Ace

ACE

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Ace character.
- 1 Passive Ability, with a choice of how it functions.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Abilities out of a list of 4.

Passive

[P] Indomitable - As elite warriors, Aces are capable of wading through dozens of fights without slowing down. When creating an Ace, select one of the following as your indomitable effect:
- Recover 2 HP at the start of all your turns.
- Recover 10 HP at the end of each battle.

Active Abilities

[T] Power Strike: 4MP. 80CoS. Deal weapon damage +3 to a single target. M-Launch
C Fire: Damage is fire instead of physical. M-Fire+4 instead of M-Launch.
C Water: Damage is water instead of physical. M-Water+4 instead of M-Launch.
C Air: Damage is air instead of physical. M-Air+4 instead of M-Launch.
C Earth: Damage is earth instead of physical. M-Earth+4 instead of M-Launch.

[T] Spread Wave: 5MP. 80CoS. Deal weapon damage to a a single target, then True Strike other enemies in the same row for 6 physical damage. M-Rush.
C Fire: The True Strike deals 8 fire damage instead.
C Water: The True Strike deals 8 water damage instead.
C Air: The True Strike deals 8 air damage instead.
C Earth: The True Strike deals 8 earth damage instead.

[T] Rally Strike: 4MP. 80CoS. Deal weapon damage to a single target, and the Ace gains +2 Drive. M-Rush
C Air: Every ally in the Ace's row gains +2 Drive, as well.
C Pin: The Ace gains +5 Drive, instead.

[T] Hero Saber: 4MP. 80CoS. Deal weapon damage to a single target, then True Heal the Ace for +10 HP. M-Recovery.
Field: Restores 12 HP to the Ace.
C Rush: True Heal an ally for +10 HP, as well.
C Earth: Change the damage from physical to supreme, and gain +4 damage potency.

[T] Strike Down: 3MP. 80CoS. Deal weapon damage to a single target, and suppress -2 Drive. M-Pin.
C Launch: +4 damage potency.
C Water: You suppress -5 Drive from the target instead of -2.

[T] Charge: 2MP. 80CoS. Dash, then deal weapon to a single target, and inflict Short Taunt. M-Rush.
C Rush: +4 damage potency.
C Air: Taunt is Long instead.

Overdrive Abilities

[OD][T] Overdrive: Record Breaker. 80CoS. Deal supreme weapon damage +6 to a single target, and dispel all positive status effects on the target. Scratch 6 on a miss. M-Launch.

[OD][T] Overdrive: Admiralty Sword. 80CoS. Deal weapon damage to two targets, and suppress -2 Drive on both. M-Rush.

Dazed Abilities

[D][T] Grit: Dazed. 60CoS. Deal weapon damage to a single target. Momentum is based on weapon.

[D] Grapple: Dazed. Inflict Short K-Shatter & Short E-Shatter to a single target. M-Pin.

[D] Shout: Dazed. Grant an ally Short K-Power & Short E-Power, and +1 Drive. M-Air

[D] Encourage: Dazed. Recover +1 MP to an ally, and grant Short Focus to them as well. M-Recovery

Level 1 (Quick)

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Switchback: After acting this turn, pick a single target you dealt no damage to this turn and True Strike them for 8 physical damage.

[Q] Guard Breaker: Convert physical damage you deal to Supreme this turn.

[Q] Dare: Inflict Long Taunt I on an enemy.

Level 2 (Active)

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[T] Lode Strike: 2MP. 80CoS. Deal weapon damage to a single target, and inflict Short Curse II M-Pin.
C Earth: Inflict Short Exhaust II, as well.
C Launch: Inflict Short Challenge II, as well.
C Recovery: +7 damage potency, if the target used a Combo last round.

[T] Dashthrough: 5MP. 80CoS. Dash, then deal weapon damage to a single target in each enemy row. M-Rush
C Air: +3 damage potency.
C Fire: If Dashthrough is used this from the back row, gain +3 damage potency and change the damage and momentum to Fire.
C Launch: The target in the front row is Pushed into the back, and the target in the back row is Pulled into the front.

