MAJO - Apocalypse Tactics RPG/Basics
MAJO Basics
You play the Observer, recruiting Witches to fight the "social anomalies" tearing through a warped post-apocalyptic world. Combat is real-time and timing-based rather than turn-based or auto-battle: you actively dodge and block, and the payoff for good timing is extra damage from the Witch's own kit.
This page explains the systems every other MAJO page on this site assumes: the four Classes and what each does in a fight, attack types and weaknesses, races, attributes, and how equipment and Team Resonance work.
If you are new, read The combat loop and Classes first. They explain why dodge and block timing decides most fights, and why the Class a Witch belongs to shapes her gear, her upgrades and who can sit in her Sub-Slots. The rest is reference to come back to when a skill mentions a term you don't recognise.
The combat loop
Basic attacks fire automatically as your Witch closes on a target, but everything that matters is a player-timed action on top of that: dodging or blocking an incoming hit at the right moment, or landing a Knockdown to stagger an enemy open.
Every Witch's kit is built from six tracks, and how they interact is the whole game: Normal is the automatic basic-attack combo. Class Skill is the Witch's reactive move — it's not on a simple cooldown, it fires off a trigger condition, most commonly a successful Block Counter or Dodge Counter (occasionally a Heal condition or a Charge window instead), so timing your block or dodge is what lets you use it at all. Extreme Skill is the big move, fired by dragging the Witch's avatar once her Extreme Gauge has filled — the gauge charges on its own during battle. Auto Skill is a second automatic proc, usually triggered by finishing a Normal Attack combo, landing a Class Skill, or unleashing an Extreme. Passive is a standing conditional buff ("each time an ally counters, gain a stack of..."). Interference is a flat, always-on stat boost layered permanently onto the Witch.
Several Witches carry an [Execution] tag on one of their tracks — a move that only deals damage to a target that's already been knocked down. Pairing an Execution specialist with Witches who reliably Stagger enemies is a real, sourced team-building pattern, not a guess — see the Stagger & Execute Chain comp on the Best Teams page.
Classes
Every Witch belongs to one of four Classes. The game's own deployment tips place them by row: Defenders and Vanguards up front, Vanguards and Arcanists flexibly in the middle, Supporters at the back away from the front-line fighting.
Classes are also a progression unit, not just a label: Class Levels and Class Equipment are shared by every Witch of that Class — see the Progression guide.
- VanguardMelee. Breaks through the front line; front or middle row.
- DefenderDefense. Absorbs incoming fire; front row.
- ArcanistRanged. Middle row.
- SupporterSupport. Back row, out of reach of front-line attacks.
Attack types & weaknesses
Separately from Class, a Witch's damage is one of three attack types, and enemies can be weak to one of them ("Weak: Magic", or "Weak: None"). The game's own loading tips call out bringing Witches with the attribute advantage as the efficient way to clear stages, and several Fictional Law nodes boost only Witches of one attack type.
- PhysicalPhysical Attack, countered by Physical Resistance.
- MagicMagic Attack, countered by Magic Resistance.
- MentalMental Attack, countered by Mental Resistance.
Race
Witches also carry one of three races, shown on their detail screen. Race does matter in combat: the seasonal Floating Law pages grant Attack, Defense and Health bonuses to Witches of a specific race, and the Tower of Anomalies runs separate Human, Beastfolk and Android exploration zones.
- HumanBoosted by Human-only Floating Law nodes.
- BeastfolkBoosted by Beastfolk-only Floating Law nodes.
- AndroidBoosted by Android-only Floating Law nodes.
Attributes
The attributes you'll see on Witch screens, Talent nodes, Fictional Law nodes and equipment-set bonuses. Beyond these, the full Attribute Details sheet also tracks Posture Value, Stagger Value, Knockback Resistance, Dodge and Block timings, and Physical / Magic / Mental Resistance.
- HealthMax HP.
- AttackAttack — Fictional Law nodes raise it by flat amounts, set bonuses by a percentage.
- DefenseDefense — raised by Defense-line set bonuses and Law nodes.
- Critical Rate / DamageCrit Rate and Crit Damage.
- Attack SpeedNormal Attack speed — several set bonuses and Law nodes raise it.
- Block RateBlock Rate (alongside Block Damage Reduction, Duration and Cooldown).
- Damage ResistanceDamage Resistance.
- Extra DamageExtra Damage dealt.
- Extra HealExtra healing dealt.
- Heal ReceivedHealing received.
Equipment & Team Resonance
Equipment fills six slots — Headgear, Torso, Gloves, Legs, Shoes and Backpack — and pieces from the same named set grant a bonus at 2 pieces and a stronger one at 4. It is Class Equipment: a Class shares one loadout, so upgrading it raises every Witch of that Class at once, and its level is capped by the Class Level. See the Equipment Sets page for every set and its bonuses.
Team Resonance is a separate, team-wide mechanic: performing it grants every ally +5% Attack and Max HP plus +15% Extreme Skill energy accumulation speed for the rest of the battle, and it can be triggered up to 3 times in a single fight. It isn't tied to any one Witch or comp — it's available to any team.
Character tags
The game tags specific enemies and player effects with short keywords on the battle screen. The ones that show up most often in Witch kits, grouped by what they do:
| Group | Tags |
|---|---|
| Trigger conditions | Block Counter, Dodge Counter, Charge, Extreme Skill Charge |
| Control | Knockdown, Knockdown Execution, Dizzy, Taunt, Dodge |
| Damage modifiers | Area Attack, Crit, Damage Increase, Special/Class/Normal/Extreme Damage Increase |
| Resistance shred | Physical/Magic/Mental Resistance Reduction |
| Defense | Damage Reduction, Large, Elite, Boss, EX-IMMUNE |
| Sustain | Heal |
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