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Timeline Battle

Timeline Battle (タイムラインバトル)[1] is the name of the battle system introduced in SaGa Scarlet Grace and later used in SaGa Emerald Beyond. In both iterations, it is a round-based battle system that represents all player and enemy actions on a horizontal timeline. Unlike similar RPG combat systems that show action order, the placement of actions on the timeline represent both the action order and the tactical position of characters. This is used in conjunction with game mechanics such as United Attacks to incentivize movement across the timeline during battle to gain advantages.
Overview[edit]
The timeline is represented as a horizontal layout showing the faces of each character in battle, with turn order executing from left-to-right. The initial placement of all actors for each round is determined by each character's stats, the enemy AI's chosen actions, the actions taken the previous round, and other background RNG factors.
Action Selection & BP[edit]
Unlike other SaGa games, characters lack individual skill resource values such as MP/JP seen in previous games. Instead, each side is given a party-wide pool of BP to allocate between all characters for that turn, represented as a number of gold stars. At the start of each turn, allies and enemies select actions by allocating their BP for each character. When actions are being selected, allies may move forward or backwards on the timeline depending on the Tech being selected.
Conditional Techs[edit]
- Main article: Conditional Tech
To take advantage of the information given by the timeline, Conditional Techs are introduced that move characters across the timeline in response to specific events that trigger during battle.
Appearances[edit]
SaGa Scarlet Grace[edit]

SaGa Emerald Beyond[edit]
Emerald Beyond introduces the addition of empty spaces to the timeline. Allies and enemies are placed on a 12-space horizontal timeline with varying distances between each of them.
Each action in battle has a colored Combo Range displayed underneath characters' icons. Depending on the characters' placement on the timeline, these Combo Ranges can connect to form United Attacks, linking the Techs & Spells being used for increased damage based on the attacks' Combo Rate. United Attacks that reach a Combo Rate of 150% or over have a chance of initiating a followup unblockable United Attack called Overdrive, using a random selection of offensive Techs & Spells from each participating member. United Attacks that achieve a Combo Rate of 200% or more will be guaranteed to trigger an Overdrive, and Overdrives can even lead to further Overdrives if the Combo Rate reaches sufficient levels. Bonus Combo Rate can be generated by performing actions such as defeating enemies and creating new Combo Range links during a United Attack, rewarding careful positioning and targeting in battle.
Other mechanics are affected by positioning on the timeline; for instance, some weapons are able to Block/Evade attacks easier from enemies attacking from either before or after the user on the timeline, and Techs such as Airwave target all enemies that act after the user. Many Techs with Conditional effects give characters a way to further manipulate timeline positioning by moving directly next to specific targets to perform advantageous attacks, allowing players and enemies alike to perform or disrupt United Attacks more easily.
If any character performs an action with two empty spaces in front of and behind them on the timeline without being interrupted, the character will initiate a Showstopper, a self-sufficient version of United Attacks using only that character's Techs & Spells. The character will be given their own pool of BP for the Showstopper using any leftover BP, that wasn't used during that turn's action selections. During Showstopper, the character will first perform the initial action selected, then follow with a chain of random offensive Techs & Spells selected from their action list until either all BP is depleted or until each individual Tech/Spell has been used once. Techs/Spells in Showstopper cannot repeat, and while Showstoppers generate Combo Rate, it is used only for damage as Overdrives are not possible with Showstoppers. Only one Showstopper can be performed from either side each turn; for example, a Showstopper performed by an ally will deny an enemy from performing a Showstopper even if said enemy is spaced correctly to start one.
Romancing SaGa 2: Revenge of the Seven[edit]
- Main article: Timeline
While Romancing SaGa 2: Revenge of the Seven is marketed as having Timeline Battles, functionally the battle system is distinct from Scarlet Grace and Emerald Beyond and more closely resembles the battle system found in Square Enix's Octopath Traveler.
Development[edit]

The initial concept of Timeline Battles was proposed by series creator Akitoshi Kawazu to game director Masahiro Kataoka during the development of SaGa Scarlet Grace. Originally, Kawazu's idea of the timeline was to have it go on infinitely and represent an indefinite amount of time, but this was decided to be too difficult for players to enjoy properly. While the timeline's intended function is to give players enough information to consider the enemy's actions and make varied decisions, elements of the timeline system were designed to also add unpredictability and a feeling of drama to battles.[2] This can be seen in mechanics such as information on enemy conditional Techs being hidden from the player.
Trivia[edit]
- While functionally much different than Timeline Battles, the battle system in UNLIMITED Saga uses a precursor concept of combining turn order & positioning, as well as selecting no actions as a form of defense. The order of action selections in UNLIMITED Saga determine the likelihood of which characters are targeted by enemies, with characters chosen first being more easily targeted. Characters that have no actions chosen during a turn will cycle out of the front lines to recover HP, and are safe from any attacks.
- SaGa 3 Jikū no Hasha: Shadow or Light uses a timeline system that sets the basic foundation of what would later become Timeline Battles in the series, having similar basic timeline strategies as those later seen in SaGa Emerald Beyond. The timeline in Shadow or Light is represented on the top screen within the bottom left corner as a row of player & enemy icons. Combos can be performed by allied characters on either player or enemy sides if they are adjacent to one another and using the appropriate skills. Different actions affect the placement of allies on the timeline. Enemy Combos are displayed in advance on the timeline and can be broken by moving characters in-between their turns.
References[edit]
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Characters | |
Protagonists | Tsunanori Mido - Ameya Aisling - Bonnie Blair & Formina Franklyn - Siugnas - Diva No.5 |
Starter Allies | Musashi - Komachi - Sukune - Boh / LoLo - Shinobu Kato - Macha (Copy) / Meow - Hiss - Purr / Warrior - Philosopher - Lifetaker - Hero - General - Champion / Boudica - Wednesday - Blath - Imakoo |
Recruitable Allies | Scarecrow |
Gameplay | |
Mechanics | Timeline Battle - United Attack - Overdrive - Showstopper - Conditional Tech - Character Stats - Glimmer - Mimic - Absorb |
Inventory | Weapons - Armor - Materials- Key Items |
Lists | Weapon Techs - Spells - Monster Techs - Mech Techs - Formations - Roles |
Worlds | Avalon - Delta Base - Miyako City - Witchdom Pulchra |
Work in Progress ![]() |