Battle - Movement

In Faenora, standing still is rarely a good idea. Whether dodging claws, repositioning for a better strike, or just realizing your healer is front-row and panicking, movement keeps your Hunters alive and your tactics flexible.
Movement is one of the simplest (and most important) battle commands. It decides who lives, who gets hit and who heroically skips to the back pretending it’s strategy.
Moving in Battle
During combat, you can use the Move command from the battle menu to shift a unit between rows.
Moving forward increases aggression and risk.
Moving backward increases safety (and judgment from your front-liners).
Re-positioning mid-battle may change how many Battle Actions a unit will have starting next round, so time your moves wisely.
Strategic movement can:
Pull a wounded Hunter out of harm’s way.
Expose a fresh fighter to draw attention (and hits).
Realign your formation to optimize skill range, AOE coverage or protection for fragile units.
Think of it as Faenoran choreography: everyone moves, some get hit and ideally the finale ends with cheering instead of crying.
Moving Outside of Battle
Before a Hunt begins, you can rearrange your squad’s positions in the Squad Formation screen. Just drag and drop your units to their starting rows. That won't cost you a turn in battle and might save your bacon. As grandma always said, protect your bacon.
Frontline brawlers, backline casters, balanced middle row. Set it up however your strategy (or superstition) demands.
Why Movement Matters
Movement affects:
Battle Actions – changing rows changes turn frequency.
Targeting – who your units can hit (and who can hit them).
Skill Effectiveness – many AOE and support skills rely on formation density.
Survivability – pulling back a low-HP unit can mean the difference between glory and ghosthood.
Future updates will expand the tactical role of movement - expect new skills, terrain effects and maybe even monsters that shove you around. (Rude, yes. Strategic, also yes.)
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