Level 3 (Active)

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[T] Break Free: 5MP. 80CoS. Deals weapon damage to a single target, then cleanses all negative status effects from the Ace. M-Recovery
C Rush: Other allies recover from the same status effects, too.
C Launch: Dispel the struck target.

[T] Wallop: 5MP. 40CoS. Deals weapon damage +8 with one additional damage die to a single target. Scratch 6 on a miss. M-Launch
C Pin: +30 CoS.
C Water: M-Launch+6, rather than M-Launch. This combo can be activated and take effect, even if the ability misses.

Level 4 (Passive, Skill)

At level 4, you gain a new skill point, as well as a choice of a single Passive out of the following two:

[P] Revenge Drive: At the start of your turn, if any enemies Overdrive since your previous turn, gain Short Lucky. If multiple enemies Overdrive during that time, gain Short Lucky II instead.

[P] Ace Strength: Whenever the Ace has at least one positive status, they roll one additional damage die when attacking.

Level 5 (Uprade/Slot)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Full Attack: The next attack the Ace makes gains +4 damage potency and an additional damage die.

[Q] Second Wind: The Ace True Heals +10 HP, and ignores any negative statuses affecting them for this turn.

Level 7 (Passive Upgrade)

At level 7, your Indomitable passive ability increases.

If your version of Indomitable restores HP to you every turn, increase the healing per turn by +1, for a total of 3HP per turn.

If your version of Indomitable restores HP to you post battle, increase the healing after each battle by +5, for a total of 15HP per battle.

Level 8 (Active, Skill)

At level 8, you gain a new skill point, as well as a choice of a single one of the following two Active Abilities, or another active from level 3 or lower:

[T] Precision Strike: 3MP. 100CoS. Deals weapon damage to a single target. The Ace has +10 Critical against this target for the remainder of this battle. This bonus increases by another +10 Critical each time that target is struck by Precision Strike again. M-Rush
C Rush: Quicken the Ace 3.
C Pin: M-Rush+4 instead.
C Launch: +4 damage potency.

[T] Interceptor: 4MP. 80CoS. Deals weapon damage to a single target. This round, you can replace one ally target of each enemy action with yourself. (If you're already targeted by that action, you simply remove one other ally target from the action.). M-Pin
C Earth: Inflict Long Challenge, as well.
C Air: Inflict Short Shock II, as well.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD] Overdrive: Invincible: Grants the Ace a Barrier (100). M-Earth.

[OD][T] Overdrive: Shockwave: 80CoS. Deals weapon damage to a single target in the front row and a single target in the back row. Damage is Supreme, rather than physical. M-Rush.

Level 10 (Passive)

At level 10, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Wide Open: When any enemy in the front row has a negative status, you can perform melee attacks against the back row.

[P] Ace of Spades: Anytime you deal non-True damage to an enemy on your turn, you can inflict Short Challenge on them as well.

Level 11 (Active)

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[T] Finishing Strike: 4MP. 80CoS. Deals weapon damage to a single target. If the target has 50HP or less, gain +6 damage potency. If the target is Dazed by the end of the round, the Ace recovers 20 HP. M-Launch
C Pin: +6 additional damage potency to targets with 50HP or less, for a total of +12.
C Water: If the target is Dazed by the end of the round, the Ace's allies all recover +10 HP as well.

[T] Formation Breaker: 4MP. 80CoS. Deals weapon damage and Slow 1 a single target. If the target's current HP is equal to its maximum when Formation Breaker hits, gain +10 damage potency. M-Launch
C Rush: +6 damage potency and inflict Long K-Shatter, as well.
C Fire: +6 damage potency and inflict Long E-Shatter, as well.
C Recovery: +6 damage potency, and Slow 3 the target instead.

Level 12 (Upgrade/Slot, Skill)

At level 12, you gain a new skill point, as well as a choice to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain the following Passive:

[P] Blue Ribbon: The Ace has Protection from all negative statuses.

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