Skills: Difference between revisions

From JFTSE Wiki
Jump to navigation Jump to search
Olex (talk | contribs)
No edit summary
Olex (talk | contribs)
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
= Skills =
== Overview ==
 
Skills in Fantasy Tennis describe gameplay effects that are activated during a match.
 
FT does not use a classic skill tree like many other games. Many skill-like effects are accessed through items, Quick Slot items, Buff items or special shot systems.
 
The important difference is:
 
* '''Item side''' – what the player buys, owns, equips, consumes or manages.
* '''Gameplay effect side''' – what happens during the match when the item or action is used.
 
For example:
 
'''Fireball''' can be managed as a Quick Slot item, but when used during a match it triggers a Fireball attack effect.


== Overview ==
This page focuses on the '''gameplay effect side''': what these effects do, how they are used, which gameplay role they have, and which stats or buffs can support them.
 
For item categories, Count, Cooltime, Duration, availability and Quick Slot management, see the '''[[Items|Items]]''' page.
 
For STR, STA, DEX, WIL and Secondary Stats, see the '''[[Stats|Stats]]''' page.
 
== Purpose of This Page ==
 
This page is not meant to be a complete item database.
 
The '''Items''' page explains what players buy, equip, manage and consume.
 
The '''Skills''' page explains what the activated effects do during gameplay.
 
{| class="wikitable"
! Page
! Main focus
! Examples
|-
| '''[[Items|Items]]'''
| Item category, Count, Cooltime, Duration, Quick Slot setup and item management
| Fireball as an item, Item Bash as a Buff Item
|-
| '''Skills'''
| Gameplay effect, role, usage, synergy and counterplay
| Fireball as an attack effect, Item Bash as a damage buff effect
|-
| '''[[Stats|Stats]]'''
| Numerical values and formulas
| STR, STA, DEX, WIL, Secondary Stats
|}
 
Some Quick Slot products may be unavailable, disabled, event-only, promo-only or part of special bundles. Availability should be documented on the '''[[Items|Items]]''' page.
 
This page focuses on common and important gameplay effects.
 
== How Skills Work in FT ==
 
Many skill-like effects in FT follow this basic flow:
 
# The player owns or buys an item.
# The item can be equipped or placed into a usable slot.
# The player activates it during gameplay.
# The item triggers a gameplay effect.
# The effect applies damage, healing, control, protection, support or a temporary buff.
 
{| class="wikitable"
! Concept
! Meaning
! Example
|-
| '''Item'''
| The object bought, owned, equipped or consumed by the player
| Fireball item
|-
| '''Quick Slot'''
| A slot used to activate certain items during gameplay
| Action-key slot
|-
| '''Count / Charges'''
| The number of uses available for an item
| Using Fireball consumes one charge
|-
| '''Skill Effect'''
| The gameplay effect triggered during a match
| Fireball attack
|}
 
A clear way to describe this is:
 
'''Fireball is a Quick Slot item that triggers a Fireball attack effect when used.'''
 
== Skill Effect Properties ==
 
Skill effects can have different gameplay properties.
 
These properties explain how the effect behaves during a match.
 
{| class="wikitable"
! Property
! Meaning
! Notes
|-
| '''Element'''
| The elemental type of the effect
| Fire, Wind, Earth, Water or None
|-
| '''Shot Count'''
| Number of projectiles or effect instances
| Some effects can gain additional shots from DEX
|-
| '''Damage'''
| Base damage or healing value
| Negative values in data usually represent damage effects
|-
| '''Damage Rate'''
| Scaling or rate value used by the effect
| Depends on the effect
|-
| '''Targeting'''
| Defines how the effect chooses or applies to targets
| Single target, area, self, ally or special behavior
|-
| '''Radius'''
| Area range of the effect
| Important for range heal, range shield or area effects
|-
| '''Cooldown / Cooltime'''
| Waiting time before the effect can be used again
| Item usage details are explained on the Items page
|-
| '''Guardian Cooldown'''
| Cooldown used in Guardian Mode
| Can differ from normal Battle cooldown
|}
 
'''Note:''' This page explains these properties from a gameplay perspective. For item Count, Cooltime, Duration and shop availability, see the '''[[Items|Items]]''' page.
 
== Skill Effect Types ==
 
Skill effects can be grouped by their gameplay role.
 
{| class="wikitable"
! Type
! Purpose
! Common examples
|-
| '''Attack'''
| Deals damage or applies offensive pressure
| Fireball, Meteor, Blizzard, Homing Soul, Inferno
|-
| '''Projectile Pressure'''
| Uses multiple shots or tracking pressure
| Meteor variants, Homing Soul, Blizzard
|-
| '''Area Control / Trap'''
| Controls space, creates zones or punishes movement
| Magic Circle, Crap trap, Inferno
|-
| '''Control'''
| Disrupts, disables or transforms opponents
| Flash Bomb, Kiss of Medusa, Polymorph, Minimum
|-
| '''Defense'''
| Protects the player or reduces incoming pressure
| Area Shield, Holy Shield
|-
| '''Recovery'''
| Restores strength or heals players
| Potion effects, Healing
|-
| '''Support'''
| Helps teammates or changes the match state
| Rebirth, Sandglass
|-
| '''Buff'''
| Temporarily improves damage, projectiles, movement, defense or ball behavior
| Item Bash, Blessed Aim, Defensive Auras, Frenzy
|}
 
The examples above are common gameplay examples, not a full list of every possible Quick Slot product.
 
