Attributes, Arts affinities and battle rules
BLEACH Mirrors High mechanics
Attributes
RedStrong against (x1.4):
GreenWeak against (x0.6):
Blue
OrangeStrong against (x1.4):
YellowWeak against (x0.6):
Violet
YellowStrong against (x1.4):
CyanWeak against (x0.6):
Orange
GreenStrong against (x1.4):
BlueWeak against (x0.6):
Red
CyanStrong against (x1.4):
VioletWeak against (x0.6):
Yellow
BlueStrong against (x1.4):
RedWeak against (x0.6):
Green
VioletStrong against (x1.4):
OrangeWeak against (x0.6):
Cyan
GrayStrong against (x1.4): WhiteWeak against (x0.6): None
Gray is the main character's attribute; it has the edge only on the White attribute some enemy units carry.
Arts affinities
- ComboType: Power ArtsCountered by: Blitz, Reach
- PowerType: Power ArtsCountered by: Blitz, Reach
- BlitzType: Blitz ArtsCountered by: Barrage, Blast, Feint
- ReachType: Blitz ArtsCountered by: Barrage, Blast, Feint
- BarrageType: Projectile ArtsCountered by: Combo, Power
- FeintType: Projectile ArtsCountered by: Combo, Power
- BlastType: Projectile ArtsCountered by: Combo, Power
- Melee ParryType: ParryCountered by: Blitz, Combo, Power, Reach
- Projectile ParryType: ParryCountered by: Barrage, Blast, Feint
Battle Controls
15Victory and Defeat
■Victory
Achieve victory by reducing the HP of all members of the enemy party to 0.
*Certain battles may have alternative conditions such as reducing the enemy's HP below a certain percentage within the time limit or having at least one party member survive until the end of battle, etc.
■Defeat
You will be defeated if the HP of all party members reaches 0 or if you fail to meet the victory conditions.
Action Card
There are 5 types of Action Cards:
- Arts 1
- Arts 2
- Skill
- Chain Attack
- Mortal Blow
An Action Card is drawn every time the Draw Gauge is filled.
Using an Action Card causes the active character to perform that specific Action.
These include attack Actions that deal higher damage than normal attacks, as well as Actions with special effects like buffing your party or debuffing enemies.
Arts Affinities
There are 3 types of Arts, each with their own affinity:
- Power Arts (Red)
- Blitz Arts (Green)
- Projectile Arts (Blue)

Arts type advantages are as follows:
Power Arts (Red) are strong against Blitz Arts (Green)
Blitz Arts (Green) are strong against Projectile Arts (Blue)
Projectile Arts (Blue) are strong against Power Arts (Red)
A Clash occurs when two Arts of the same type collide.
Using an Arts that has a type advantage will trigger a counter.
*When two Projectile Arts collide, they cancel each other out without triggering a Clash.
Clashes
■Triggering a Clash
Clashes can be triggered in one of two ways:
- When two of the same type of Arts collide.
*When two Projectile Arts collide, they cancel each other out without triggering a Clash.
- When consuming an Action Card after taking damage.
■Winning or Losing a Clash
The probability of winning a Clash will change based on the affinities of the selected Action Cards.
The probability will also be affected if the Spiritual Pressure of your party is higher than your opponent.
Winning a Clash allows you to follow up with a counter.
*The Action Card used in the Clash will be consumed.
Counters
■Triggering a Counter
Counters are triggered in one of three ways:
- Using an Arts with a type advantage over your opponent's Arts.
- Winning a Clash.
- Parrying with a Melee Parry or Projectile Parry Skill.
*Successfully performing a Melee or Projectile Parry will also lower the enemy's Defense and inflict Seal Switch in addition to triggering a counter.
■During a Counter
A counter will start from the attack that triggered it and continue until the end of the combo.
You will deal more damage than usual when countering.
A Clash or Cover Change cannot be used while a counter is in effect.
This is your chance to deal massive damage with combos and powerful attacks.
Draw Gauge
■Draw Gauge
A point gauge that fills up over time and when performing certain actions.
It fills up faster when using normal attacks and Archetype Abilities.
The maximum value is 100.
■Drawing Action Cards
When the Draw Gauge fills up, an Action Card is drawn and the gauge resets to 0.
If you already possess 4 cards in your hand, the gauge will remain filled and no cards will be drawn.
Drawing will resume once you possess 3 or fewer cards.
Spirit Lv.
■Spirit Lv.
