Ironclad

IRONCLAD

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

Level 0

What you get when generating a new Ironclad 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] Heavily Armored: True to their name, an Ironclad is constantly covered in armor, and perfectly at home inside of it. When creating an Ironclad, choose one of the following as your Heavily Armored effect:
- When the Ironclad carries a single Shield, regardless of type, it has -2WGT. Its damage reduction potency is increased by +1, and you can Block +1 additional time with it, as well. Anytime the Ironclad Defends while wearing a Shield, they refresh the number of times they can Block with their shield to its maximum value.
- When the Ironclad wears Body Armor, it has -2WGT, and grants an additional +10 Max HP. Anytime the Ironclad takes a Defend action while wearing Body Armor, they recover +10MP.

Active Abilities

[T] Impact Charge: 4MP. 80CoS. Dash, then deal weapon damage to an enemy while inflicting Short Challenge II your target. M-Rush.
C Rush: Push the enemy, as well.
C Recovery: The Ironclad is True Healed for +10HP, as well.

[T] Iron Driver: 2MP. 80CoS. Deal weapon damage to an enemy, then the grant the Ironclad a Bubble(10). M-Launch.
Field: Restores 6 HP to the Ironclad.
C Air: The Ironclad is True Healed for +10HP, as well.
C Fire: Deal +4 damage, and the attack can ignore row restrictions.

[T] Covering Blow: 2MP. 80CoS. Deal weapon damage to a single target, and select an ally. For the rest of the round, anytime that ally would be targeted by an attack, the Ironclad can choose to become the target instead. M-Pin
C Earth: The Ironclad gains a Barrier (4) as well.
C Water: The ally is True Healed for +10HP, as well.

[T] Overload: 3MP. 80CoS. The Ironclad loses 10HP, then deals weapon damage +6 to a single target. M-Launch
C Launch: +6 damage.
C Air: Lose 10 more HP, then True Strike any target for 12 air damage.

[S] Grappling Hook: 3MP. 80CoS. Pull a single enemy into the front row, then inflict it with Long Taunt and Short K-Shatter. M-Pin.
C Launch: True Strike the target for 6 physical damage.
C Water: K-Shatter is Long, rather than Short.

[S] Suppressing Fire: 4MP. 100 CoS. Deals 3 fire damage to a single target, and inflicts Long Challenge & Short Burning II. M-Fire.
C Rush: Target an additional enemy in the opposite row.
C Pin: Also Inflicts Long Burning

Overdrive Abilities

[OD] Overdrive: Force Field: Grants the Ironclad and allies a Barrier (8). M-Recovery

[OD][T] Overdrive: Heavy Anchor: 80CoS. Deals weapon damage to a single target, and inflicts Long K-Shatter and Long Taunt. M-Launch

Dazed Abilities

[D] Stand Strong: Dazed. Grant an ally a Bubble (8). M-Recovery

[D] Warning: Dazed. Grants an ally a Barrier (5). M-Earth.

[D] Just You Wait: Dazed. Inflicts Long Taunt II on a single target. M-Water

[D] Remote Mine: Dazed. True Strikes a single target for 1 fire damage. M-Fire
C Fire: Inflicts Long Burning
C Earth: +10 damage.
C Pin: +10 damage.

Level 1 (Quick)

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

[Q] Aegis: Grant a single ally a Bubble (10).

[Q] Flash Bomb: Inflict Long Challenge on a single target.

[Q] Proximity Mine: Select a single type of Momentum. The first time an enemy uses that momentum type, True Strike them for 12 physical damage.

Level 2 (Active)

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

[S] Deploy Wards: 5MP. 100CoS. Grants Long K-Guard and Long E-Guard to a target. M-Earth
C Recovery: Grants Long K-Guard II instead.
C Water: Grants Long E-Guard II instead.

