Maverick

MAVERICK

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

Level 0

What you get when generating a new Maverick character.
- 3 Passive Abilities.
- 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] Maverick's Endurance - The Maverick gains +10 Maximum HP, and +5 Maximum MP. Additionally, when not engaged in battle, the Maverick may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Follow My Lead: Mavericks are at their best at the head of the pack, leading the attack. Anytime the Maverick generates Momentum, it's +2 better than listed.

[P] Switch Up: Flexible and prepared, Mavericks start with four separate "Switch" quicks. You can only use one of these four in a battle, but can use a different one every battle.

[Q] Speed Switch: Swap the initiative of a target in your party with another ally.
[Q] Row Switch: If one combatant in your party dashes, another can retreat.
[Q] Status Switch: Transfer a status from one combatant onto one of its allies.
[Q] Drive Switch: Transfer 2 Drive from the Maverick or an ally to another target.

Active Abilities

[T] Got Your Back: 3MP. 80CoS. Deals weapon damage to a single target, and True Heal an ally for +6 HP. M-Recovery.
C Launch: +5 damage potency.
C Rush: True Heal for +12 HP instead.

[T] Keep It Up: 5MP. 80CoS. Deals weapon damage to a single target, and Cleanse a single status from an ally. M-Air.
C Rush: You can select a Dazed target with the cleanse, and revive them with +15 HP.
C Air: Cleanse all negative statuses from the ally.
C Recovery: +4 damage potency.

[T] Spirit Strike: 4MP. 80CoS. Deals weapon damage to a single target, and grants Short E-Power and Short E-Guard to an ally. M-Rush.
C Pin: Upgrade to Short II for both statuses.
C Water: +4 damage potency.

[T] Fighting Spirit: 4MP. 80CoS. Deals weapon damage to a single target, and grants Short Lucky and Short Focus to an ally. M-Launch.
C Launch: Upgrade to Short II for both statuses.
C Fire: +4 damage potency.

[T] Piledriver: 4MP. 70CoS. Deals weapon damage to a single target, and swap initiative positions with them. If the Maverick is now slower, this attack gains +4 damage potency. M-Pin.
C Launch: After changing initiatives, the Maverick Quicken 2s.
C Earth: +4 damage potency.

[S] Secret Weapon: 4MP. 100CoS. Grant an ally a Long Element Saber. When this ability is used, pick the element to grant - but you can only have one of each element on the field at once. Further applications of the same element remove the first from the ally it was previously used on. Generates momentum equal to the type of element saber deployed.
C Same Element: True Strike the enemy group for 6 damage of the same element.

Overdrive Abilities

[OD][T] It's Go Time: 80CoS. Deals weapon damage to a single target, then grants Short K-Power and Short E-Power to the Maverick and all allies. Scratch 6 on a miss. M-Rush.

[OD][S] Take It Away: 80CoS. Restores 1d8+12 HP to a single target, and grants them Short Focus II and Short Liberation II as well. M-Recovery.

Dazed Abilities

[D] Secret Defense: 100CoS. Grant a single ally Short Element Absorb, with the element chosen when the ability is used. Generates momentum of the same element.

[D] Rev Up: 100CoS. Grant an ally Long Energize. M-Air.

[D] Free Energy: 100CoS. Grant an ally Short Liberation. No momentum.

[D] Save Me: 3MP. 100CoS. Grants an ally Long H-Power II. M-Recovery.

Level 1 Passive

At level 1, you gain the following Passive:

[P] Double Switch: When the Maverick actives their Switch Quick ability, they can activate two of them at once, rather than once.

Level 2 (Active)

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

[T] Pacesetter: 3MP. 80CoS. Deals weapon damage to a single target, then the Maverick Quicken 1s themself or an ally. M-Rush
C Rush: Quicken 1 three targets, rather than one.
C Recovery: +4 damage potency.

[T] Yield Not: 4MP. 80CoS. Deals weapon damage to a single target, then grants a Barrier (6) to an ally. M-Launch
C Earth: Targets two enemies and two allies, rather than one of each.
C Air: +4 damage potency, and the ally may Dash or Retreat if desired.

Level 3 (Active)

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

[T] Interrogate: 4MP. 80CoS. Deals weapon damage to a single target, and learn the target's elemental weakness. Generate a momentum+5 that aligns with the targets weakness.
C Enemy's Weakness: Grants an ally Short Element Saber of the same element. (Remember, you can activate combo effects after the ability is used and you see its effects!)

