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 Ability 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 2HP at the start of all your turns.
- Recover 10HP 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. Instead of M-Launch, M-Fire+4.
C Water: Damage is water instead of physical. Instead of M-Launch, M-Water+4.
C Air: Damage is air instead of physical. Instead of M-Launch, M-Air+4.
C Earth: Damage is earth instead of physical. Instead of M-Launch, M-Earth+4.

[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.
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 +10HP. M-Recovery.
Field: Restores 12 HP to the Ace.
C Rush: True Heal an ally for +10HP.
C Earth: Change the damage from physical to supreme, and deal +4 damage.

[T] Strike Down: 3MP. 80CoS. Deal weapon damage to a single target, and suppresses -2 Drive. M-Pin.
C Launch: Deal +4 damage.
C Water: You remove -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: Deal +4 damage.
C Air: Taunt is Long instead.

Overdrive Abilities

[OD][T] Overdrive: Record Breaker. 80CoS. Deal weapon damage +6 to a single target, and dispel all positive status effects on the target. This damage is supreme. 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. Deals 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. Recovers +1MP and grants Short Focus to an ally. 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: Long Taunt I 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 and Short Curse II to a single target. M-Pin.
C Earth: Inflict Short Exhaust II as well.
C Launch: Inflict Short Challenge II as well.
C Recovery: Deals +7 damage to targets which combod last round.

[T] Dashthrough: 5MP. 80CoS. Dash, then deal weapon damage to a single target in each enemy row. M-Rush
C Air: Deal +3 Damage.
C Fire: If you used this from the back row, +3 damage and damage and momentum is 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] Whallop: 3MP. 40CoS. Deals weapon damage +8 and +1 additional damage die to a single target. 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: Anytime an enemy performs an Overdrive, the Ace gains Short Lucky at the start of their next turn. If multiple enemies Overdrive before the start of the next round, 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 Active Slot.

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

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

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 deals +4 damage and rolls an additional damage die.

[Q] Second Wind: The Ace True Heals +10HP, and ignores any negative statuses effecting 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, you now recover 3HP, rather than 2HP.

If your version of Indomitable restores HP to you post battle, you now recover 15HP, rather than 10HP.

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 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.

[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 targetted by that action, you simply remove one 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. If the target has 50HP or less, deal +6 damage. If the target is Dazed by the end of the round, the Ace recovers 20HP. M-Launch
C Pin: Deals +6 additional damage to targets with 50HP or less.
C Water: If the target is Dazed by the end of the round, the Ace's allies all recover 10HP.

[T] Formation Breaker: 4MP. 80CoS. Deals weapon damage and Slow 1s the target. If the target is at Max HP, deal +10 damage. M-Launch
C Rush: Deal +6 damage and inflict Long K-Shatter.
C Fire: Deal +6 damage and inflict Long E-Shatter.
C Recovery: Deal +6 damage, 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 Active Slot.

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

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

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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