== Attack Effects ==
 
Attack effects are used to damage opponents, force reactions or create offensive pressure.
 
{| class="wikitable"
! Effect
! Element
! Gameplay role
! Works well with
! Beginner note
|-
| '''Fireball'''
| Fire
| Direct attack pressure
| Item Bash, STR-related offensive setups
| Simple and easy to understand
|-
| '''Meteor'''
| Fire
| Burst / projectile pressure
| Item Bash, Blessed Aim, DEX projectile setups
| Strong, but timing matters
|-
| '''Small Meteor'''
| Fire
| Faster projectile pressure
| Item Bash, Blessed Aim, DEX projectile setups
| Useful for pressure-based setups
|-
| '''Inferno'''
| Fire
| Area damage pressure
| Item Bash
| Useful when enemies stay grouped or near the effect area
|-
| '''Blizzard'''
| Water
| Random pressure and disruption
| Item Bash
| Can be strong, but less predictable
|-
| '''Homing Soul'''
| Wind
| Tracking pressure
| Item Bash, Blessed Aim, DEX projectile setups
| Useful because it pressures moving targets
|}
 
'''Tip:''' Attack effects are usually easier for beginners than specialized control or utility effects because their purpose is clear: use them to deal damage or create pressure.
 
== Projectile Effects and DEX ==
 
Some projectile-based effects can benefit from '''[[Stats#DEX|DEX]]'''.
 
According to the game logic, specific projectile effects can gain additional shots at certain DEX values.
 
This applies to effects such as:
 
* '''Meteor variants'''
* '''Homing Soul'''
 
{| class="wikitable"
! DEX
! Additional shots
|-
| 0–29
| +0
|-
| 30–39
| +1
|-
| 40–49
| +2
|-
| 50–59
| +3
|-
| 60+
| +4
|}
 
This is one reason why '''60 DEX''' can be an important breakpoint for damage or projectile-focused setups.
 
'''Important:''' This does not mean that DEX increases the shot count of every skill effect. It applies to specific projectile effects.
 
For more information about DEX and other attributes, see the '''[[Stats#DEX|DEX]]''' section on the Stats page.
 
== Area Control and Trap Effects ==
 
Area control and trap effects are used to control court space, punish movement or force opponents into bad positions.
 
{| class="wikitable"
! Effect
! Element
! Gameplay role
! Best used for
! Beginner note
|-
| '''Magic Circle'''
| Wind
| Area control
| Controlling court space and forcing movement
| More useful when you understand positioning
|-
| '''Crap trap'''
| Earth
| Trap
| Punishing movement and controlling paths
| Requires prediction and placement
|-
| '''Inferno'''
| Fire
| Area damage
| Punishing grouped enemies or area movement
| Easier when enemies stay near the effect area
|}
 
Area control effects are usually stronger when the player understands positioning, opponent movement and timing.
 
== Control Effects ==
 
Control effects are used to disrupt, disable or transform opponents.
 
They are often strongest when followed up with pressure or damage.
 
{| class="wikitable"
! Effect
! Element
! Gameplay role
! Best used for
! Beginner note
|-
| '''Flash Bomb'''
| None
| Blind / disruption
| Interrupting opponents and creating confusion
| Timing is important
|-
| '''Kiss of Medusa'''
| Earth
| Disable / transformation
| Stopping a target for follow-up pressure
| Strong but situational
|-
| '''Polymorph'''
| None
| Transformation
| Disrupting an opponent
| Useful when timed during pressure
|-
| '''Minimum'''
| None
| Disruption
| Weakening or disrupting opponents
| More situational
|}
 
'''Tip:''' Control effects are often better in coordinated play than when used randomly.
 
== Defense Effects ==
 
Defense effects help players survive pressure, block dangerous effects or reduce incoming damage.
 
{| class="wikitable"
! Effect
! Gameplay role
! Best used for
! Works well with
|-
| '''Area Shield'''
| Protection
| Surviving incoming pressure
| Defensive Auras, STA-related setups
|-
| '''Holy Shield'''
| Protection / item counter
| Reducing or blocking enemy item pressure
| Defensive Auras, support play
|}


This page covers skill-related mechanics and attribute scaling in JFTSE.
Defense effects are useful when opponents rely heavily on attack or control effects.


In JFTSE, attributes affect gameplay across multiple modes. Some effects are mainly relevant in Battle Mode, while others also matter in Basic Mode and Guardian content. This page focuses on stat-driven skill effects, damage scaling, mobility, recovery, and other combat-related mechanics.
== Recovery and Support Effects ==


For normal tennis actions such as Serve, Smash, Lob, Volley, Slice, Drive, and Charge Shot, see the appropriate gameplay or shot-type pages instead.
Recovery and support effects help the player or team stay active during gameplay.