[T] Shadowfall: 4MP. 80CoS. Deals weapon damage to single target. The next time that an ally scores a Burst or Critical, the Maverick can True Strike the same target as their ally for 6 water damage. If multiple targets are Bursted or Criticaled, select one to True Strike. This effect ends at the start of the Maverick's next turn. M-Water.
C Air: Select a single row, and grant Short Lucky to all allies in it.
C Rush: You can follow up all Burst or Criticals until the start of your next turn, rather than once.

Level 4 (Passive, Skill)

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

[P] Good Cheer: Whenever one of the Maverick's allies activates a combo using Momentum+, True Heal them for +5 HP immediately.

[P] Forward Thinking: At the end of each round, select a single momentum from the player's pool. Save it, and carry it into the new round rather than destroying it with the rest.

Level 5 (Upgrade/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 (Passive)

At level 6, you gain a Passive, which grants a new set of Quick abilities:

[P] Further Preparations: The Maverick learns a new set of Quick abilities with Hold in the name. Hold Quick abilities work much the same way that the Switch Quick abilities do; the Maverick learns all four of them at once, but may only use one of them per battle.

[Q] Hold That Thought: Momentum doesn't dissipate at the end of this round.
[Q] Hold It Together: Allies can't be Dazed this round (they can only be reduced to 1 HP.)
[Q] Hold On A Second: A single target enemy can't OD this round.
[Q] Hold Up: A single target enemy chooses: It gives you 3d10 money, or it's inflicted with Short K-Shatter II.

Level 7 (Passive Upgrade)

At level 7, your passive ability Follow My Lead is upgraded:

- Momentum you generate receives a +3 bonus, instead of +2.

Level 8 (Active, Skill)

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

[S] Molotov Cocktail: 5MP. 100CoS. Deals 1d6+6 fire damage, dispels a positive status, and inflicts Long Burning. M-Fire.
C Earth: If possible, sets something in the battle environment on fire. At the end of the next round, enemies in the back row are True Struck for 6 supreme damage.
C Launch: +5 damage potency.

[S] Barricade: 5MP. 100CoS. Grant a target a Bubble (6) and Long K-Guard. Until the Maverick's next action, whenever an ally under K-Guard is attacked, True Strike the attacker for 6 earth damage. M-Earth.
C Rush: True Strike for 18 earth damage, rather than 6.
C Fire: Any enemy you True Strike with this ability is inflicted with Long Challenge, with the ally you granted Bubble to as the Challenger.

Level 9 (Overdrive)

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

[S] Fireworks: 100CoS. Restores 1d8+12 HP to a single target. Generates Launch+3, Rush+3, Pin+3, Recovery+3, Fire+3, Water+3, Air+3 and Earth+3.

[T] Second Ignition: 80CoS. Deals weapon damage to a single target, then the Maverick and allies may all Refresh the ability to combo with a single ability of their choosing. Scratch 6 on a miss. M-Recovery.

Level 10 (Passive)

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

[P] Method to the Mayhem: At the end of each round, select a target and pick one of their short statuses (positive or negative); reapply that same short status (with the same power level) to the target at the beginning of the next round.

[P] No Quarter: When you generate momentum, increase its bonus by twice the current round number. (ie. During the first round, +2. During the second round, +4. During the third round, +6. etc.)

Level 11 (Active)

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

[T] Trifecta: 5MP. 80 CoS. Deals weapon damage to a single target, then grants Short K-Power to one of the Maverick's allies, Short E-Power to another different ally, and Short H-Power to a third different ally. M-Rush
C Recovery: Also grants Short Lucky II to one ally, Short Focus II to a second different ally, and Short Stalwart II to a third different ally.
C Pin: Grants Short II versions of the statuses instead.

[S] Supercharger: 5MP. 100 CoS. Restores 1d8+10 HP to a single target, and allows them to Refresh the use of a single Quick of their choosing. M-Recovery.
Field: Restores 15 HP to a single target.
C Air: Grants Long Energize to the target as well.
C Recovery: +5 HP restored.

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] Revolution: At the start of each round of combat, the Maverick may choose any type of momentum and generate it immediately. This free momentum does not benefit from the Maverick's other passives, and cannot become momentum+.

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