Vantage Master - Natials

Natials

There are 24 Natials that can be summoned, each of which belongs to one of four attributes: Earth, Water, Fire and Heavens. Each attribute has dominance and weakness over one another in the following way: Earth beats Water, Water beats Fire, Fire beats Heavens, Heavens beats Earth. A Natial can also be day type or night type, becoming stronger in bright or dark places, respectively. Summoning and maintaining a Natial requires usage of MP.

Each attribute has its own "style". For example, Earth units tend to have poor magic resistance with decent attack. They can move very well on land, while some are able to enter water terrain, albeit with penalized movement distance. Water units tend to have good statistics, but are extremely immobile on land, and as such makes the ideal unit combo choice very map dependent. For example, on a map with very little water, a heavy Earth-Fire combination tends to fare better than a Water-Heaven combination, because of the lack of Water mobility, leaving Heaven to by easily destroyed by fire.

Fire units tend to be very strong at combat, but are also overall the slowest units. None are able to enter water. Heaven units are very mobile, with the ability to ignore most terrain obstacles simply by flowing over them. On the flip side, they tend to have below average defense, making them easily destroyed.

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