: Scans enemy positions in reverse order, from left to right (highest tile ID to lowest), targeting the first 2 teammates found.
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Reinier

Reinier

Skills

Targeting

Reinier identifies symmetrical hex pairs where one contains an ally and the other contains an enemy.

When multiple ally-enemy pairs are present, use the following rules to handle tie-break:

  • Ally Team (targeting enemy): Neighbor tile priority: Bottom-left → Left → Bottom-right → Right → Top-left → Top-right
  • Enemy Team (targeting ally): Neighbor tile priority: Top-right → Top-left → Right → Bottom-right → Left → Bottom-left (180° rotation)
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Silvina

Silvina

Skills

Targeting

Silvina first checks her symmetrical tile (the mirror position across the grid's center). If an opponent is there, they become the target.

If the symmetrical tile is empty, Silvina searches for the nearest opponent in a clockwise spiral expanding from that tile's position:

  • Ring 1: 6 tiles immediately adjacent
  • Ring 2: 12 tiles at distance 2
  • And so on...
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Ally (targeting opponent) walks clockwise from top-right, while Enemy (targeting opponent) walks counter-clockwise from bottom-left (180° rotation).

(Credit: rkkñ for documenting Silvina's targeting mechanics)

Talene

Talene

Skills

Targeting

The grid is organized into horizontal rows, with row 15 (hexes 44, 45) being the rearmost position for the enemy team, and row 1 (hexes 1, 2) being the rearmost for the ally team.

Within the same row, leftmost (higher hex IDs) tiles are considered "further in front" on the ally side, while rightmost (lower hex IDs) tiles are "further in front" on the enemy side.

The frontmost character is determined by their position on the hexagonal grid:

  • Ally Team Talene: Scans ally positions starting from the frontmost row, from left to right (highest tile ID to lowest), targeting the first teammate found.
  • Enemy Team Talene: Scans enemy positions in reverse order, from right to left (lowest tile ID to highest), targeting the first teammate found.
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Vala

Vala

Skills

Targeting

Vala automatically identifies and targets an opposing-team character that is furthest away from her current tile.

Distance calculation uses hexagonal grid distance to determine the furthest opponent.

When multiple opponents have the same distance:

  • Ally Team Vala: Prefers the opponent with the lower hex ID
  • Enemy Team Vala: Prefers the opponent with the higher hex ID (180° rotation)
Zanie

Zanie

Skills

Companions

The 2 laser turrets Zanie deploys during battle preparation do not count as summons.

cassadee
lightbearermage
vala
lightbearerrogue
zanie
lightbearermarksman
lily-may
wilderrogue
faramor
wilderrogue
ravion
wilderrogue
galahad
maulermage
silvina
gravebornrogue
nara
gravebornrogue
bonnie
gravebornmarksman
daimon
graveborntank
isabella
gravebornsupport
talene
celestialmage
dunlingr
celestialtank
aliceth
celestialmarksman
reinier
hypogeansupport
phraesto
hypogeantank
pandora
dimensionalsupport
frieren
dimensionalmage