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    "Battle Simulation Exercise" and "Battle Simulation" are the same phrase in Japanese

    The Battle Simulation Exercise ((せん)(とう) シミュレーション (えん)(しゅう), Sentō Shimyurēshon Ensyū ?)[1] or more commonly known as the Battle Sims ((せん)(とう) シミュ, Sentō Shimyu ?)[2] is a turn-based tactical game developed for Phase 1 of the Away Mission Tests.


    Squads play against each other 1.v.1 with their units in a series of turns. Each turn is designated by a 150 second Input Phase and a 15 second Action Phase: the former is used for determining both parties' courses of action, while the latter is spent carrying them out.[3] The match ends after six turns.[3] After the match is over, if the difference between the two squads is two or more units, the one with more survivors is the winner. If the difference is two or less, then it is counted as a draw.[3] In subsequent days, this difference is increased by one in regards to the increased units.[4]

    Each Squad's operator is assigned to the Radar and can mark enemies regardless of range.[5] However, any combatant can access the radar.[6] [7]


    Each Squad is given a set number of Units (ユニット, Yunitto ?) based off of the combatants' Databook statistics and chibi forms. These Units are divided into 2 types: Standard Units (()(ほん) ユニット, Kihon Yunitto Lit. Basic Unit ?) and Back-up Units (ヘイルプ ユニット, Heirupu Yunitto Lit. Help Unit ?).[8] Additionally, combatants can control any unit[8] with no limit on how many they can control as demonstrated by Satoshi Mizukami.[9]

    On day 1 each team was given 9 units, with 8 of them being standard units (2 for each player), while 1 is a Back-up Unit. Each team can only pick one Back-up Unit from the same pool: Kei Tachikawa, Kōhei Izumi, Isami Tōma, and Sōya Kazama. [8]

    On day 2 each team was given 14 units, with 12 being standard units, and 2 being backup. This time, 3 are given for each player instead of 2. The back-up unit pool was also changed to only include Kusakabe Squad combatants and the remainder of Arashiyama Squad (as Ai Kitora is taking the Away Mission test).[10]

    On day 3, each team was given 24 units, with 20 being standard unit, and 4 being back up. This time 5 are given for each player instead of 3. the back-up unit pool was changed to include Rei Nasu, Katagiri Squad (excluding Asumi Amakura), Kako Squad (excluding Mai Kitagawa), and the remainder of Miwa Squad (as Shōhei Kodera is taking the Away Mission test.[11])

    Units for Day 3


    Like the Databook, each unit has a set of parameters which are:

    Name Effect
    Action Token[12]
    ((こう)(どう)(りょく), Kōdōryoku?)
    Amount of Action Tokens the user has.
    (トリオン, Torion?)
    Amount of Trion the user has.
    ((こう)(げき), Kōgeki?)
    Amount of damage the user can do.
    ((ぼう)(えい), Bōei?)
    Ability to defend teammates.
    Evasion [12]1
    ((かい)(), Kaihi?)
    Ability to evade attacks.
    ((えん)(), Engo?)
    Ability to support teammates.
    Technique [12]
    (()(じゅつ), Gijyutsu?)
    Accuracy and precision of attacks and defense.
    Translation Note
    1. "Evasion" ((かい)(), Kaihi ?) from the Unit's parameter and "Mobility" (()(どう), Kidō ?) from the Databook use two different kanji, thus will be counted as different things.
    2. Do note these are assumptions based off of the databook

    A list of all known character parameters can be found here.

    Game Mechanics

    Action Tokens

    Each Unit is given a specific amount of Tokens they can use for each action phase. Each action takes up a certain amount of tokens, though the amount used for each action is unknown for most actions. Faster units appear to have more tokens[13] as shown with Katori and Oki, who have 16 and 15 tokens each while Osamu has 13.[12]

    List of Token Costs

    Cost Action
    Unknown Grasshopper was said to allow the user to jump up to 4 stories at a reduced cost, but the exact amount is unknown.[14]


    Wielding Triggers.[15]
    Increased by 1 One additional action token is consumed when an enemy unit enters a cell with wires.[16]

    Units inflected by lead bullets have an increased action token cost.[17] The specifics of the cost increase are unknown.