== Attributes ==
{| class="wikitable"
! Effect
! Type
! Gameplay role
! Beginner note
|-
| '''Potion effects'''
| Recovery
| Restore strength
| Easy to understand and useful
|-
| '''Healing'''
| Recovery
| Heals the user or nearby players
| Useful in longer fights
|-
| '''Range Heal'''
| Recovery / Team support
| Heals allies in an area
| Stronger in team play
|-
| '''Rebirth'''
| Support
| Revives a teammate with limited strength
| Strong in team play
|-
| '''Sandglass'''
| Utility
| Delays or affects the time limit
| Situational
|}


JFTSE uses four main attributes:
Support effects can be very valuable, but beginners should first understand when their team actually needs them.


* '''STR'''
== Buff Effects ==
* '''STA'''
* '''DEX'''
* '''WIL'''


These attributes affect ball speed, ball curve, movement, recovery, skill damage, channel time, and projectile-based effects.
Buff effects temporarily improve another gameplay mechanic.


== STR ==
They usually do not directly attack an opponent. Instead, they support other effects, attacks or playstyles.


STR increases ball speed and increases the damage dealt by skills.
{| class="wikitable"
! Buff item
! Buff effect
! Supports
! Related stat / mechanic
|-
| '''Item Bash'''
| Damage Increase
| Attack effects such as Fireball, Meteor, Blizzard and Homing Soul
| STR-related offensive setups
|-
| '''Blessed Aim'''
| Projectile +1
| Projectile-based effects
| DEX-related projectile behavior
|-
| '''Defensive Auras'''
| Defense Increase
| Defensive and survival setups
| STA-related survivability
|-
| '''Frenzy'''
| Chargeshot Speed Up
| Charge-based gameplay
| Secondary Stat / item effect
|-
| '''Top Spin'''
| Ball Spin Increase
| Ball behavior setups
| WIL-related ball behavior
|-
| '''Power Strike'''
| Ball Damage Increase
| Ball damage setups
| WIL-related ball damage
|-
| '''Speed Ball'''
| Ball Speed Up
| Ball speed pressure
| STR-related ball speed
|-
| '''Bust of speed'''
| Movement Speed Up
| Mobility and positioning
| DEX-related movement
|}


This makes STR relevant in more than one mode:
Buff effects are strongest when they are used shortly before the action they are meant to support.
* In '''Basic Mode''', STR improves shot speed and power.
* In '''Battle Mode''', STR also increases skill damage.
* In '''Guardian Mode''', stronger and faster ball pressure can still matter during NPC and boss encounters.


Skill damage formula:
For Buff Slot Expansion, Cooltime and Duration, see the '''[[Items#Buff Items and Synergistic Effects|Buff Items]]''' section on the Items page.
* '''DamageBonus = floor(0.35 × STR)'''


Examples:
== Range Buff Effects ==
* 3 STR -> 1 bonus damage
* 6 STR -> 2 bonus damage
* 9 STR -> 3 bonus damage
* 12 STR -> 4 bonus damage
* 15 STR -> 5 bonus damage
* 18 STR -> 6 bonus damage
* 20 STR -> 7 bonus damage


Notes:
Some buff effects can also exist as range or team-oriented versions.
* STR increases skill damage
* STR increases ball speed
* STR does not decrease ball damage
* Higher STR can make WIL-based curve feel less noticeable in practice because the ball travels faster and more directly


== STA ==
These effects can support nearby allies instead of only affecting the user.


STA improves survivability and recovery.
Examples include range versions of:


It reduces incoming damage from enemy skill attacks and reduces the delay after being smashed or knocked down. These effects are not limited to player-versus-player situations. They are also relevant in Guardian content, where the same defensive and recovery mechanics apply against NPC enemies and bosses.
* Damage Increase
* Defense Increase
* Projectile Speed Increase
* Ball Damage Increase
* Ball Speed / Strength Increase
* Chargeshot Speed Increase
* Movement Speed Increase
* Ball Spin Increase


Damage reduction formula:
Range buffs are usually more valuable in team play than in solo situations.
* '''DamageReduction = floor(0.3 × STA)'''


Examples:
== Skill Synergies ==
* 4 STA -> 1 damage reduction
* 7 STA -> 2 damage reduction
* 10 STA -> 3 damage reduction


Notes:
Some effects work better together than alone.
* Reduces damage taken from enemy skill attacks
* Reduces recovery time after being smashed or knocked down
* Helps the charge bar fill faster
* May also increase the speed of certain return shots after absorbing enemy pressure


