Combat in Magical Starsign

This is a combat guide for Magical Starsign.

Overview
In the game, battles occur randomly in the overworld, by interacting with certain things, or during scripted events. Once a battle begins, the player's team of up to six party members are placed on a 4x4 grid opposite of the enemy's, and characters sequentially recover MP at the beginning of their turn. Characters act in the order of their respective agility stats. Battles are turn-based, but special actions can be performed in between attacks.

Starsigns
Magical Starsign has a total of seven affinities, each represented by a planet of the Baklava solar system. Five of them follow a rotation of super-effectiveness, while the remaining two (the ones chosen at the start of the game) are both strong and weak against one another.

When casting magic, the damage can be amplified in many ways. By tapping a character before their casting circle fades, they perform a spellstrike, boosting the spell's damage by around 1.5x. This also affects the recovery rate of healing spells. Alternatively, the damage output of characters' magic can be doubled by entering their aura state, which activates when their starsign's planet enters its field of alignment on the astrolog. Aura affects both party members and enemies.

→ →  →  →
 * Primary axis

⇔
 * Secondary axis

(no strength or weakness, unaffiliated with any character or enemy)

Stats
Level/Lv is a ranking that increases with experience points, which are gained by defeating enemies and requires active participation in battle. The maximum level for each character is 99.
 * Level

Hit points/HP determines how much damage a party member can take. If it reaches 0, that party member faints.
 * Hit points

Magic points/MP are used to cast spells.
 * Magic points

Power/Pow is the strength of physical skills.
 * Power

Intelligence/IQ is the strength of magic attacks.
 * Intelligence

Defense/Def is resistance to physical skills.
 * Defense

Spirit/Spr is resistance to magic.
 * Spirit

Agility/Agi determines how fast a character acts in battle, physical skill accuracy and critical hit rate, and the success rate of fleeing.
 * Agility

MP% is the amount of magic points a character recovers at the start of their turn. Exclusive to party members.
 * MP%

Status ailments
Certain elements can inflict status ailments when cast. The only way to recover from most of these is by waiting them out, using a specific tail or versatail, casting the fresh drop spell, or winning in battle.

Scorch prevents the target from using any actions, including reflex guard.
 * Scorch
 * Caused with fire magic.
 * Recovered with deburn tail, versatail, or fresh drop.

Thorny chips off 5% HP at the end of a character's turn and cannot be waited out.
 * Thorny
 * Caused with wood magic.
 * Recovered with dethorn tail, versatail, or fresh drop.

Dizzy reduces power, IQ, defense, and spirit by 10%.
 * Dizzy
 * Caused with wind magic.
 * Recovered with undizzy tail, versatail, or fresh drop.

Stone prevents the target from using any actions, including reflex guard, and cannot be waited out.
 * Stone
 * Caused with earth magic.
 * Recovered with stoneoff tail, versatail, or fresh drop.

Sick disables the casting of magic
 * Sick
 * Caused with water magic.
 * Recovered with defrost tail, versatail, or fresh drop.

Blind greatly reduces the accuracy of physical skills.
 * Blind
 * Caused by light magic.
 * Recovered with deblind tail, versatail, or fresh drop.

Curse prevents the target from recovering HP and cannot be waited out.
 * Curse
 * Caused by dark magic.
 * Recovered with decursy tail, versatail, or fresh drop.

Fainting stops a character from executing actions until they are revived.
 * Faint
 * Caused when hit points reach 0.
 * Recovered with wakey tail or fresh drop.

Additional features
During command selection, certain buttons can be pressed to assist the player.
 * After a character selects a spell, holding the L or R button skips the animation. Physical skills and enemy animations cannot be skipped.