Unlike most anime-inspired gacha games, Takt Op Symphony moves away from the hack ’n’ slash action. Instead, it uses a turn-based combat system with its own set of unique rules and restrictions.
These rules don’t always make sense, but it is what it is.
The combat system is in place, it is enjoyable, and we have to play it as it is. Because, even with the quirks, the visually stunning combat is an integral and most enjoyable part of Takt Op Symphony.
So, to help beginners pin down the combat mechanics, I’ve put together this ultimate Takt Op Symphony combat guide. And if you are a seasoned Conductor, read on to find some new tips and tricks to keep up with the ever-changing Takt Op meta.
Table of Contents
Understanding The Takt Op Symphony Combat System
From understanding the various fighters to placing them in the correct positions, everything has to be near-perfect to win the tougher battles in Takt Op Symphony.
Use the wrong fighter, and you lose!
Pull the wrong skill, and you lose!
Mess up fighter placement, and you guessed it, you lose! Because the enemy doesn’t pull any punches.
Let’s start with the basics, and then we’ll move toward the tricker part of Takt Op Symphony’s combat system.
Takt Op Symphony Combat – The Basics
Takt Op Symphony revolves around Musicarts, controlled by a Conductor, trying to defeat the Despair Dolls using the power of music.
Musicarts are the fighters of Takt Op Symphony. The Conductor is you, the player, conducting the Musicarts- as in controlling their attacks and skills. And the Despair Dolls are the enemy trying to annihilate humanity.
During any given battle, you have to control a team of four Musicarts (fighters) against a minimum of one and a maximum of four Despair Dolls. The Despair Dolls also get reinforcements in some battles. The players, on the other hand, have no such privileges.
Once the battle starts, players get a preview of the enemy’s lineup. That’s when you choose your fighters depending on what you are about to face.
After that, players get the first turn in every battle and use their four fighters one after the other. Depending on the Musicarts in your team, the game automatically creates the order in which to use your fighters.
Once you’re done, it’s time for the Despair Dolls to have their way.
Takt Op Symphony Combat – Musicart Classes
There are six Musicarts classes in Takt Op Symphony. From Tanks to Healers to Mages, here’s a table listing all types of fighters and their abilities in Takt Op Symphony.
|These are the OP fighters of Takt Op Symphony. Aside from dealing heavy damage to single and multiple targets, a Blader can also take a lot of damage without needing protection from a Warden.
|A Warden is the defender of the team. These characters will protect other team members from enemy attacks. They are also great at debuffing the enemy.
|One of the two DPS classes of Takt Op Symphony, a Stalker deals damage to all enemies regardless of their position.
|Gunner is the long-range DPS capable of targeting the farthest enemies.
|Damage dealing, debuffing enemies, attacking all enemies regardless of their position- Magus are the wizards of Takt Op Symphony, and they are essential for some battles.
|Restorers are the healers of the group. They can restore HP and provide shields to selected team members.
Takt Op Symphony Combat – Positioning
Positioning of the Musicarts plays a vital role in battles.
Your fighters stand on the right side of your screen. They all form a line going from left to right. That means the fighter on the left will be the closest to your enemy. Make sure it’s a Blader that can take a lot of damage head-on or a Warden that can protect other teammates.
Positioning your character also depends on your enemy lineup.
If the Despair Dolls are only taking up the spaces closest to your fighters, a Blader and a Stalker should be the first ones in your lineup.
Similarly, if the Despair Dolls are in the farthest spots, you’ll need a Gunner or a Magus to launch long-range DPS attacks.
Here are a few formation ideas to try out for the best results.
- Blader – Warden – Restorer – Magus. A well-balanced team with a little bit of everything.
- Warden – Gunner – Magus – Restorer. Best when enemies are placed in farther slots.
- Warden – Gunner – Magus – Gunner OR Warden – Magus – Gunner – Magus. Best for when you want to finish the battles quickly.
These are just a few examples of the versatility possible when creating a Takt Op team. Depending on the Musicarts you have available and the Despair Dolls you face, create a custom lineup for every battle for the best results.
Takt Op Symphony – Peak Performance
Every Musicart has an ultimate skill called Peak Performance or Symphony.
A Symphony becomes available once you gain enough Tuning Energy. Every time a fighter releases a skill, they gain 1 Tuning Energy. However, you won’t gain Tuning Energy if you use a Normal Attack or a Place-Shifting skill.
With the Tuning Energy bars full, players can unleash the Symphony of a corresponding color Musicart in your lineup.
Depending on your enemy, focus on building the right Ultimate and unleash it to finish the battle in your next turn.
There are some superb ultimates in Takt Op, and I won’t spoil any of them for you.
That’s pretty much all there is to know about the Takt Op Symphony combat.
I hope this guide helps you through the scrappy and tough battles of Movement as well as the Battle Simulations.
Feel free to leave any of your queries in the comments below and I’ll try to answer them in the best way I can.
Until then, happy conducting!