Perfect Point Management in Battle is a Priority
There are three major points that need to be watched in Agarest Generations of War 2‘s battles:
AP (Action Points – the fuel for attacks)
SP (Skill Points – enables EX Skills to be used and eliminates the penalties for combo attacks)
UP (Ultimate Points – used for the all-powerful Ultimate Skills)
AP are the bread and butter. During a combo attack all the participating characters’ AP is rolled together. Leftover AP is also returned to the character and combined with their max value at the start of their next turn to a max of double their base value. Bonuses to AP are awarded when a specific type of attack i.e. down, up, or stun is used to max the attack gauge, granting a bonus to AP recovery (trackable in the upper right portion of the screen).
SP is only slightly less important than AP. Used for EX skills, which will literally turn the tide of battle (for both you and your enemies), it is gained by changing a target’s motion in battle. That is, when you break their guard and start up attacks, SP is earned. When you use an attack that switches from up to stun, SP is earned.
UP is earned by depleting the Break gauge, rewarding 1 UP. If you fail to fully deplete the gauge, half of the Ultimate Gauge will roll over. UP is used, sometimes along with SP, to activate Ultimate Skills.
A note – ultimate skills fall into two categories: ones you activate from the battlefield immediately, and ones you activate after an Ultimate Strike (activated at the end of a turn when enough continuous attacks are chained together). The Final Strikes activated on the tail end of an Ultimate Strike are those involving more than one character. They are absurdly powerful and will only be available if enough UP and SP are amassed. For endgame boss-fights, always save up for these powerhouses.