    1 Moving a space.[15]

    Moving up a story.[14]
    2 Unspecified Shooter Triggers.[18]


    All triggers have an area of effect cone, whose length and width depends on trigger type. Rotation is possible, but not size change. An example of cone difference is a Sniper Trigger's long but narrow cone — difficult for wide defensive coverage, but can block off a whole street.[19] Contrarily, Raygust's is wide but short.[6] A trigger will automatically attack an opponent if it is within the cone[20] as long as there are action tokens.[21] It should also be noted that when two units converge, the statistically stronger one will win.[22]

    The effectiveness of shields and ranged weapons depends more on a unit's trion parameters, while melee weapons depend more on a unit's attack parameters.[23]

    theorized equations for damage[23]:

    • Ranged: Trigger's Base Attack Rating X (Trion Stat(Big effect) + Attack Stat(Small effect))
    • Melee: Trigger's Base Attack Rating X (Attack Stat(Big effect) + Trion Stat(Small effect))

    Dealing with Attacks

    There are two ways for a unit to deal with damage: they can either Defend ((ぼう)(ぎょ), Bōgyo ?) or Evade ((かい)(), Kaihi ?). The user can use a defensive trigger to block or use Bagworm to evade; but if no trigger's cone overlaps with the opponent's cone, there is no way to block/evade the attack.[24] Defending will cost an unknown amount of tokens,[15] but it is unknown if evading will cost any tokens.

    Action Inputs

    There are several other types of movements units can do. Not all were shown, but these were the ones listed.

    Name Action
    ((せん)(たく), Sentaku Lit. Choice?)
    No Official Info
    (()(てん), Chiten Lit. Spot, point on a map?)
    No Official Info
    Presumably will go to a point on the map
    (()(えい), Goei Lit. Guard?)
    Supposedly an automatic support option as it was mentioned that a Miura Unit shielded both a Kitora and Okudera unit.[25]
    Standard Command[22]
    (()(ゆう) コマント, Goyū Komanto?)
    No Official Info
    Standard Movement[22]
    (()(どう), Idō Lit. Movement?)
    No Official Info
    Homing Movement[22]
    ((つい)(せき)()(どう), Tsuiseki Idō?)
    Automatically goes after a specific Unit that appears on the Radar or Map;[26] was said to be convenient but easy to predict.[27]
    ((たい)(), Taiki?)
    No Official Info
    The unit will stand in place

    Translation Note

    ≠: is covered by text so might not be full name and/or rest is presumed


    There are three named types of skills.[28][29] Each Unit has at least one skill, [30][29] with the most common amount being three.[2] There is a maximum of four skills.[31]

    Combo Skills

    Combo ((れん)(けい), Renkei Lit. Cooperation ?) aka Combo Skill ((れん)(けい) スキル, Renkei Sukiru ?) is a type of skill where if the user attacks and an ally has a similar trigger, they will preform a follow-up attack with half to no cost.[28][31]


    Penchant ((てき)(せい), Tekisei Lit. Aptitude ?) aka Aptitude Skill ((てき)(せい) スキル, Tekisei Sukiru ?) is a skill where the user gets an effect relating to their specific trigger.[29]

    Negative Skills

    Negative Skill (マイナス スキル, Mainasu Sukiru ?) is a skill that make the user weaker in some way.[32] There is only one known Negative Skill, being Chika's Combat Inexperience skill.[32]


    Collaborative teamplays seem to be the most common way to fight, with effective communication proving to be most important.[33] Contrarily, it should be noted that going solo can be advantageous, as demonstrated by Satoshi Mizukami:[34] players would not need to communicate, thus granting more time to think.[35] But this is implied to require a high amount of skill.[36]

    As unit quantity steadily increases, strategies involving stronger units are enhanced, whereas weaker units only grow more vulnerable.[37]

    Purpose in the Exams

    The Battle Simulation is one of three main ways to get points, along with assignment points and A-rank evaluations; however, it is considered the least important out of the three. Points allocated depends on the given day, type of simulation, and match outcome.

