The Grail Front battle format features a board with nodes, where the Master and their Servants can be deployed on the battle field. Masters must strategically plan the movement of their allies to emerge victorious against the enemy!
Completing Grail Front battles will award a Tear of the Holy Grail. Combining 7 Tears of the Holy Grail will provide a full 1x Holy Grail! Tears of the Holy Grail will also be saved in the inventory if unused, so that fragments obtained from later Grail Front events can still be combined with fragments obtained from prior events.
How to Win
Two conditions allow the Master to win in a Grail Front encounter:
- 1) Defeating the enemy Master (3 HP bars). If this is done, victory occurs even if enemy Servants are still alive.
- 2) Defeating ALL enemy Servants. If this is done, victory occurs even if the enemy Master is still alive.
Masters will be able to deploy Servants with specific restrictions on the field.
- 1) Servants must be deployed onto corresponding Class icons. A Craft Essence is also optional.
- 2) Cost restriction must be respected (this includes both Servant and Craft Essence cost). *TIP: Oftentimes, it is much better to have more Servants than to sacrifice a Servant slot for a Craft Essence, although there are exceptions.
- 3) Mystic Codes can be set freely, and are accessible during Servant battles.
- 4) Not all Class icons need to have a Servant selected, if the Masters chooses not to.
- 5) The Master's starting position CANNOT be changed.
Generally, the player and enemy will alternate their turns, moving all available pawns before ending their turn.
- 1) The player's turn is generally first.
- 2) It is possible to end one's turn before using up all action points.
Movement and Actions:
Pawns on the Grail Front battle board are allowed to act following the below rules:
- 1) The player has 25 Action Points TOTAL (shared across all pawns) per turn. *Note some future battles may have exceptions to this.
- 2) Movement can only be made to a connected node.
- 3) Moving: Movement into a node without an enemy costs *-5* Action points.
- 4) Attacking: Movement into a node with an enemy costs *-10* Action points. Additionally, this consumes a "battle counter" for the Servant, which reduces the number of times it can engage in a battle on this given turn.
- 5) Swapping: Adjacent allied pawns can swap places with each other, which counts as two Movement actions, totaling *-10* Action points.
- 6) A given pawn can only do up to 3 actions per turn.
- 7) Movement CANNOT be undone; any action points spent are unrecoverable.
Servant battles occur when a Servant attempts to enter a node with an enemy Servant. A few rules affect how the battles play out:
- 1) The attacking Servant starts their turn first, followed by the enemy turn, until all turns are used up.
- 2) Each side gets 1 turn per Servant they have in the battle.
- 3) Any Servants adjacent to the node being attacked will also participate in the battle, and add additional turns for their respective side to the turn pool.
- 4) Each turn that passes will reduce Skill Cooldowns for all Servants that participated, as well as Master Skill Cooldowns.
All Servants have one Break Bar, which allows them to recover with full health if their HP is reduced to 0 once. If their HP is reduced to 0 again, they are defeated and removed from the battlefield.
Various icons on the field can be consumed by having a Servant enter the node with them. Take advantage of these to give your Servants a boost before engaging the enemy!
Critical Stars gained by Servants are preserved across encounters.
- Servants that battle together will have Critical Stars split evenly between them after battle ends.
- If two Servants enter a battle together, the Critical Stars they have in their personal pools will be combined.
General Tips & Tricks
- Initiate Battles: Always try to be the one initiating combat, since this gives the player the first turn in battles. In some cases, it should be possible to defeat the enemy before they are even able to act.
- Keep Distance to Avoid Enemy Initiative: Staying at least 4 spaces away from an enemy (if they have 3 actions, noted by the small number in the circle in the corner of their image) makes it impossible for them to engage you first. Similarly, 3 spaces away from an enemy with 2 actions, or 2 spaces away from an enemy with 1 action will make it impossible for them to reach you on their turn, and in many cases they'll try to move as close as possible instead, leaving them open to an attack from your side. Plan accordingly!
- Watch for AoE NP Opportunities: Saving an AoE NP for an encounter where multiple enemy Servants are adjacent to a single node is highly effective. Conversely, avoid grouping Servants together if an enemy with an AoE NP is nearby.
- Protect the Master: Enemy Servants will often prioritize chasing after the player's Master pawn if a clear path to them is available. This can sometimes be used to manipulate the AI, although players should also be careful to make sure there are at least 3 nodes in between enemy Servants and their Master, or have an allied Servant available to intercept, since taking 3 hits to the Master pawn results in defeat.
- Passing Turns Restores Skill Cooldowns: Even if all your Servants never engaged in battle, every turn that passes restores skill cooldowns globally by 1 turn. If you can group your Servants in such a way that enemy Servants are dissuaded from approaching, you can stall for your skill cooldowns to fully recover by simply passing turns, and only engaging when skills are available. This applies to both Servant and Mystic Code skills!