Heart of Enya: Character and Mechanics Guide

This guide covers Heart of Enya’s Combat Mechanics and a general guide of how I played it. This guide will have spoilers for the story and mechanics involved, but they will be clearly marked. This guide starts during the 3rd tutorial but covers everything about a character afterwards.


Quick Information

This game is fairly simple and easy to understand, but this is just for those who have trouble understanding SRPG mechanics and want to enjoy the story.

Some things to keep in mind for this game.

  • This is a game where characters can and will get in the way of each other during strategy. This is important to keep in mind, especially in turn order.
  • There is friendly fire, use this to your advantage and be careful to avoid it if necessary.
  • Enemies DO NOT CARE about current charge attacks on screen but you should.
  • Due to how the mechanics of this game work, EVERYTHING is a resource and not using it when you decide to call it quits for a round is wasted (this includes health).

This guide will cover characters first and then get more into other aspects of the game. If you want to avoid spoilers, the beginning sections after this are safe to read.

Characters at the Beginning

These are the characters at their weakest but will cover their attacks, their stats, and what special things they can do. We will cover their stats before and after soup ingredients. To begin, let’s do the namesake of the company:

Bapy (They/Them)

Bapy has the following stats:

  • HP: 5 (7 if wheat is included in soup)
  • FP: 4 (5 if carrot is included in soup)
  • Move: 4

and the following actions:

  • Hoe: Do 1 damage to one target in a cardinal direction, then move into a location that is 0-1 spaces away that you can go to.
  • Flame Hoe: Same as Hoe but applies Burning, a status ailment that stuns and does 1 damage at the end of the turn.
  • Push/Pull: Push away a target that’s one space away in a cardinal direction or pull in a target that’s two spaces away in a cardinal direction.
  • Flame Push/Pull: Same as Push/Pull but applies Burning.

Bapy has the fastest movement out of everyone at the start, having 4 movement in a group that mostly has 3 movement makes them so much nimbler than the others. However, due to their low damage and how all enemies at this point have even amounts of health, they require double the turns allies do to finish an enemy off. Due to this trait, they are not viable for attacking without FP being involved.

However, their nimbleness makes them an expert at being a pseudo-dancer for allies or a disruption for enemies, and when FP is included, they can stun high priority targets, deal 2 damage, or finish off a weakened foe when another ally used a FP attack, dealing an odd amount of damage.

You rarely want Bapy on the front lines due to their frailty unless you know for sure that they’re safe or you need to burn some of that resource for the greater advantage.

For Soup, I would suggest giving as many characters buffs rather than trying to stack buffs on one character, so it’s usually a toss up between which stat you want to buff. For Bapy, it’s fine to either pick wheat or carrot, I usually go for carrot since FP is such a strong resource in this game but Bapy needs it the least compared to the others because of their relatively small area of attacks.

Raina (He/Him or They/Them)

Raina has the following stats:

  • HP: 6 (8 with potato)
  • FP: 4 (5 with tomato)
  • Move: 3

and the following actions:

  • Slash: 2 damage and hits two in a row in a cardinal direction.
  • Flame Slash: Slash but with Burning
  • Cleave: 2 damage and hits a spot in a cardinal direction and the two spots next to it.
  • Flame Cleave: Cleave but with Burning

Raina is the fighter of the group, most held back by their lesser movement due to how they need to get close to an enemy to do most of their damage. However, they do a lot of it, having two excellent attacks for dispatching Frost with the only AoE in the group that doesn’t have a charge to his attack. This makes FP really efficient on them, especially if you hit a massive cleave against a ton of enemies, letting Bapy come in to potentially pick off a few.

Raina thrives on the front line, but you should still be careful about taking unnecessary attacks from foes out there as having just one more point of HP doesn’t really matter when the enemies he’s facing still take him to 0 in the same amount of attacks as Bapy or Soleil.

For Soup, I would suggest giving Raina the tomato, even if the 8 HP from giving them a potato seems really tempting. The power from a well timed Flame Cleave or Flame Slash is just too good to pass up, especially if it’s the blue melee enemies, where each successful stun against them might as well have granted you +2 HP since that’s damage you’re not taking.

Soleil (She/Her)

Soleil has the following stats:

  • HP: 5 (7 with chicken leg)
  • FP: 4 (5 with lettuce)
  • Move: 3

and the following actions:

  • Bolt: Do 2 damage and hit 2 spaces away.
  • Flame Bolt: Bolt but with Burning.
  • Blast: Charge attack (wait a turn before being able to activate) that does 2 damage, and can be sourced up to three spaces away from when Soleil originally casts it. It has a plus sign pattern.
  • Flame Blast: Blast but with Burning.

