Beginner's Guide

Twelve Tips for Your First Fifty Floors

Apex & Abyss is a real tactics game — position, turn order, and terrain decide fights, not raw numbers. These are the twelve things that matter most in the early climb, drawn straight from the in-game Adventurer's Handbook.

1. Turns are earned, not taken

There are no fixed player phases. Every unit fills a charge gauge (CT) at a rate set by its SPD — when the gauge hits 100, that unit acts. Fast heroes simply act more often. The turn queue on screen shows who moves next; read it before every decision.

The single best combat habitKill the enemy whose turn comes next, not the one standing closest. Deleting an imminent turn is worth more than damage anywhere else.

2. One move, one action — order is up to you

On its turn a unit gets one move and one action (attack, skill, item, or wait) — and you can move before or after acting. After acting, you choose a facing for the unit's stance.

Strike, then stepWhen you can, attack first and use your move to step back out of the enemy's reach. Hit-and-run is free damage mitigation.

3. Know your reach

RoleAttack rangeIdentity
Warrior1 tileFront-line wall — soaks hits.
Rogue1 tileFastest role; strikes often.
Cleric3 tilesHeals and supports from safety.
Mage4 tilesLongest reach, heaviest spells.

4. Height is a weapon

Battlefields are not flat, and climbing is a stat: Rogues scale 3 elevation levels, Warriors 2, Mages and Clerics only 1. Ranged roles gain +1 reach for every 2 levels of height they hold over their target.

The high-ground rulePut your Mage on the plateau. Plan routes so your back line doesn't get stranded below a ledge — and remember some perches are only reachable by the nimble.

5. Downed is not dead — but the clock is running

A hero dropped to 0 HP is Downed, not dead: a 3-turn counter starts. Revive them in time (the Cleric's Revive, or a Phoenix Tears potion armed before the blow) and they fight on. Let the counter run out and they're gone for the rest of the battle.

Decide instantlyThe moment a hero drops, choose: Revive, or win without them. Hesitating wastes the turns that could have done either.

6. Potions are a rescue tool, not a top-up

You get a hard cap of 3 potion uses per battle. Spend them to prevent a Down — not to polish a half-full health bar. And when your bag runs low mid-run, bank at a boss rather than pushing greedy. Greed feeds the Abyss.

7. Read the ground

TileEffect
BramblesInflict Bleed on whoever stands in them.
Poison BogInflicts Poison.
EmbersInflict Burn; burning ground scorches on your turn.
MireInflicts Slow — the mud drags at your speed.
SanctuaryBlesses the occupant with Regen.
WardstoneGrants a protective Barrier.

Standing in tall grass and brush grants cover that trims incoming damage. Hazards vary by biome — read the floor before you charge across it.

8. Statuses win fights the damage numbers don't show

Ailments tick at the start of the victim's turn and interact: Burn deals turn damage and softens defense; Freeze skips the turn and raises damage taken; Bleed punishes movement; Curse halves healing received; Slow drags the charge gauge itself. Blessings mirror them — Regen, Haste, Barrier, Iron Skin, Empower, and Taunt for tanks.

9. Formation sense

10. Stuck? Forge before you summon

Hitting a wall on a floor doesn't mean you need new heroes. Forge your gear up a rarity and try again — and match gear affinities in 2–3 slots for set bonuses before chasing raw stats.

11. Ascend duplicates immediately

Pulled a duplicate hero? Ascend it the moment you get it — the per-rank power gain compounds over the whole climb. (Rates and the pity counter are shown on the summon screen; try them in the simulator.)

12. The daily three

Closed Beta · Founding Testers

Put the tips to work

Apex & Abyss is a free tactical RPG for Android, in closed beta now. Founding testers play the full game free, get their name in the credits, and help tune the balance these tips describe.