Alina of the Arena Beginner Guide | Planning a Turn, from Init to Equipment Swaps
Practical examples of Init timing, energy allocation, collisions, avoiding firing lines, and matching red and blue equipment. Also covers healing, removal, and shopping after fights.
Edition: Primarily the full PC Steam release; shared combat rules were also cross-checked against a Switch review.
Verification scope: Official announcements were checked through the October 14, 2025 fix. The current in-game build number has not been verified. Earlier v1.2.2 information and Early Access are treated separately.
Sources checked: 2026-10-04
14 / 14 rows
Before playing a card, choose the tile where you will end up
Opening with an attack without thinking can cost you Init and leave you unable to escape. Read enemy attack areas and your hand, then plan your action order backward from the tile where you want to finish.
- Read firing lines, such as red arrows, and the areas attacks will hit
- Check whether moving one tile with Init will avoid the attack
- Check that the destination is outside other enemies' attack areas
- Calculate which enemies you can defeat and how much block you need with the remaining energy before playing your first card
Movement cards other than Init exist, but you may not draw them. Start by finding a safe end position using only the hand you have.
A 3-energy example: movement and one necessary attack rather than two attacks
The following examples are calculation exercises. They do not describe the fixed stats of specific real cards or a guaranteed opening battle layout.
Wide tables scroll horizontally.
| Hypothetical situation | Possible action | How to assess the result |
|---|---|---|
| 3 energy. Init, the attack card, and the defense card each cost 1 | Init → one attack → one defense | Block only the damage still aimed at you after moving |
| Same conditions, but Init alone avoids every attack preview | Init → use the remaining 2 energy to attack or prepare | Choose an action that helps you later instead of playing unnecessary defense |
| You attacked first, so Init disappeared | If you have no other movement card, use block or defeat enemies | Do not plan to retreat with Init afterward |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Along with the remaining energy—3 − 1 = 2—check each card's displayed range and targets. Unused energy normally cannot be saved for the next turn, but you do not need to move into danger just to spend it all.
Positioning example: use Slam to push an adjacent enemy and leave another enemy's firing line
An independent PC play article shows Slam used while the player stands in a ranged attack's preview line with an enemy blocking the tile above. Pushing the adjacent enemy away and moving at the same time takes the player out of the firing line.
- Look at the enemy blocking your exit as well as the enemy attacking
- Check where you will move after pushing with Slam
- If the landing tile is outside the ranged attack preview, you can attack and retreat at once
- If another attack still threatens the landing tile, add a way to deal with it
Choosing an enemy can be about opening an escape route as well as attacking the enemy with the least HP. Follow the current in-game display for card range and push distance.
Collision example: change the push direction when a wall is one tile behind the enemy
Pushing an enemy onto an empty tile creates distance. Pushing toward a wall or another enemy can also cause a collision stun. The same card can serve different purposes depending on the board.
Wide tables scroll horizontally.
| Behind the enemy | Goal | Check to avoid mistakes |
|---|---|---|
| Empty tile | Increase the distance from the enemy | Whether you remain safe after changes to range or attack-preview positions |
| Wall | Stop an attack with a collision stun | Whether the enemy has knockback immunity |
| Another enemy | Aim for an enemy-to-enemy collision | Check both the push destination and the attacks of remaining enemies |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Instead of building a large amount of block before pushing, first see which attacks the collision actually stops, then cover the rest. This does not guarantee a fixed stun duration or effectiveness against every boss.
Equipment color example: a red-slot sword and blue-slot shield need matching cards
Attack cards with the same name can reference different equipment depending on whether they are red or blue. With an offensive weapon in the red slot and a shield in the blue slot, focus on checking red attack cards and blue defense cards.
- Check the colors of cards in your hand
- Check what is equipped in the slot of the same color
- Check each combat card's displayed values and target area
- If your main cards repeatedly fail to match, consider changing their colors through meditation or the shop
Changing color is an adjustment to match your main cards with your current weapon and shield. It does not mean red is always stronger. Do not assume colorless cards can be enhanced through the same system.
Consider swapping equipment before playing a card
You can carry spare weapons in your inventory and switch during combat. Swapping costs no energy, but equipment whose effect you have already used that turn cannot be freely swapped.
- If you need a ranged or wide attack, check spare equipment before playing the first card
- Match your hand's colors with the new equipment's range and effects
- After swapping, check the updated card display before playing
- If an item cannot be swapped after its effect is used, do not calculate as though it can enhance a card you have already spent again
You can pick up items thrown by the crowd by standing on their tile. Items left on the ground can also be collected on the loot screen after combat, so consider whether you really need to enter a dangerous firing line to collect them immediately.
After a fight: check HP, unwanted cards, colors, and equipment for gaps
Focusing only on new reward cards can leave you with a large deck that rarely draws its essential cards. First identify one weakness you will carry into the next fight.
Wide tables scroll horizontally.
| Problem | Option | Decision guideline |
|---|---|---|
| Too little HP to survive the next attack | Healing at Rest, healing items already obtained, or shop consumables | Prioritize survival over the value of an upgrade |
| The cards you want rarely appear | Removal through meditation or the card shop | Start by removing cards that no longer have a role |
| Attack or defense card colors do not match | Color changes through meditation or the card shop | Consider this when the same problem repeatedly affects your main cards |
| The cards are ready, but range or equipment effects are lacking | Equipment or upgrades from the item shop | First distinguish whether adding cards can solve the problem |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Removal does not mean indiscriminately discarding attack or defense cards. Preserve necessary roles while replacing cards, such as removing an older defense card after obtaining a better one.
Before the Champion: identify one reason for taking extra fights
Even after reaching the required wins, you can visit remaining options before the Champion. Detours offer rewards, but additional fights can also cost HP.
- If your deck often leaves you unable to move, look for opportunities to improve movement or control
- If you have many unwanted cards sharing a role, prioritize opportunities for removal
- If the last fight cost a lot of HP, check the available healing options
- If you have nothing specific to improve and another fight is dangerous, do not insist on visiting every node
Avoid rigid rules such as always taking every fight for extra rewards or always resting below full HP. Decide based on your next opponent and the weaknesses in your hand. Check the screen for the number required before challenging the Champion.
After losing, change one thing that was missing
Making a final clear your only initial goal can obscure mistakes involving equipment colors or Init timing. On the next attempt, try a change directly connected to the reason you lost.
Wide tables scroll horizontally.
| How you lost | What to try next |
|---|---|
| You attacked and then could not escape | Decide whether you need Init first |
| You were surrounded and one tile was not enough to escape | Secure extra movement, knockback, and the block you need |
| Picking up a weapon did not make you stronger | Compare card colors with equipment slots |
| You drew only setup cards and could not attack | Consider skipping rewards and removing unwanted cards |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Class, card, and difficulty unlock requirements are covered separately on the main guide page. You do not need to complete a specific build on your first run using cards you have not unlocked.
Frequently asked questions
How can I move after attacking without Init?
Use another movement effect if your hand has one. Otherwise, handle remaining attacks through kills, pushes, and block. Do not assume you can recover Init later in the turn.
Should I prioritize healing or card upgrades?
Decide whether you can survive the next fight. Training is an option if you have enough HP and an important card to upgrade; healing is an option when you are in danger. Check the Rest screen for the healing amount.
Should I move to pick up a weapon during combat?
It can be worthwhile if you need that equipment immediately, but moving into danger can cost more than you gain. Also consider whether the item can be collected after combat.