Mode relevance:
{| class="wikitable"
* In '''Basic Mode''', STA has little or no direct value compared with STR, DEX, and WIL.
! Goal
* In '''Battle Mode''', STA is important for resisting enemy pressure and skill damage.
! Useful combination
* In '''Guardian Mode''', STA remains useful because the same recovery and damage-reduction mechanics apply against NPC attacks
! Why it works
|-
| '''High item damage'''
| Item Bash + Fireball / Meteor / Blizzard / Homing Soul
| Item Bash increases item damage before using attack effects
|-
| '''Projectile pressure'''
| Blessed Aim + Meteor / Homing Soul
| Adds projectile pressure and can combine well with DEX setups
|-
| '''Survivability'''
| Defensive Auras + Area Shield / Holy Shield / Healing
| Combines damage resistance with defensive or recovery effects
|-
| '''Ball pressure'''
| Speed Ball / Top Spin / Power Strike
| Improves ball speed, spin or ball damage
|-
| '''Control follow-up'''
| Kiss of Medusa / Polymorph + attack effects
| Control effects can create openings for damage
|-
| '''Team sustain'''
| Range Heal + defensive effects
| Helps keep teammates active during longer fights
|}


== DEX ==
'''Tip:''' Buffs should usually be activated shortly before the attack, defense or support effect they are meant to improve.


DEX improves agility and responsiveness.
== Elements and Skill Effects ==


It increases movement speed, improves left-right turning, and makes ball charging faster. DEX is one of the most generally useful stats because movement matters in every mode.
Some skill effects have an element.


Notes:
{| class="wikitable"
* Faster left-right turning
! Element
* More movement speed
! Example effects
* Faster ball charging
! Notes
* Increases projectile count for Blizzard, Meteor, and Homing Soul
|-
* Projectile scaling is relevant up to 60 DEX
| '''Fire'''
* Decreases skill channel time, up to a maximum of 50%
| Fireball, Meteor, Inferno
| Fire-based attack effects
|-
| '''Wind'''
| Magic Circle, Homing Soul
| Wind-based attack or area-control effects
|-
| '''Earth'''
| Crap trap, Kiss of Medusa
| Earth-based trap or control effects
|-
| '''Water'''
| Blizzard
| Water-based attack effect
|-
| '''None'''
| Healing, shields, utility effects and many buff effects
| Effects without an elemental type
|}


Mode relevance:
Elements can interact with elemental attack, elemental defense and element reactions.
* In '''Basic Mode''', DEX improves movement and court coverage
* In '''Battle Mode''', DEX also affects projectile-based skill behavior
* In '''Guardian Mode''', DEX remains useful for mobility, positioning, and consistent charged-ball pressure


Additional note:
For more information, see the '''[[Enchantment|Enchantment]]''' page.
* With full mobility boots, the practical movement-speed gain from additional DEX may become less noticeable


== WIL ==
== Racket Special Shots ==


WIL improves ball curve and ball-based pressure.
Not all skill-like effects come from Quick Slot items.


It increases the amount of curve on the ball and increases the damage dealt when enemies miss the ball in Battle Mode. WIL also affects ball-damage scaling directly.
Some gameplay effects are connected to racket offensive or defensive special shots.


Ball damage formula:
These should be documented separately from Quick Slot effects where needed.
* '''TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))'''


Equivalent form:
Examples of special shot categories include:
* '''TotalBallDamage = max(20, 10 + floor(0.52 × WIL))'''


Examples:
* Offensive special shots
* 15 WIL -> 10 + floor(7.8) = 17 -> clamped to 20
* Defensive special shots
* 110 WIL -> 10 + floor(57.2) = 67
* Guardian-related shots
* 135 WIL -> 10 + floor(70.2) = 80
* Special ball-hit actions
* 160 WIL -> 10 + floor(83.2) = 93


Notes:
A useful structure is:
* 20 is a minimum clamp, not a base value
* WIL increases ball curve
* WIL increases ball damage
* In Battle Mode, WIL also increases the damage dealt when enemies miss the ball


== Mode Relevance ==
{| class="wikitable"
! Source
! What it means
! Example
|-
| '''Quick Slot Item'''
| Item from the Item tab that triggers an effect
| Fireball, Meteor, Blizzard
|-
| '''Buff Item'''
| Item that temporarily improves gameplay
| Item Bash, Blessed Aim, Frenzy
|-
| '''Racket Special Shot'''
| Special shot connected to racket gameplay
| Offensive / Defensive special shots
|}


=== Basic Mode ===
This section can be expanded later with a dedicated list of racket special shots once the exact in-game names and effects are confirmed.


Not every attribute is equally important in Basic Mode, but several still matter directly.
== Skills and Stats ==


* '''STR''' increases ball speed and shot power
Stats can affect gameplay mechanics related to skill effects.
* '''DEX''' improves movement, turning speed, and charge speed
* '''WIL''' affects curve and ball behavior
* '''STA''' has much less direct value than in Battle or Guardian content


=== Battle Mode ===
The four main attributes are:


Battle Mode uses the widest range of stat interactions.
* '''[[Stats#STR|STR]]'''
* '''[[Stats#STA|STA]]'''
* '''[[Stats#DEX|DEX]]'''
* '''[[Stats#WIL|WIL]]'''


* '''STR''' increases skill damage and ball speed
{| class="wikitable"
* '''STA''' reduces enemy skill damage taken and improves recovery
! Stat
* '''DEX''' improves movement and increases projectile count for certain skills
! Related gameplay area
* '''WIL''' increases curve and ball damage
! Example connection
|-
| '''[[Stats#STR|STR]]'''
| Offensive pressure and damage-related mechanics
| Item Bash supports item damage setups
|-
| '''[[Stats#STA|STA]]'''
| Survivability and damage reduction
| Defensive Auras supports defensive setups
|-
| '''[[Stats#DEX|DEX]]'''
| Movement, responsiveness and projectile behavior
| DEX can increase shot count for some projectile effects
|-
| '''[[Stats#WIL|WIL]]'''
| Ball behavior and ball damage
| Top Spin and Power Strike support ball-based setups
|}


=== Guardian Mode ===
For formulas, scaling and detailed stat explanations, see the '''[[Stats|Stats]]''' page.


