Complete Guide To Combat In Makai Kingdom: Reclaimed And Rebound

It’s no secret that battling is at the very core of the Makai Kingdom: Reclaimed And Rebound experience. Indeed, innovative strategy-heavy RPG gameplay has long been the primary source of fandom interest in Nippon Ichi’s Disgaea and all its spinoffs (Makai Kingdom absolutely included). Simply put, the developer offers things no one else does, from absurdly high leveling thresholds and even higher maximum damage to a unique brand of quirk and meme-heavy scriptwriting.

But back to combat. Your team smacks the enemy team. You work hard to ensure that yours is the team left standing. That’s the crux, but this is hardly a hack-and-slash. Precise turn-based decision-making is on tap in Lord Zetta’s tale, with an unusual movement system for the genre — Makai Kingdom eschews traditional grid-based traversal in favor of a more area-of-effect sort of maximum range.

All this and more is what makes the game notoriously hard to crack into at first. But crack into it you must, for Makai Kingdom: Reclaimed And Rebound hosts a wealth of depth we’ll discuss right here in this guide.

Movement Range

We’ll kick things off with a more detailed explanation of what we hinted at above. Veterans of most Japanese strategy RPGs (“SRPGs”) will be familiar with the isometric movement system. Indeed, fans of Western role-playing classics like Pillars of Eternity will at least understand isometric maps, albeit not necessarily grid-based mechanics.

That’s a lot of jargon to break down, so here’s the gist: most SRPGs involve the usage of a grid. When it’s a character’s turn, be they friend or foe, their movement stat will determine how many “squares” on the grid they can travel on that particular turn. Easy stuff.

Makai Kingdom does away with this. Characters have a free range of movement for each turn within a predetermined zone. The zone is, generally, circular. Proper positioning may seem harder at first since you can’t just align your unit directly behind a bad guy and know with certainty you’ll gain some kind of backstab advantage.

It’s not as bad as it seems, however, and in fact, Makai Kingdom’s free-range approach is its own sort of brilliance. Attacks, especially special abilities, have their own range. Some are spherical, others conical, and some are entirely long-ranged. Learning the ropes against each type of enemy, as well as the job classes you choose to invest your time with, will slowly but surely teach you where not to stand in battle.

Job Class Unlocks

It’s fundamental to the Makai Kingdom experience that you understand how new classes are unlocked. Some are granted at specific story points, so you’ll never need to worry. Others, however, mandate that a specified level be reached with multiple classes.

The game is fairly forthcoming about this. But with so many subsystems to manage, it can get lost in the shuffle. The best example of a straightforward path rests with the Warrior, initially listed as an Apprentice. Early into the plot, you’ll gain another class, Infantry. By reaching level 10 with both Warrior and Infantry, a unit will be given access to the Swordmaster class.

Here’s where things get a little murkier. Every class has its set of Class Skills, including — at much higher levels — permanent stat boosts. What’s more, the kind of stat growth you’ll see level after level is going to be emblematic of the class you choose.

It’s easy to assume that Swordmaster, because it took leveling both Warrior and Infantry from one to 20, is a hands-down superior choice. In fact, Swordmaster is great, but it’s also a glass cannon. Warriors, on the other hand, are a bit weaker on the offense but thicker with HP and Defense to make up for it. Warriors’ Class Skills aren’t as diverse as Swordmasters, either.

Prioritize A Well-Rounded Party

Once you’re on your third, fourth, and fifth playthrough with the same characters in tow, this advice will no longer matter, as you’ll be hyper-powered and almost every foe in the game will cower before you.

That’s all well and good, but it doesn’t apply to your initial run. Here, a diversified team is your best bet. Your heavy hitters won’t necessarily stand a chance against, say, a spell-casting mage. Now, that’s pretty basic stuff for RPGs at-large, but the important distinction with Makai Kingdom is that you’re summoning your units to the field within a wide circle surrounding Lord Zetta.

Thus, positioning is key right from the start. If you see Wizards and their ilk on the map, place your casters around your melee attackers to form a barrier. Follow through vice-versa if enemy lines are stuffed with Warriors and Muscle Demons (for one example of many).

Whatever you do, don’t overload your team with offensive units unless you know for a fact that you can pummel your opponents in short order.

No Edge-Guarding, Please

Another aspect of Makai Kingdom that’s not as common in other SRPGs is the chance for you to shove your foes straight off a ledge if they’re standing near one, and you happen to have the right game plan in mind. Remember, since Makai Kingdom’s maps are not boundless, a “ledge” can be any corner of it or even holes in the ground strewn throughout.

The same thing can happen to you if you’re not careful, so take care not to end your turns where it’s possible to get shoved off. Your unit will be out of the match and require a costly resurrection once everyone (else) is safe and sound back home.

Lower-Leveled Characters Can Be Stronger

The most stressful thing to do early on in Makai Kingdom is to accept that reducing a character’s level to 1 for a new class is an inevitable part of the game. After all, when we think “level 1,” we tend to envision a unit whose power has been drained to such an extent that it will require copious amounts of grinding in the earliest stages in order to become competitive again.

There’s a bit of that, but not as much as one would fear. Your prior stat growth is taken into account, meaning (to use a previous example again) that level 1 Swordmaster we mentioned earlier will be stronger than the level 1 Warrior (Apprentice) was by a good stretch. Ditto the level 1 Infantry, Makai Kingdom’s first reliable physically-based ranged unit.

What we’re saying here is that you shouldn’t judge a book by its cover. Don’t fear the lower-leveled designation. Embrace it, and the ever-stronger future it foretells!

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