Overview
Combat in Another Hero's Adventure is turn-based. The studio has confirmed that the classic turn-based combat from its earlier wuxia RPG returns here, and that it has been enhanced for this title. The goal described for the system is a flow that is easy to pick up, paired with the layered tactics of a chess match. In practice that means fights are meant to feel approachable at first glance while rewarding players who think a few moves ahead, weigh positioning, and time their abilities against what the enemy is about to do.
Battles are fought as a party. You do not face the jianghu alone: you fight alongside your Companions, a small group of allies who join you over the course of the journey. Each companion brings their own signature techniques to the field, and a well-chosen ally can tip the balance of a difficult fight when you need it most. Building a party whose strengths complement one another is therefore part of preparing for combat, not just a story beat.
Two new mechanics have been confirmed as additions for this game: Shield Break Combos and Team Skills. Both are intended to deepen the turn-based foundation rather than replace it. The sections below summarize what is publicly known and flag the details that have not yet been revealed.
Confirmed Features

Feature | What Is Confirmed |
|---|---|
Turn-based combat | Returns from the studio's earlier game and is enhanced for this title. |
Party-based fights | You battle alongside your Companions, each of whom has their own signature techniques. |
Design philosophy | Easy to pick up, with the layered tactics of a chess match. |
A new mechanic centered on breaking an enemy's guard to open combo opportunities. | |
New cooperative skills performed together with your party that can swing a fight. |
The exact turn order, the underlying stats, action economy, and any damage or cost values have not been detailed publicly. This page intentionally avoids stating specific numbers or rules that the studio has not shared.
New Mechanics
Shield Break Combos
Shield Break Combos are a new combat feature built around breaking an enemy's guard or shield. Doing so is described as opening up combo opportunities, which encourages players to set up and then capitalize on a broken defense rather than simply trading blows. The precise rules, inputs, and values for the mechanic have not been fully detailed yet, so its dedicated page covers the concept rather than hard numbers.
Team Skills

Team Skills are cooperative abilities performed together with your party. They are framed as moves that can tip the balance of a fight, which ties them directly to who you bring into battle and how your Companions complement one another. The exact pairings, costs, and effects have not been revealed, so the dedicated page describes the idea and notes where information is still missing.
More Combat Details From the Demo
The free demo fills in more of how combat works in this title. Alongside Shield Break Combos and Team Skills, it adds a five-element system and tunes two core battlefield actions.
Five-Element System
Combat uses a five-element system based on the classical cycle of Metal, Wood, Water, Fire, and Earth. The elements interact through generating and overcoming relationships, so matching the right element against an opponent adds another tactical layer on top of the turn-based foundation. The studio has said it is still experimenting with combat, so the specifics may change before the full release.
The demo builds out how the cycle works in practice. A character's attack attribute is not fixed: it is shaped by the weapon, the internal Manual (internal art), and the martial arts equipped, so the same fighter can change element by swapping loadout. When your attribute matches or complements the situation, your moves deal more damage. Hitting an enemy with a countering attribute enough times pushes them into a Weakened State, which opens a window for heavy burst damage. Internal Manuals can be switched mid-battle, so you can pivot your element to answer the enemy in front of you. The studio has said combat is still being tuned, so treat these demo behaviors as subject to change.
Defend and Charge
Two recurring actions, Defend and Charge, were tuned during the demo period. In the demo build, Defend keeps a character protected for a set span of turns rather than blocking a fixed number of hits, and Charge stores power to be released on a later turn. These are demo-build behaviors, and the studio adjusted their timing during the test, so treat the exact durations as subject to change.
Action | Behavior in the demo build |
|---|---|
Defend | Stays active for two turns |
Charge | Takes effect on the following turn |
What Is Expected but Not Yet Confirmed
Because Another Hero's Adventure continues the spirit of the studio's earlier wuxia RPG and brings back its turn-based combat, several structural elements from that original game are widely expected to return in some form. None of the following have been confirmed for this title, and they should be treated as carryover from the previous game rather than settled features here.
Grid movement. In the original game, battles played out on a grid in the style of a tactics RPG, with positioning mattering as much as raw power. Whether this exact grid format returns for Another Hero's Adventure has not been confirmed.
Party size. In the original game, the player could field a party of up to six (the protagonist plus recruited allies). For this title, only the existence of Companions is confirmed; the maximum party size in battle is not yet revealed.
Breadth of techniques. The original game offered a very large library of Martial Arts styles to learn and mix. How wide the technique pool is in Another Hero's Adventure has not been stated. See Martial Arts for a fuller, hedged discussion of that carryover system.
When the studio shares more, this page will note specific turn rules, stats, and values. Until then, treat the items above as expectations carried over from the earlier game, not confirmed mechanics of this one.
See Also
Shield Break Combos
Team Skills
Companions
Martial Arts