Aside from Digimon that have grown to higher evolution stages obviously being stronger, there's an elemental weakness and strength system for attacks and characters, which is also combined with a rock - paper -
scissors type system.
Not exact matches
The first thing that's gone is the Fire Emblem weapon triangle — the rock - paper -
scissors system that dictated whether weapons had an advantage or disadvantage against one of a different
type.
The core combat mechanic is a rock - paper -
scissors system of Power, Speed or Technical attacks, allowing you to match your selected attack
type against an enemy Monster's to try and gain the upper hand, doing extra damage and potentially knocking them down.
Total Annihilation focused on a vast array of unit
types to fill various combat niches whose strength was balanced strictly on resource cost, while Starcraft favored a diminished number of unit
types, but offered up a streamlined, more rock, paper,
scissors system of balance.
Every character in Fire Emblem Heroes has a weapon
type, and knowing the rock - paper -
scissors system of what beats what is key to winning.
Its main added wrinkles are the rock - paper -
scissors type elemental
system (far more complex than, say, the classical Final Fantasy fire - ice - lightning triangle) and the variety of Pokémon you can train.
Other than grinding previous stages in order to unlock enough of one unit
type (this mode features a rock - paper -
scissors system not unlike the one used in Fire Emblem), there's not much to do here.
The core combat mechanic is a rock - paper -
scissors system of Power, Speed or Technical attacks, allowing you to match your selected attack
type against an enemy Monster's to try and gain the upper hand, doing extra damage and potentially knocking them down.
Each platoon has a specific weapon
type ranging from swords, hammers, spears and bows, which use a rock - paper -
scissors system.