Guardian content in JFTSE uses dedicated scenario and skill systems.
== Beginner Recommendations ==


Because of this, attribute scaling is also relevant in Guardian gameplay:
New players should start with effects that are simple and easy to understand.
* '''STR''' improves ball speed and offensive pressure
* '''STA''' improves recovery and reduces incoming enemy skill damage
* '''DEX''' improves movement, charge speed, and projectile-based skill behavior
* '''WIL''' improves curve and ball damage


Guardian-specific WIL effect:
{| class="wikitable"
* '''Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health'''
! Recommended for beginners
! Why
|-
| '''Fireball'''
| Simple direct attack effect
|-
| '''Meteor'''
| Strong offensive pressure
|-
| '''Homing Soul'''
| Useful tracking pressure
|-
| '''Healing'''
| Easy recovery option
|-
| '''Area Shield'''
| Helps survive pressure
|-
| '''Item Bash'''
| Simple damage buff for attack effects
|-
| '''Blessed Aim'''
| Useful for projectile-based pressure
|}


== Skills vs. Shot Types ==
Effects that require more timing, positioning or experience are better learned later:


This page describes skill-related mechanics and attribute scaling.
{| class="wikitable"
! Learn later
! Why
|-
| '''Magic Circle'''
| Requires positioning and area-control understanding
|-
| '''Crap trap'''
| Requires prediction and placement
|-
| '''Kiss of Medusa'''
| Strong but timing-dependent
|-
| '''Polymorph'''
| More situational and timing-based
|-
| '''Sandglass'''
| Situational utility
|}


It does '''not''' treat all tennis actions as “skills” in the same sense. Normal tennis mechanics such as:
== Common Mistakes ==
* Serve
* Drive
* Slice
* Lob
* Smash
* Volley
* Charge Shot


should be treated separately as shot types, basic mechanics, or special shot modifiers.
{| class="wikitable"
! Mistake
! Better approach
|-
| Using buffs too early
| Use buffs shortly before the effect they should support
|-
| Using control effects randomly
| Use them when you can follow up with pressure or damage
|-
| Ignoring defensive effects
| Defense and recovery can be important in longer fights
|-
| Only using attack effects
| Combine attack effects with buffs or support effects
|-
| Confusing item details with gameplay role
| Use the Items page for item details and this page for effect usage
|-
| Ignoring DEX breakpoints for projectile setups
| Some projectile effects gain additional shots at higher DEX values
|-
| Treating every Quick Slot product as a beginner item
| Some items can be event-only, disabled, promotional or situational
|}


== Known Battle Skills ==
== Items, Stats and Skills ==


Publicly documented examples of Battle-related attacks include:
The same name can appear in different contexts.
* Fireball
* Meteor
* Blizzard


Additional JFTSE-specific skill names such as '''Homing Soul''' may be listed separately if confirmed from current game data or developer documentation.
{| class="wikitable"
! Example
! Item side
! Gameplay effect side
|-
| '''Fireball'''
| Quick Slot item with Count and Cooltime
| Fire attack effect
|-
| '''Healing'''
| Quick Slot item with Count and Cooltime
| Recovery effect
|-
| '''Item Bash'''
| Buff item
| Damage Increase effect
|-
| '''Blessed Aim'''
| Buff item
| Projectile +1 effect
|}


== Related Mechanics ==
A clear way to describe this:


Some items and equipment also modify normal shot-related properties such as:
'''Fireball is a Quick Slot item that triggers a Fireball attack effect when used.'''
* Smash
* Serve
* Charge Shot
* Lob
* Speed


These should be documented separately from skill formulas where appropriate.
== Recommended Wiki Usage ==


== Summary ==
To keep the wiki consistent:


Skills and attribute scaling are important across Basic, Battle, and Guardian content in JFTSE.
{| class="wikitable"
! Topic
! Main page
! Notes
|-
| '''Stats / Attributes'''
| '''[[Stats]]'''
| STR, STA, DEX, WIL, Secondary Stats and formulas
|-
| '''Quick Slot Items'''
| '''[[Items#Quick Slot Items|Items]]'''
| Item category, Count, Cooltime, Duration and item management
|-
| '''Quick Slot Item List'''
| '''[[Items#Quick Slot Item List|Items]]'''
| More complete list of common and special Quick Slot products
|-
| '''Buff Items'''
| '''[[Items#Buff Items and Synergistic Effects|Items]]'''
| Synergistic effects, Buff Slot Expansion and timing
|-
| '''Skill effects'''
| '''[[Skills]]'''
| Gameplay effects triggered during a match
|-
| '''Enchant'''
| '''[[Enchantment]]'''
| Equipment improvement system
|}


