Guidestask guide

BRIGANDINE ABYSS Rally Guide: Timing and Traits

Use Rally at the right time, keep an eligible monster in range, and choose between recovery, movement, or an independent unit action.

Direct answer

Keep the chosen monster in the leader's own troop and within Rally range, then activate Rally before that monster ends its turn. The leader can Rally before or after moving.

Quick answer

  • The leader may move before activating Rally
  • Only a nearby monster from that leader's own troop qualifies
  • Rally before the monster ends its turn
  • Keep the monster separate when its own action is more valuable
BRIGANDINE ABYSS Rally Guide: Timing and Traits

Rally timing at a glance

A useful Rally converts one monster's separate action into the exact leader trait the position needs. Keep the monster in the acting leader's troop, inside Rally range, and available to act. The leader may move first, but the activation window closes after the monster ends its own turn.

CheckConfirmed ruleVisible result
TroopThe monster belongs to the acting leader's troop.That leader can select it when the other conditions are met.
RangeThe monster remains close enough after any leader movement.The Rally option remains available for that monster.
TurnThe monster has not ended its own turn.The activation can still happen this turn.
ConversionThe leader receives the chosen monster's Rally Trait.The monster stops acting as a separate battlefield unit until dismissal.
Trait valueThe selected trait solves the current recovery or movement problem.The borrowed effect changes what the leader or adjacent allies can do.

Set up Rally before the turn starts

Start with four decisions. Choose the leader who needs a trait, identify a monster in that leader's own troop, preserve the monster's turn, and keep the pair close enough that movement will not break Rally range. Then compare the trait's benefit with the action that monster would otherwise take.

The range check matters most when the leader must reposition. Moving first is allowed, yet the intended monster still has to be close enough at the new location. If the monster has already ended its turn, wait for a later turn and preserve the activation window next time.

1Choose the needed trait
2Keep its monster nearby
3Move the leader if needed
4Rally before the monster ends its turn

Use Rally without missing the window

  1. Choose the Rally Trait that solves the immediate position, recovery, or movement problem.
  2. Confirm that its monster belongs to the acting leader's troop and has not ended its turn.
  3. Move the leader first when necessary, stopping while the intended monster remains in Rally range.
  4. Activate Rally before ending the monster's turn.
  5. Confirm that the leader received the trait and the monster is no longer acting as a separate unit.

The sequence succeeds when the leader has the selected Rally Trait and the monster has converted from an independent unit into that effect. If either state is missing, check troop ownership, distance, and turn status before changing the rest of the formation.

Decide which trait solves the turn

Different monsters grant different Rally Traits. Judge each one by the problem it fixes now, then compare that value with the monster action you give up while it remains rallied.

Unicorn recovery

Restores 5% HP to every adjacent ally at the start of each turn. Position the leader beside allies who can benefit from repeated recovery.

Best for: Holding a compact formation

Ash Wolf movement

Lets the leader spend remaining movement points after using a skill. Use it when acting first and repositioning afterward changes the leader's safety or reach.

Best for: Skill use followed by repositioning

Keep the monster separate

Skip Rally when the monster's own battlefield action contributes more than the available trait. Dismiss a rallied monster when you need it acting independently again.

Best for: Preserving another unit action

For the wider formation consequences, use the battlefield positioning and leader-focus tactics to decide where the leader can stand safely after borrowing a trait.

Read the activation result

Expected stateProgress checkIf it does not match
The target can be ralliedIt is in the same troop, close enough, and has not ended its turn.Recheck ownership, close the distance, or preserve its turn next round.
Rally has activatedThe leader has the selected trait and the monster no longer acts separately.Recheck that the activation completed on the intended monster.
Unicorn is supporting the groupAdjacent allies receive 5% HP recovery at the start of each turn.Rebuild adjacency around the rallied leader.
Ash Wolf is extending mobilityThe leader can spend remaining movement after using a skill.Save movement before the skill, then use the remaining points afterward.

See Rally Timing and Trait Choices in Battle

Watch a leader move before Rally, compare monster traits, and see why the chosen monster's separate action matters to the decision.

Fix a failed Rally attempt

SymptomExpected stateLikely causeNext check
The intended monster cannot be selected.A same-troop monster remains available within Rally range.It belongs to another troop, is too far away, or has ended its turn.Check ownership first, then distance, then whether its turn is still open.
Moving the leader removes the target.The monster remains close enough after movement.The new hex is outside Rally range.Stop closer to the monster or Rally before making that move.
The monster cannot take a separate action.A rallied monster is converted into the leader's trait.Rally is working as designed.Keep the trait when it is worth more, or dismiss the monster when its own action becomes the priority.
The trait has little effect on the position.The borrowed effect solves a specific tactical problem.The trait and the current need do not match.Preserve the monster's action or choose a trait suited to recovery or post-skill movement.

Keep each recovery check small. Ownership, range, and turn timing determine whether Rally can happen; trait value determines whether it should happen.

What the confirmed Rally rules cover

The confirmed Rally rules establish the leader-and-monster pairing, same-troop and range limits, the monster's turn deadline, varied Rally Traits, and the loss of the monster's separate action until dismissal. They do not establish a universal HP payment for activating Rally, so do not subtract health as a blanket system cost.

Exact range values are not stated here. Use the target availability shown in the current battle, and keep the monster close enough after any leader movement. The named effects covered here are the Unicorn's adjacent 5% start-of-turn recovery and the Ash Wolf's ability to use remaining movement after a skill.

If Rally timing still feels difficult within the larger campaign loop, the first-campaign turn plan provides the broader sequence for organizing troops and entering battles with a clear role for each unit.

Frequently Asked Questions

Was this helpful?

Continue reading

These related BRIGANDINE ABYSS pages answer the next questions around this topic.