The Spirit Lv. gauge fills and levels up over time.
Raising your Spirit Lv. increases how quickly the Draw Gauge fills up.
Certain ability effects activate based on your Spirit Lv.
■Max Spirit Lv.
Spirit Lv. increases from Lv. 0 to Lv. 9.
You will reach Max Lv. after arriving at Lv. 8 and filling the gauge once more.
Break Attack
Filling the Break Attack Gauge will allow you to perform a Break Attack.
The Break Attack Gauge fills when you successfully activate an Action Card.
■Guard Break
Landing a Break Attack will break the enemy's guard.
While their guard is broken, you are free to attack, and 4 Action Cards will remain in your hand.
The Soul Gauge will fill up as you use actions, and completely filling up the gauge will activate Soul Drive.
*Attacks dealt while the enemy's guard is broken will not fill up the Draw Gauge.
Soul Drive
A powerful coordinated attack performed by the whole party.
It can be activated once the gauge has been filled by using actions on an enemy whose guard was broken.
The more party members you have, the stronger the attack.
Vanishing Evasion
Flick left or right on incoming attacks to consume the Evasion Gauge and perform a Vanishing Evasion.
When the Evasion Gauge is empty, flicking left or right will still allow you to step to the left or right.
The Evasion Gauge replenishes over time.
Switching
■Switching
You can Switch with your standby allies in one of three ways:
- Tapping the ally character icon.
- Performing a Chain Attack.
- Performing a Cover Change.
■Switch Cooldown
Switching with a standby ally will place the character Switching out on cooldown for a set amount of time.
Once the displayed Switch cooldown timer reaches 0, you can once again perform a Switch with that character.
■Cover Change
A Cover Change is a special type of Switch that can be performed by tapping a standby ally character's icon after taking damage.
Performing a Cover Change will temporarily interrupt the enemy's pursuit.
Status Ailments
Status Ailments can be inflicted by a character's Skill as well as their Mortal Blow.
Status Ailments bring about various effects that will persist for a set amount of time.
Immobilizing Status Ailments end once their duration expires or after the target takes damage.
■List of Status Ailments:
Bind
Causes immobilization.
Faint
Causes immobilization. Additionally inflicts Stagger.
Stagger
Causes damage received to be increased.
Freeze
Causes immobilization. Additionally inflicts Frostbite.
Frostbite
Causes Critical Damage received to be increased.
Paralyze
Causes immobilization. Additionally inflicts Numb.
Numb
Reduces Evasion Gauge Recovery Speed.
Poison
Causes damage over time.
Burn
Causes damage over time.
Bleed
Causes damage over time.
Combos and Knockdowns
■Combo
After landing an attack, you can follow up with more attacks to string together a combo.
■Knockdown
Characters will be knocked down when hit by the following attacks:
- 3-attack combos.
- Normal attack combos via tapping.
- Mortal Blows.
- Power Arts [Power].
- Blitz Arts [Reach]
- Projectile Arts [Blast].
Downed opponents cannot be hit by any attacks.
■Attacks That Don't Increase the Knockdown Count
The following attacks will not increase the knockdown count, allowing you to continue your combo:
- Attacks that inflict the Bind Status Ailment.
- Attacks that result in a counter.
- Attacks dealt while the enemy's guard is broken.
Archetype
An Archetype refers to each character's combat style.
There are five types:
■Combo
An offensive Archetype specializing in combos.
They possess abilities that trigger when landing a combo.
■Clash
An offensive Archetype specializing in counters.
They possess abilities that trigger when winning Clashes or countering with advantageous Arts.
■Chain
A support Archetype specializing in Switches.
They possess abilities that trigger upon entering the field or when returning to Standby via a Switch or Chain Attack.
■Shadow
A defensive Archetype specializing in Vanishing Evasions.
They have a larger Evasion Gauge than other types and possess abilities that trigger when performing a successful Vanishing Evasion.
■Shield
A defensive Archetype specializing in Cover Changes.
Allies' Switch cooldown will not trigger when they perform a Cover Change.
They possess abilities that trigger when a Clash occurs or when they enter the field.
Battle Styles
Normal attacks are divided into three battle styles: Zanjutsu, Hakuda, and Kido.
■Zanjutsu
Close-range attacks utilizing swords or melee weapons.
■Hakuda
Close-range attacks utilizing hand-to-hand combat.
■Kido
Ranged attacks utilizing spiritual arts.



