Systems Codex

The mechanics that actually decide fights — distilled from post-release community guides.

The Attribute Triangle

  • Vaccine beats Virus · Virus beats Data · Data beats Vaccine.
  • Free, Unknown, Variable and No Data are neutral — never punished by the triangle.
  • Carry one strong Vaccine, Virus and Data attacker so you can always answer the enemy in front of you. Lean Vaccine early (many early bosses are Virus).

What Each Stat Does

  • HP health · SP skill fuel · ATK physical · INT magic · SPI healing & magic defense · DEF physical defense.
  • SPD is king — out-speeding lets you buff/heal or kill before the enemy acts.
  • Base stats are tied to LEVEL, not which evolution you pick. Choose forms for moveset & attribute; lift the numbers through training, Bond and ABI.

Scanning → Converting (catching)

  • Scanning fills a meter; 100% lets you convert (obtain) the Digimon.
  • The meter keeps climbing to 200% — extra scan permanently raises the result's Talent and max HP.
  • Rule of thumb: if you'll actually use a species, grind its scan to 200% before converting. Re-fighting is cheaper than a weaker base forever.

Digivolution & ABI (the core loop)

  • Evolve up for power, then De-Digivolve back to bank permanent bonuses, then climb again — each cycle leaves the Digimon stronger.
  • ABI is earned every evolve/De-Digivolve. It raises the level cap and how many bonus stats training can add.
  • Always satisfy the level / ABI / stat requirement FIRST, then train — evolving drops the Digimon toward Lv.1.

The Digifarm

  • Training Sets grow a chosen stat (~30 real minutes per session; Quick Complete with yen).
  • Personality biases growth toward one stat — match it to the Digimon's job.
  • Bond and Load Enhancements stack more growth. Bench nobody: idle Digimon should always be training.

Agent Skills & Anomaly Points

  • You (the Agent) progress separately; spend Anomaly Points on team-wide buffs.
  • There is NO respec — plan the tree before buying.
  • Prioritize Bonds of Loyalty first (Cross Arts, CP, EXP). Strategic CP Application starts fights with CP pre-filled.

Critical Points & Cross Arts

  • CP is a shared team gauge; hitting attribute/element weaknesses charges it fastest.
  • Fire Cross Arts the instant CP is full — it doesn't consume your turn.
  • Use the field DigiAttack (RT/R2) to open fights with the initiative.

Choosing a Starter

  • Gomamon (Vaccine) — safest opener: tanky line into Vikemon, strong vs early Virus bosses.
  • Patamon (Data) — long-term payoff toward premium lines like Seraphimon.
  • DemiDevimon (Virus) — most self-sufficient; its signature heals as it attacks.

Healers & Supports (mandatory late)

  • Venusmon — best all-rounder: single + party heal, cleanses debuffs/ailments, and cuts enemy ATK/INT 30%. Just fix its SPD.
  • MarineAngemon — one-button party heal + cleanse (Agent Rank 7 · 1800 INT · 2040 SP, via Whamon/Sirenmon).
  • Raise a dedicated support EARLY — the curve flips and sustain wins long boss fights.

Smart Habits & Missables

  • Convert at 200%, not 100% — Talent is permanent.
  • Agent Skills can't be reset — plan the path.
  • Do the ABI/level requirement before training (evolving resets level).
  • Don't release spares — feed them via Load Enhancements.

Status Effects

Inflict on enemies
  • Poison
  • Confusion
  • Paralysis
  • Sleep / Deep Slumber
  • Immobilization
  • Crystallization
  • Injured / Diseased
Keep on you
  • Guts
  • Brave
  • Strong
  • Charging
  • Reverse
  • Taunting

Credits

Mechanics compiled from post-release community coverage: Game8, Kotaku, GameRant, VideoGamer, GAM3S.GG, TheGamer, Destructoid and GameFAQs. Per-Digimon evolution data is imported from Game8. This is an unofficial fan tool; “Digimon” is a trademark of Bandai.