* '''STR''' increases skill damage and ball speed
== Related Pages ==
* '''STA''' improves resistance and recovery against enemy pressure
* '''DEX''' improves mobility, charging, and projectile-based skill behavior
* '''WIL''' increases curve and ball damage


At the same time, normal tennis actions such as Serve, Smash, Lob, Volley, Drive, Slice, and Charge Shot should be treated separately from Battle-style skills and stat-scaling formulas.
* '''[[Items]]''' – explains Quick Slot items, Buff Items, Count, Cooltime, Duration and item management.
* '''[[Stats]]''' – explains STR, STA, DEX, WIL, Secondary Stats and formulas.
* '''[[Enchantment]]''' – explains Tablets, Elemental Stones, Jewels and the Enchant system.
* '''[[Beginner's Guide]]''' – explains the recommended starting path for new players.

Latest revision as of 14:23, 6 May 2026

Overview

Skills in Fantasy Tennis describe gameplay effects that are activated during a match.

FT does not use a classic skill tree like many other games. Many skill-like effects are accessed through items, Quick Slot items, Buff items or special shot systems.

The important difference is:

  • Item side – what the player buys, owns, equips, consumes or manages.
  • Gameplay effect side – what happens during the match when the item or action is used.

For example:

Fireball can be managed as a Quick Slot item, but when used during a match it triggers a Fireball attack effect.

This page focuses on the gameplay effect side: what these effects do, how they are used, which gameplay role they have, and which stats or buffs can support them.

For item categories, Count, Cooltime, Duration, availability and Quick Slot management, see the Items page.

For STR, STA, DEX, WIL and Secondary Stats, see the Stats page.

Purpose of This Page

This page is not meant to be a complete item database.

The Items page explains what players buy, equip, manage and consume.

The Skills page explains what the activated effects do during gameplay.

Page Main focus Examples
Items Item category, Count, Cooltime, Duration, Quick Slot setup and item management Fireball as an item, Item Bash as a Buff Item
Skills Gameplay effect, role, usage, synergy and counterplay Fireball as an attack effect, Item Bash as a damage buff effect
Stats Numerical values and formulas STR, STA, DEX, WIL, Secondary Stats

Some Quick Slot products may be unavailable, disabled, event-only, promo-only or part of special bundles. Availability should be documented on the Items page.

This page focuses on common and important gameplay effects.

How Skills Work in FT

Many skill-like effects in FT follow this basic flow:

  1. The player owns or buys an item.
  2. The item can be equipped or placed into a usable slot.
  3. The player activates it during gameplay.
  4. The item triggers a gameplay effect.
  5. The effect applies damage, healing, control, protection, support or a temporary buff.
Concept Meaning Example
Item The object bought, owned, equipped or consumed by the player Fireball item
Quick Slot A slot used to activate certain items during gameplay Action-key slot
Count / Charges The number of uses available for an item Using Fireball consumes one charge
Skill Effect The gameplay effect triggered during a match Fireball attack

A clear way to describe this is:

Fireball is a Quick Slot item that triggers a Fireball attack effect when used.

Skill Effect Properties

Skill effects can have different gameplay properties.

These properties explain how the effect behaves during a match.

Property Meaning Notes
Element The elemental type of the effect Fire, Wind, Earth, Water or None
Shot Count Number of projectiles or effect instances Some effects can gain additional shots from DEX
Damage Base damage or healing value Negative values in data usually represent damage effects
Damage Rate Scaling or rate value used by the effect Depends on the effect
Targeting Defines how the effect chooses or applies to targets Single target, area, self, ally or special behavior
Radius Area range of the effect Important for range heal, range shield or area effects
Cooldown / Cooltime Waiting time before the effect can be used again Item usage details are explained on the Items page
Guardian Cooldown Cooldown used in Guardian Mode Can differ from normal Battle cooldown

Note: This page explains these properties from a gameplay perspective. For item Count, Cooltime, Duration and shop availability, see the Items page.

Skill Effect Types

Skill effects can be grouped by their gameplay role.

Type Purpose Common examples
Attack Deals damage or applies offensive pressure Fireball, Meteor, Blizzard, Homing Soul, Inferno
Projectile Pressure Uses multiple shots or tracking pressure Meteor variants, Homing Soul, Blizzard
Area Control / Trap Controls space, creates zones or punishes movement Magic Circle, Crap trap, Inferno
Control Disrupts, disables or transforms opponents Flash Bomb, Kiss of Medusa, Polymorph, Minimum
Defense Protects the player or reduces incoming pressure Area Shield, Holy Shield
Recovery Restores strength or heals players Potion effects, Healing
Support Helps teammates or changes the match state Rebirth, Sandglass
Buff Temporarily improves damage, projectiles, movement, defense or ball behavior Item Bash, Blessed Aim, Defensive Auras, Frenzy

The examples above are common gameplay examples, not a full list of every possible Quick Slot product.