Soleil you really don’t want up in front, especially if she’s charging because she’ll have limited movement. Soleil is honestly kind of hard to work around as her abilities require proper set up to pop off.

Blast is your go to spell if you know where your enemies are going, but it’s situational because it requires you either bait with allies or everyone be far from the enemies to set up. The fact it’s a charge spell and the charging and the casting of the spell both cost a turn also make it unviable as anything other than a trap.

Bolt is better in action economy but it’s a two damage Bapy Hoe if Bapy could only step away from the opponent most of the time. Sure, it can go over walls, but when the rest of your team needs to be in melee range or actively destroys cover when attacking over it. This makes it have the same functionality as Hoe, picking off foes when they’re already weak or stunning them, it just has the benefit of doing more damage.

For Soup, lettuce is literally the only and best choice for Soleil since Soleil’s massive AoE can stun several targets at once or a well time Flame Bolt can prevent Soleil from taking damage for the turn.

Enemies at the Beginning

Enemies in this game are the Frost and are all blocks of ice fittingly. However, some are more threatening than others and this is a guide on the ones you will fight at Tutorial 3. We will start with the most basic and move on from there.



  • HP: 4
  • Move: 3
  • Damage: 2

Actually the strongest Frost enemy you’ll encounter. The fact it deals 2 damage makes it no joke, especially if you end up fighting groups of them and they circle around a poor soul. It’s a blessing these have some of the lowest HP in the game, but even then, they’re a priority to stun if you can’t kill them in a single turn. Their 3 movement also makes them very threatening as you cannot run from them unscathed unless you had a running start or are Bapy.



  • HP: 6
  • Move: 2
  • Damage: 1 (Push enemies back 1 too)

The only real annoyance about these enemies is their high HP, but even then, you could turn it into an advantage. With their low movement, they clog up the battle field for their allies, making stunning them at choke points really powerful and actually quite easy to do. Their low damage also makes them not a huge threat unless you’re next to a wall or pillar they can hit you into (for comparison against Crushers, they’ll take 5-6 to deeply wound someone while Crushers need only 3 attacks). You can also outrun Bashers no matter what.



  • HP: 3
  • Move: 1
  • Damage: 2

These ones are more of a benefit than a hindrance to be completely honest. They hit in a straight line across the whole screen with some extra width here and there. Not only are they really easy to avoid, friendly fire exists for these fellows, so they’ll hit a bunch of their allies that won’t get out of the way. They also have to charge to attack, making their initial board presence nonexistent.

This is the end of the beginning section and thus character and mechanic spoilers will follow. If you somehow got here without getting the game and playing it, here is a link to do so.

Characters at the End (Spoilers)

This section includes the last character, Lua, as well as things all characters got during the story and how it changes their playstyle. We’ll go in the same order as before, starting with addendums to all previous characters.


New things added to them:

  • New Trait gained called Small: Lets them move through other units.
  • New Action gained called Snowbank: Lets them make a 1 HP obstacle.
  • New Action gained called Big Snowbank: Lets them make a 3 HP obstacle for FP.

The most impactful thing here is Small. Small drastically improves Bapy’s movement and makes their ability to be a dancer all the more potent. It also allows them to pick off weak foes with ease. Small is the biggest benefit Bapy could have gotten and keeps them relevant well into late game no matter what.

Snowbank is less impactful but still quite useful. This forces your opponents to funnel down a certain path or wastes their time. You almost never have any reason to use Big Snowbank unless you really want to waste your opponent’s time, but it’s sure to become an obstacle later on to your team if the enemy doesn’t deal with it first.


New things added to him:

  • New Trait gained called Strong: Gives them +1 HP.
  • New Action gained called Cross Cleave: A charge attack that does 3 damage, does cleave and then adds Slash’s attack range on top of the middle one. It also moves with Raina.
  • New Action gained called F Cross Cleave; Same as Cross Cleave but with Burning

Cross Cleave is the most important addition to Raina’s kit, this combined with Lua’s Throw and Bapy’s Push/Pull make it so moving Cross Cleave into place after using it in a safe place is quite easy. It also does an amazing three damage for the trouble. Still somewhat awkward to work around like Soleil’s Blast, but not too bad.

Strong is literally +1 HP, moving Crusher kill amount from 3 hits to 4 hits base, not amazing but not bad either.


New things added to her:

  • New Trait gained called Agile: Improves movement while charging from one space to two spaces.
  • New Action gained called Magic X: Blast but instead of a plus pattern, it’s an X pattern.
  • New Action gained called Flame X: Magic X but with Burning.

Soleil doesn’t really get anything amazing throughout the game, her base kit is already pretty good if you know how to work with it. Agile is nice as it covers a weakness, but proper positioning shouldn’t have you relying on this trait. Magic X is a clunkier version of Blast as while the enemies LOVE to group up in a way that makes Blast consistent, Magic X doesn’t have that.