    Battle Simulation Schedule

    There are 10 matches a day starting from 3pm until 7pm, which averages around 20 minutes for each match; [38] each squad gets a break for one round.[39]

    Day Win Draw Loss
    Exam Day 2
    Battle Simulation 1[40]
    50 10 0
    Exam Day 3
    Battle Simulation 2[40]
    100 20 0
    Exam Day 4
    Battle Simulation 3[40]
    200 40 0

    Special Battle Simulation Schedule

    Day Win Draw Loss
    Exam Day 5
    Battle Simulation 4
    Special 1[40]
    100 20 0
    Exam Day 6
    Battle Simulation 5
    Special 2[40]
    150 30 0


    1. World Trigger MangaChapter 214 (p. 2)
    2. 2.0 2.1 World Trigger MangaChapter 216 (p. 12)
    3. 3.0 3.1 3.2 World Trigger MangaChapter 214 (p. 9)
    4. World Trigger MangaChapter 224 (p. 14)
    5. World Trigger MangaChapter 217 (p. 13)
    6. 6.0 6.1 World Trigger MangaChapter 214 (p. 12)
    7. World Trigger MangaChapter 216 (p. 1)
    8. 8.0 8.1 8.2 World Trigger Manga Vol. 24 Chapter 213 (p. 17).
    9. World Trigger MangaChapter 215 (p. 15)
    10. World Trigger MangaChapter 223 (p. 20)
    11. World Trigger MangaChapter 227 (p. 20)
    12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 World Trigger MangaChapter 214 (p. 7)
    13. World Trigger MangaChapter 214 (p. 11)
    14. 14.0 14.1 World Trigger MangaChapter 216 (p. 3)
    15. 15.0 15.1 15.2 15.3 World Trigger MangaChapter 214 (p. 10)
    16. World Trigger MangaChapter 231 (p. 11)
    17. World Trigger MangaChapter 232 (p. 18)
    18. World Trigger MangaChapter 215 (p. 11)
    19. World Trigger MangaChapter 214 (p. 14-15)
    20. World Trigger MangaChapter 214 (p. 13)
    21. World Trigger MangaChapter 215 (p. 10)
    22. 22.0 22.1 22.2 22.3 22.4 22.5 22.6 World Trigger MangaChapter 214 (p. 18)
    23. 23.0 23.1 World Trigger MangaChapter 224 (p. 4-5)
    24. World Trigger MangaChapter 214 (p. 16)
    25. 25.0 25.1 World Trigger MangaChapter 217 (p. 9)
    26. World Trigger MangaChapter 214 (p. 17)
    27. World Trigger MangaChapter 214 (p. 23)
    28. 28.0 28.1 World Trigger MangaChapter 215 (p. 3)
    29. 29.0 29.1 29.2 World Trigger MangaChapter 215 (p. 6)
    30. World Trigger MangaChapter 216 (p. 17)
    31. 31.0 31.1 World Trigger MangaChapter 217 (p. 3)
    32. 32.0 32.1 World Trigger MangaChapter 232 (p. 6)
    33. World Trigger MangaChapter 217 (p. 11-12)
    34. World Trigger MangaChapter 216 (p. 20)
    35. World Trigger MangaChapter 223 (p. 2-3)
    36. World Trigger MangaChapter 223 (p. 4-5)
    37. World Trigger MangaChapter 224 (p. 19)
    38. World Trigger MangaChapter 214 (p. 3)
    39. World Trigger MangaChapter 215 (p. 13)
    40. 40.0 40.1 40.2 40.3 40.4 World Trigger Manga Vol. 24 Chapter 214 (p. 3-4).
    Away Mission Test Arc
    Chapters 200 • 201 • 202 • 203 • 204 • 205 • 206 • 207 • 208 • 209 • 210 • 211 • 212 • 213 • 214 • 215 • 216 • 217 • 218 • 219 • 220 • 221 • 222 • 223 • 224 • 225 • 226 • 227 • 228 • 229 • 230 • 231 • 232 • 233 • 234 • 235 • 236 • 237 • 238 • 239 • 240
    Volumes 23 • 24 • 25 • 26
    Episodes TBA
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    Sexiest Gunner?
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