Attack Effects

Attack effects are used to damage opponents, force reactions or create offensive pressure.

Effect Element Gameplay role Works well with Beginner note
Fireball Fire Direct attack pressure Item Bash, STR-related offensive setups Simple and easy to understand
Meteor Fire Burst / projectile pressure Item Bash, Blessed Aim, DEX projectile setups Strong, but timing matters
Small Meteor Fire Faster projectile pressure Item Bash, Blessed Aim, DEX projectile setups Useful for pressure-based setups
Inferno Fire Area damage pressure Item Bash Useful when enemies stay grouped or near the effect area
Blizzard Water Random pressure and disruption Item Bash Can be strong, but less predictable
Homing Soul Wind Tracking pressure Item Bash, Blessed Aim, DEX projectile setups Useful because it pressures moving targets

Tip: Attack effects are usually easier for beginners than specialized control or utility effects because their purpose is clear: use them to deal damage or create pressure.

Projectile Effects and DEX

Some projectile-based effects can benefit from DEX.

According to the game logic, specific projectile effects can gain additional shots at certain DEX values.

This applies to effects such as:

  • Meteor variants
  • Homing Soul
DEX Additional shots
0–29 +0
30–39 +1
40–49 +2
50–59 +3
60+ +4

This is one reason why 60 DEX can be an important breakpoint for damage or projectile-focused setups.

Important: This does not mean that DEX increases the shot count of every skill effect. It applies to specific projectile effects.

For more information about DEX and other attributes, see the DEX section on the Stats page.

Area Control and Trap Effects

Area control and trap effects are used to control court space, punish movement or force opponents into bad positions.

Effect Element Gameplay role Best used for Beginner note
Magic Circle Wind Area control Controlling court space and forcing movement More useful when you understand positioning
Crap trap Earth Trap Punishing movement and controlling paths Requires prediction and placement
Inferno Fire Area damage Punishing grouped enemies or area movement Easier when enemies stay near the effect area

Area control effects are usually stronger when the player understands positioning, opponent movement and timing.

Control Effects

Control effects are used to disrupt, disable or transform opponents.

They are often strongest when followed up with pressure or damage.

Effect Element Gameplay role Best used for Beginner note
Flash Bomb None Blind / disruption Interrupting opponents and creating confusion Timing is important
Kiss of Medusa Earth Disable / transformation Stopping a target for follow-up pressure Strong but situational
Polymorph None Transformation Disrupting an opponent Useful when timed during pressure
Minimum None Disruption Weakening or disrupting opponents More situational

Tip: Control effects are often better in coordinated play than when used randomly.

Defense Effects

Defense effects help players survive pressure, block dangerous effects or reduce incoming damage.

Effect Gameplay role Best used for Works well with
Area Shield Protection Surviving incoming pressure Defensive Auras, STA-related setups
Holy Shield Protection / item counter Reducing or blocking enemy item pressure Defensive Auras, support play

Defense effects are useful when opponents rely heavily on attack or control effects.

Recovery and Support Effects

Recovery and support effects help the player or team stay active during gameplay.

Effect Type Gameplay role Beginner note
Potion effects Recovery Restore strength Easy to understand and useful
Healing Recovery Heals the user or nearby players Useful in longer fights
Range Heal Recovery / Team support Heals allies in an area Stronger in team play
Rebirth Support Revives a teammate with limited strength Strong in team play
Sandglass Utility Delays or affects the time limit Situational

Support effects can be very valuable, but beginners should first understand when their team actually needs them.

Buff Effects

Buff effects temporarily improve another gameplay mechanic.

They usually do not directly attack an opponent. Instead, they support other effects, attacks or playstyles.

Buff item Buff effect Supports Related stat / mechanic
Item Bash Damage Increase Attack effects such as Fireball, Meteor, Blizzard and Homing Soul STR-related offensive setups
Blessed Aim Projectile +1 Projectile-based effects DEX-related projectile behavior
Defensive Auras Defense Increase Defensive and survival setups STA-related survivability
Frenzy Chargeshot Speed Up Charge-based gameplay Secondary Stat / item effect
Top Spin Ball Spin Increase Ball behavior setups WIL-related ball behavior
Power Strike Ball Damage Increase Ball damage setups WIL-related ball damage
Speed Ball Ball Speed Up Ball speed pressure STR-related ball speed
Bust of speed Movement Speed Up Mobility and positioning DEX-related movement

Buff effects are strongest when they are used shortly before the action they are meant to support.

For Buff Slot Expansion, Cooltime and Duration, see the Buff Items section on the Items page.

Range Buff Effects

Some buff effects can also exist as range or team-oriented versions.

These effects can support nearby allies instead of only affecting the user.

Examples include range versions of:

  • Damage Increase
  • Defense Increase
  • Projectile Speed Increase
  • Ball Damage Increase
  • Ball Speed / Strength Increase
  • Chargeshot Speed Increase
  • Movement Speed Increase
  • Ball Spin Increase

Range buffs are usually more valuable in team play than in solo situations.

