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GLOSSARY / Battle Basics

Skill Slot

Battle Basics

Related names and search terms: Action Slot, Slot Growth, Deployment Order, Undersized Team

At a Glance

An action slot used to choose 1 skill. It is separate from Sinner count, Coin count, and Attack Weight.

GUIDEHow It Works

Choose 1 attack or defense skill per slot. An Identity with 2 slots can select separate actions. Multiple Coins in one skill do not mean multiple action slots.

Under ordinary slot-growth rules, 1 living, non-Staggered ally gains 1 slot as turns advance. Allies with fewer slots take priority; ties favor earlier deployment order.

The standard allied total cap is 12 in Normal Encounters, or the stage's maximum deployment count in Focused Encounters. Starting a Focused Encounter below capacity lets living, active allies gain slots up to that cap; they do not all start with the maximum.

Deployment order is the order in which Sinners were selected, not Speed-based action order. Check the encounter for enemy slot counts and special slot changes.

NOTESCommon Misunderstandings

  • Smaller teams have fewer actions on the opening turns before slots grow. Fewer members are not automatically better.
  • Do not assume survivors can replace every dead ally's slots. Dead allies' slots still count toward the total slot cap.
  • Stagger or canceled actions can make the number of executed actions lower than the number of selected slots.

EXAMPLEWorked Example

Deploy A, B, and C in a Focused Encounter with capacity 5

Capacity 5, allies 3 / Deployment order A → B → C

Slots at each Turn Start. Each square is 1 slot.
TurnAlly AAlly BAlly CTotal
13 / 5
24 / 5
35 / 5
Turn 1: A1 + B1 + C1 = 3 slots / Turn 2: A2 + B1 + C1 = 4 slots / Turn 3: A2 + B2 + C1 = 5 slots, reaching the cap

Deployment order is A → B → C. Everyone is alive and not Staggered, with no special slot changes. Turn 4 also has 5 total slots; C does not gain another 1.

Checked: / These entries explain general mechanics. Check individual skill and enemy descriptions for exceptions.

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