Ironclad

IRONCLAD

While most classes focus on offensive skills, the Ironclad boasts unparalleled defenses. That's not to say they're bad at attacking - and they have a few attacks that deal damage with some draw backs or conditions - but no other class can defend the party quite like they can. In addition to being the only class that gains a bonus for equipping shields or armor, the Ironclad has a wide suite of techniques that focus on mitigating damage to their allies as they attack, and a set of spells that punish or make is difficult for enemies to attack in the first place. Playing an Ironclad might not result in the biggest numbers flying around, but you'll go a long ways towards pushing how far the party can go without having to spend resources on healing and reduce the frequency of people needing to take Dazed actions.

Level 0

What you get when generating a new Ironclad character.
- 2 Passive Abilities, with a choice of how one 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] Ironclad's Endurance - The Ironclad gains +20 Maximum HP. Additionally, when not engaged in battle, the Ironclad may spend LP to recover HP, which each LP spent recovering +15HP.

[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 equips a Shield, it has -2WGT, and you may spend multiple BP rather than just one when blocking. 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 equips 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 +10 MP.

Active Abilities

[T] Impact Charge: 3MP. 80CoS. Dash, then deal weapon damage to a single target, then inflict Short Challenge II. M-Rush.
C Rush: Push the enemy, as well.
C Recovery: True Heal the Ironclad for +10 HP, as well.

[T] Iron Driver: 2MP. 80CoS. Deal weapon damage to a single target, then grant the Ironclad a Bubble (10). M-Launch.
Field: Restores +6 HP to the Ironclad.
C Air: True Heal the Ironclad for +10 HP, as well.
C Fire: +4 damage Potency, 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: True Heal the target ally for +10 HP, as well.

[T] Overload: 3MP. 80CoS. The Ironclad loses 10 HP, then deals weapon damage +6 to a single target. M-Launch
C Launch: +6 damage potency, for a total of +12.
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 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. 100CoS. Inflicts Long Challenge and Short Burning II on a single target, then True Strikes them for 3 fire damage,. M-Fire.
C Pin: Also Inflicts Long Burning.
C Rush: Target an additional enemy in the opposite row, as well.

Overdrive Abilities

[OD] Overdrive: Force Field: Grants the Ironclad and allies a Barrier (10). M-Recovery.

[OD][T] Overdrive: Heavy Anchor: 80CoS. Deals weapon damage to a single target, then inflicts Long K-Shatter and Long Taunt. Scratch 6 on a miss. M-Launch.

Dazed Abilities

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

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

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

[D] Remote Mine: Dazed. True Strike a single target for 1 fire damage. M-Fire.
C Fire: Inflicts Long Burning, as well.
C Earth: True Strike for 12 fire, instead.
C Pin: True Strike for 12 fire, instead.

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. Grant Long K-Guard and Long E-Guard to a single target. M-Earth.
C Water: Grants Long E-Guard II instead of Long E-Guard I.
C Recovery: Grants Long K-Guard II instead of Long K-Guard I.

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

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. Deal weapon damage and Slow 1 to a single target. If the target has damaged the Ironclad this round, Slow 3 instead and gain +3 damage potency. M-Pin.
C Earth: True Strike other targets in the same row for 5 earth damage.
C Launch: +4 damage potency, or +6 if the enemy is physically larger than the Ironclad.

[S] Jamming Wave: 4MP. 100CoS. Inflict Short Shock II to all targets in melee range, then Quicken 1 the Ironclad. M-Air.
C Water: Inflict Long Taunt, as well.
C Earth: Inflict Long Challenge, as well.
C Fire: Inflict Long Exhaust, as well.
C Air: Inflict 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 the Ironclad has Defended on their previous turn, add an additional target to any non-OD Spell used next turn. (If this Spell is Jamming Wave, it can effect one back-row target).

[P] Parry: Whenever the Ironclad rolls 40 or below on the CoS roll when using a Technique, they gain a Barrier (4). If it already grants one, gain +4 Barrier potency instead.

Level 5 (Upgrade)

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] Booster Jets: Dash and Quicken 4 the Ironclad.

[Q] Shoulder Rocket: True Strike a single target for 6 supreme damage.

Level 7 (Passive Upgrade)

At level 7, your Heavily Armored passive is upgraded:

- If you chose the Shield specialization, you can spend BP anytime allies in the row behind you are struck for damage in addition to whenever the Ironclad is struck.
- If you chose the Body Armor specialization, anytime you Defend, apply your damage reduction from defending to a single same row ally until your next turn, as well as the Ironclad.

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. Inflict Long Curse on a single target, and destroys all enemy momentum on the field. M-Air.
C Air: Quicken 3 an ally, as well.
C Fire: Cleanse a status from the Ironclad, as well.
C Recovery: Slow 3 the target, as well.

[T] Overheat: 4MP. 80CoS. Deal weapon damage +3 to a single target, and inflict Long Burning on the Ironclad. For as long as the self-inflicted Burning persists, the Ironclad has Long K-Power II. M-Fire.
C Fire: Damage is fire instead of physical, M-Fire+4 instead of M-Fire.
C Rush: Dispel a single status from the target, and when the Ironclad cleanses Burning, they recover +10 HP 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. Deal 1d6+6 fire damage and inflict both Long Burning and Long Toxin to the enemy's front row. M-Fire.

[OD][S] Unstoppable Engine: 100CoS. The Ironclad recovers 1d10+14 HP, 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 your shield's block potency value (including bonuses, such as charge effects.).

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 a single target. Gains +2 damage potency if a Long status was Cleansed, and another +2 if a II status was Cleansed. M-Rush.
C Launch: Inflict Long E-Falter, as well.
C Pin: Inflict Long K-Falter, as well.

[T] Come At Me 4MP. 80CoS. Deal weapon damage to a single target, with +20 Critical. Gains +4 damage potency if the Ironclad has Challenged or Taunted their target this battle. Scratch 6 on a miss. M-Pin.
C Rush: +4 damage potency.
C Air: The Ironclad gains a Barrier (5), as well.

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 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] Loaded for Bear: When you Defend, refresh all your combos.

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