[T] Volt Buster: 4MP. 80CoS. Deals weapon damage and inflicts Short Shock on a single target. If the Ironclad has Defended during this battle, deal +3 damage. M-Launch
C Air: If you Defended last turn, inflicts Long Shock II instead.
C Rush: If you Defended last turn, deals +6 damage.

Level 3 (Active)

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

[T] Takedown: 4MP. 80CoS. Deals weapon damage and Slow 1 a single target. If the target has damaged you this round, Slow 3 instead and deal +3 damage. M-Pin
C Earth: True Strike other targets in the same row for 5 earth.
C Launch: +4 damage, or +6 if the enemy is physically larger than the Ironclad.

[S] Jamming Wave: 4MP. 100CoS. Inflicts Short Shock II to front row targets, then Quicken I the Ironclad. M-Air.
C Water: Inflicts Long Taunt as well.
C Earth: Inflict Long Challenge as well.
C Fire: Inflicts Long Exhaust as well.
C Air: Inflicts Long Shock as well.

Level 4 (Passive)

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

[P] Lock And Load - When you Defend, add an additional target to any non-OD Spell you use next turn. (If this Spell is Jamming Wave, it can effect one back-row target).

[P] Parry: Whenever the Ironclad rolls 40 on the CoS roll when using a Technique, they gain a Barrier (4). If the ability in question already grants a Barrier, increase its potency by 4 instead.

Level 5 (Upgrade)

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, reduce its MP cost by -2. 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 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] Booster Jets: Dash and Quicken 4 the Ironclad.

[Q] Shoulder Rocket: True Strike an enemy for 6 supreme damage.

Level 7 (Passive Upgrade)

At level 7, your Heavily Armored passive is upgraded:

- If you chose the Shield specialization, your Block potency is increased by +1.
- If you chose the Body Armor specialization, you gain +1 additional Armor while wearing a set.

Level 8 (Active, Skill)

At level 8, you earn a new skill point, and learn one of the following two Active Abilities, or another active from level 3 or lower:

[S] Ghost Trap: 4MP. 100CoS. Inflicts Long Curse on a single target, and destroys all enemy momentum on the field. M-Air
C Recovery: Slow 3 the target as well.
C Fire: Cleanse a status from The Ironclad.
C Air: Quicken 3 an ally.

[T] Overheat: 4MP. 80CoS. Deals weapon damage +3 to a single target, and inflicts Long Burning on the Ironclad. For as long as Burning persists, the Ironclad has Long K-Power II. M-Fire
C Fire: Damage is fire instead of physical, M-Fire+4
C Rush: Dispel a single status from the target, and when the Ironclad cleanses Burning, they recover +10HP as well.

Level 9 (Overdrive)

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

[OD][S] Overdrive: Flamethrower: 100CoS. Deals 1d6+6 fire damage and inflicts Long Burning and Long Toxin to the front enemy row. M-Fire

[OD][S] Unstoppable Engine: 100CoS. The Ironclad recovers 1d10+14HP, and gains Long K-Power & Long Energize II. M-Recovery

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] Anti-Spell Plating: Apply your Armor to elemental damage you aren't weak to.

[P] Payback: When you block an attack, True Strike the attacker for the value Blocked.

Level 11 (Active)

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

[T] Cast Off: 5MP. 80CoS. Cleanse a negative status from the Ironclad, then deal weapon damage to an enemy. Deals +2 damage if a Long status was Cleansed, and another +2 is a II status was Cleansed. M-Rush
C Pin: Inflict Long K-Falter
C Launch: Inflict Long E-Falter

[T] Come At Me 4MP. 100CoS. Deals weapon damage to a single target, with +20 Critical. Deals +4 damage to targets you have Challenged or Taunted this battle. M-Pin
C Rush: +4 damage.
C Air: The Ironclad gains a Barrier (5)

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill point, and 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, lower its MP cost by -2. 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 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] Loaded for Bear: When you Defend, refresh all your combos.

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