Lua (She/Her)


  • HP: 7 (9 with mushroom)
  • FP: 4 (5 with onion)
  • Move: 4
  • Sturdy: Take 1 less damage from all sources.


  • Shield Bash: Hit 1 foe in a cardinal direction and hit them away.
  • Flame Bash: Shield Bash but with Burning.
  • Throw: Pick up a unit in a cardinal direction and throw them up to 2 squares away.
  • Long Throw: Throw but 3 squares away. Costs FP, doesn’t Burn.
  • Spear: Grayed out and unusable, purely for flavor.

Lua is a super strong addition to your party. She makes the Bashers appear even more weak because not only can they not damage her, but their push back can’t hurt her. Her ability to move allies also beats Bapy, which would make Bapy weaker if it weren’t for Bapy having Small boost their viability (plus, movement manipulators is not a bad niche to have more of).

The only thing she struggles with is doing damage, but even then, she ties with Bapy and has the same movement as Bapy and has the potential to do more damage than Bapy if the opponent is against a wall.

Her other strongest aspect, other than the strong movement in her kit, is that she is TANKY. 7 HP to start and less damage taken, this makes her near insurmountable and lets you safely put her in the front with little to no worry. The fact she has 4 movement is purely just the cherry on top, allowing her to rush to the front if she was busy throwing some allies forward.

While you could give her ingredients, there is literally no need to. She has good everything already to start and doesn’t really need FP as much as others do. You could reasonably give her mushroom if you were insistent on giving her an ingredient as she gets, at the absolute least, double benefit from extra health compared to everyone else.

Enemies at the End and Bosses (Spoilers)

The last section to cover is enemies. We start with the one basic enemy that doesn’t appear in tutorial 3 but does appear later on.



  • HP: 5
  • Move: 1
  • Damage: 2 (Hits a wide area reaching half the stage)

Like the Avalancher, this enemy is surprisingly beneficial to you. It’s a little harder to dodge due to how wide the AoE is, but it still friendly fires. In fact, the wider area is a detriment to your enemies as well as it is to you since enemies rarely leave it. The only annoying thing about them is that when they’ve outlived their usefulness and you need to kill them, they take a bit longer to kill than Avalanchers.


Each boss has two phases, I will cover what makes each boss different than the last but the bosses are more like obstacles you have to crawl your way to than real threats on their own. The biggest threat are actually the normal enemies you have to fight on the way to them as they drain resources.
After the first phase, all characters are sent back to the beginning and all enemies and obstacles are reset, so if you can finish the boss’s HP off in a turn, it’s usually fine to risk everything to do it.


Luicicle, or Frozen Lua, is the first boss of the game and appears after you’re done with the tutorial.
Phase 1 stats:

  • HP: 4
  • Move: 0
  • Damage: None
  • Traits: Immovable, Unburnable, Acts Last, and Defeat to End Battle

Phase 1’s actions involve charging a single line attack that push everyone caught in it back as well as destroying any obstacles there and making new ones. The randomness of the obstacle creation can be very finicky at times and might require a couple tries in order to safely do round one while going for the achievement. This fight starts with two Avalanchers (which are actually quite annoying this time) and a couple Bashers and crushers, making approaching at the start annoying.

Phase 2 is basically the same as phase 1, but everything has been reset and Luicicle Phase 2 has more health.
Phase 2 stats:

  • HP: 6
  • Move: 0
  • Damage: None
  • Traits: Immovable, Unburnable, Acts Last, and Defeat to End Battle.

Phase 2 actions are the same as Phase 1’s, just more HP.

Absolute Zero

Absolute Zero is the second and final boss of the game and appears soon after Lua joins the team.
Phase 1 stats:

  • HP: 9
  • Move: 0
  • Damage: 2
  • Traits: Immovable, Unburnable, Acts Last, and Defeat to End Battle

Phase 1 has him, instead of pushing people back, doing a charge attack that summons random splotches of AoE that appear roughly where most of your team is. This is a considerable threat and should be considered when approaching him. He starts with two crushers which can be swiftly dispatched without FP and several bashers that take their time to approach.

Phase 2 stats:

  • HP: 9
  • Move: 0
  • Damage: 2
  • Traits: Immovable, Unburnable, Acts Last, and Defeat to End Battle

Phase 2 has him start with pushing everyone back while resetting debris. He is then joined by 4 crushers that spawn around him. Note, everyone who is not at 0 HP when the next phase begins will have their HP and FP restored, making beating him in one go possible. This means resources are to be spent liberally.

He’ll also have a new attack that pushes everything that can be pushed back by 1 space, very annoying when trying to approach him, especially with slower teammates.

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Post Author: Robins Chew

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