Flow of Combat (LC)

Battles in Kingdom Hearts Light Chaser are normally turn-based. During such battles characters can only act during their turn and can only act again once the opposing side has had their turn. Characters grow in power as the story progresses and as they Level Up they will be able to increase their Stats or gain new skills depending on their starting Path.

Commands
Commands are the available options to your character during combat. During your turn you may use a maximum of 2 Commands and no Command may be used twice.

Attack
Physically strike with your weapon to deal damage equal to your AP. This can strike as many or as few targets as you wish so long as the HP values of your enemies do not exceed the value of your own AP. Using the Attack Command is almost always a valid option and it will not drain either MP or FOC. Many Abilities are capable of boosting your AP stat depending on certain conditions so even a modest Attack can turn into a potent one.

Magic
Cast one of your learned Magic spells by expending MP. If you do not have the required MP to cast a Spell, it cannot be cast. Unless you have a particular Ability, you can only ever cast 1 Spell per turn. Elemental Spells are strong to particular elements and will deal double damage when striking enemies of that attribute, such as a Fire spell hitting a Blizzard-based enemy harder. Using an Elemental Spell against an element it is not strong against will halve its damage. Spells cut through a target's base Defense stat.

Ex-Arts
By using your Focus, Ex-Arts can deal high physical damage to one or several targets. Unless you have a particular Ability, you can only ever use 1 Ex-Art per turn. Ex-Arts are a reliable way to increase the Break Gauge of a boss quickly and, unless the boss is resistant to physical attacks, the only way to resist Ex-Arts is through a high Defense stat. Several Ex-Arts techniques have unique effects not found in Spells and not every Ex-Art is offensive. For example, the Guard Ex-Art allows you to massively boost your Defense at the cost of making no other action that turn.

Flux
Flux relies on your Flux gauge to call upon powers from beyond time and space. You can only ever have 1 Flux power active at any time and if you are KO'd, your Flux gauge will revert to 0. With the Flux Command you can call upon powers of those you have bonded with in the form of D-Links and Summons or break your own limits by going into a Drive Form to turn the tide of a battle. The only way to enter an Overdrive is by using the Flux Command again when you are already in a lower tier Drive Form.