Skill Synergies

Some effects work better together than alone.

Goal Useful combination Why it works
High item damage Item Bash + Fireball / Meteor / Blizzard / Homing Soul Item Bash increases item damage before using attack effects
Projectile pressure Blessed Aim + Meteor / Homing Soul Adds projectile pressure and can combine well with DEX setups
Survivability Defensive Auras + Area Shield / Holy Shield / Healing Combines damage resistance with defensive or recovery effects
Ball pressure Speed Ball / Top Spin / Power Strike Improves ball speed, spin or ball damage
Control follow-up Kiss of Medusa / Polymorph + attack effects Control effects can create openings for damage
Team sustain Range Heal + defensive effects Helps keep teammates active during longer fights

Tip: Buffs should usually be activated shortly before the attack, defense or support effect they are meant to improve.

Elements and Skill Effects

Some skill effects have an element.

Element Example effects Notes
Fire Fireball, Meteor, Inferno Fire-based attack effects
Wind Magic Circle, Homing Soul Wind-based attack or area-control effects
Earth Crap trap, Kiss of Medusa Earth-based trap or control effects
Water Blizzard Water-based attack effect
None Healing, shields, utility effects and many buff effects Effects without an elemental type

Elements can interact with elemental attack, elemental defense and element reactions.

For more information, see the Enchantment page.

Racket Special Shots

Not all skill-like effects come from Quick Slot items.

Some gameplay effects are connected to racket offensive or defensive special shots.

These should be documented separately from Quick Slot effects where needed.

Examples of special shot categories include:

  • Offensive special shots
  • Defensive special shots
  • Guardian-related shots
  • Special ball-hit actions

A useful structure is:

Source What it means Example
Quick Slot Item Item from the Item tab that triggers an effect Fireball, Meteor, Blizzard
Buff Item Item that temporarily improves gameplay Item Bash, Blessed Aim, Frenzy
Racket Special Shot Special shot connected to racket gameplay Offensive / Defensive special shots

This section can be expanded later with a dedicated list of racket special shots once the exact in-game names and effects are confirmed.

Skills and Stats

Stats can affect gameplay mechanics related to skill effects.

The four main attributes are:

Stat Related gameplay area Example connection
STR Offensive pressure and damage-related mechanics Item Bash supports item damage setups
STA Survivability and damage reduction Defensive Auras supports defensive setups
DEX Movement, responsiveness and projectile behavior DEX can increase shot count for some projectile effects
WIL Ball behavior and ball damage Top Spin and Power Strike support ball-based setups

For formulas, scaling and detailed stat explanations, see the Stats page.

Beginner Recommendations

New players should start with effects that are simple and easy to understand.

Recommended for beginners Why
Fireball Simple direct attack effect
Meteor Strong offensive pressure
Homing Soul Useful tracking pressure
Healing Easy recovery option
Area Shield Helps survive pressure
Item Bash Simple damage buff for attack effects
Blessed Aim Useful for projectile-based pressure

Effects that require more timing, positioning or experience are better learned later:

Learn later Why
Magic Circle Requires positioning and area-control understanding
Crap trap Requires prediction and placement
Kiss of Medusa Strong but timing-dependent
Polymorph More situational and timing-based
Sandglass Situational utility

Common Mistakes

Mistake Better approach
Using buffs too early Use buffs shortly before the effect they should support
Using control effects randomly Use them when you can follow up with pressure or damage
Ignoring defensive effects Defense and recovery can be important in longer fights
Only using attack effects Combine attack effects with buffs or support effects
Confusing item details with gameplay role Use the Items page for item details and this page for effect usage
Ignoring DEX breakpoints for projectile setups Some projectile effects gain additional shots at higher DEX values
Treating every Quick Slot product as a beginner item Some items can be event-only, disabled, promotional or situational

Items, Stats and Skills

The same name can appear in different contexts.

Example Item side Gameplay effect side
Fireball Quick Slot item with Count and Cooltime Fire attack effect
Healing Quick Slot item with Count and Cooltime Recovery effect
Item Bash Buff item Damage Increase effect
Blessed Aim Buff item Projectile +1 effect

A clear way to describe this:

Fireball is a Quick Slot item that triggers a Fireball attack effect when used.

Recommended Wiki Usage

To keep the wiki consistent:

Topic Main page Notes
Stats / Attributes Stats STR, STA, DEX, WIL, Secondary Stats and formulas
Quick Slot Items Items Item category, Count, Cooltime, Duration and item management
Quick Slot Item List Items More complete list of common and special Quick Slot products
Buff Items Items Synergistic effects, Buff Slot Expansion and timing
Skill effects Skills Gameplay effects triggered during a match
Enchant Enchantment Equipment improvement system

Related Pages

  • Items – explains Quick Slot items, Buff Items, Count, Cooltime, Duration and item management.
  • Stats – explains STR, STA, DEX, WIL, Secondary Stats and formulas.
  • Enchantment – explains Tablets, Elemental Stones, Jewels and the Enchant system.
  • Beginner's Guide – explains the recommended starting path for new players.