Guides / PIXEL LINEAGE
Pixel Lineage Combat Guide
A reference for timed actions, class skills, Energy costs, Guard, healing, and conditions that change a turn's outcome.
Pixel Lineage combat is turn-based. Basic actions can include timed inputs, while skills, Guard, and potions have their own effects and resource costs. Enemy actions and surviving targets determine the pressure remaining after a hero acts.
Battle state and timed actions
A battle’s current state includes hero HP, available Energy, remaining potion uses, and living enemies. Several enemies can contribute damage in a round; removing one can change the number of attacks still to resolve.
Timed-action prompts vary by class and action. A prompt shown for one basic attack does not establish the input sequence for another class or skill. Accuracy, critical results, defensive inputs, and status effects can also change the outcome.
Action costs and effects
| Action | Cost or condition | Effect and limit |
|---|---|---|
| Basic action | Its displayed action prompt | The timing sequence depends on the action. |
| Class skill | Its displayed Energy cost and availability | Damage, support, cooldowns, and other conditions depend on the named skill. |
| Standard Guard | 0 Energy | Reduces incoming damage by 70% for that defensive round. |
| Healing potion | One turn and one potion use | Restores 30% of maximum HP; three uses are available per expedition. |
Class effects can alter this baseline. Mage Barrier makes Mage’s Guard cost one Energy and provides absorption based on held Energy. The preview describes 10 damage absorbed per Energy held, without settling whether that amount is read before or after the Guard cost is paid.
Guard and incoming damage
Standard Guard’s reduction applies to the defensive round. It does not restore HP or remove all incoming damage. Several enemy attacks can remain significant after reduction.
An equipped pet can continue contributing an automatic attack during Guard. Pet attacks can miss, and their damage can vary. A guarded turn therefore does not establish a guaranteed amount of outgoing damage or a guaranteed finish.
Guard and a healing potion address different resources: Guard limits incoming damage for the round, while a potion restores HP and consumes a limited use. Their value depends on current missing HP, surviving enemies, and the damage that still has to resolve.
Healing amount and use limit
A potion restores 30% of maximum HP rather than a fixed HP amount. The actual recovery available also depends on how much health is missing. Its turn cost matters while enemies remain active.
The three-use limit applies across the expedition. Uses spent during earlier encounters are unavailable later on the same route. The supply count and remaining use count are separate details to read during preparation and battle.
Class-specific effects and target conditions
A skill name alone does not establish its damage, accuracy, or turn-order effect. Examples from the class previews include:
- Archer’s Power Shot costs one Energy and penetrates 30% of the target’s defense. That percentage does not apply to every basic arrow.
- Thief’s Speed Up adds critical chance without changing turn order.
- Each Fist Flurry punch has a separate hit and critical roll.
- Mage’s Sense includes a temporary damage penalty after its boost is used or expires.
The class reference lists the relevant effects and restrictions. A battle outcome depends on those conditions together with the current target and resources; there is no single action rotation established for every class or encounter.