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Mechalomaniac

Hybrid Spirit Commands

16 posts in this topic

Concentrate

Effect:

Level 1 (15 SP): Gain Target's Dodge Cost +20% and Dodge Cost -10% for one turn. 150 PP

Level 2 (25 SP): Gain Target's Dodge Cost +30% and Dodge Cost -15% for one turn. 250 PP

Level 3 (35 SP): Gain Target's Dodge Cost +40% and Dodge Cost -20% for one turn. 350 PP

Statistics:

Alternate Name: 集中 Shuuchuu

Type: Hybrid (Evasive/Targeting)

Edited by Umbaglo

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Charge

Effect:

Level 1 (40 SP):

- All Charge abilities on your unit gain one counter.

- All counter-based abilities on this unit or it's pilot (such as Will) gain one counter.

- For the next three turns gain Damage Received -10% and Weapon Damage +10% to be calculated as a pilot ability.

- 200 PP

Level 2 (60 SP):

- All Charge abilities on your unit gain two counters.

- All counter-based abilities on this unit or it's pilot (such as Will) gain two counters.

- For the next three turns gain Damage Received -20% and Weapon Damage +20% to be calculated as a pilot ability.

- 400 PP

Level 3 (80 SP):

- All Charge abilities on your unit gain three counters.

- All counter-based abilities on this unit or it's pilot (such as Will) gain three counters.

- For the next three turns gain Damage Received -30% and Weapon Damage +30% to be calculated as a pilot ability.

- 600 PP

Statistics:

Alternate Name: 気合 Kiai

Type: Hybrid (Enhancement)

Edited by Umbaglo

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Encourage

Effect:

Level 1 (50 SP): Cast Charge Level 1 on yourself or target ally. 300 PP

Level 2 (70 SP): Cast Charge Level 2 on yourself or target ally. 500 PP

Level 3 (90 SP): Cast Charge Level 3 on yourself or target ally. 700 PP

Statistics:

Alternate Name: ???

Type: Hybrid (Enhancement)

Edited by Mechalomaniac

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Exhaust

Effect:

Level 1 (50 SP):

- All Charge abilities on target enemy's unit lose one counter. If the ability is active it deactivates and is reduced one counter below the activation level.

- All counter-based abilities on targeted unit or it's pilot (such as Will) lose one counter.

- For the next three turns, targeted unit gains Damage Received +10% and Weapon Damage -10% to be calculated as a pilot ability.

- 300 PP

Level 2 (70 SP):

- All Charge abilities on target enemy's unit lose two counters. If the ability is active it deactivates and is reduced two counters below the activation level.

- All counter-based abilities on targeted unit or it's pilot (such as Will) lose two counters.

- For the next three turns, targeted unit gains Damage Received +20% and Weapon Damage -20% to be calculated as a pilot ability.

- 500 PP

Level 3 (90 SP):

- All Charge abilities on target enemy's unit lose three counters. If the ability is active it deactivates and is reduced three counters below the activation level.

- All counter-based abilities on this targeted or it's pilot (such as Will) lose three counters.

- For the next three turns, targeted unit gains Damage Received +30% and Weapon Damage -30% to be calculated as a pilot ability.

- 700 PP

Statistics:

Alternate Name: ?? Datsuryoku

Type Support (Hindering)

Edited by Umbaglo

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Shiver

Effect:

Level 1 (80 SP): Cast Exhaust Level 1 on up to two enemy units. 500 PP

Level 2 (120 SP): Cast Exhaust Level 1 on up to four enemy units. OR cast Exhaust Level 2 on up to two enemy units. 700 PP

Level 3 (160 SP): Cast Exhaust Level 1 on up to six enemy units OR cast Exhaust Level 2 on up to four enemy units OR cast Exhaust Level 3 on up to two enemy units. 900 PP

Statistics:

Alternate Name: 戦慄 Senritsu

Type Support (Hindering)

Edited by Umbaglo

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Intuition

Effect:

Level 1 (20 SP): Cast Sure Hit Level 1 and Flash Level 1 on yourself. 500 PP

Statistics:

Alternate Name: 直感 Chokkan

Type: Hybrid (Evasive/Targeting)

Edited by Umbaglo

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Rage

Effect:

Level 1 (80 SP) Casts Sure Hit Level 3, Direct Attack Level 1 and Hot Blood Level 3 on yourself. 850 PP

Statistics:

Alternate Name: 激怒 Gekido

Type: Offensive (Attack)

Edited by Umbaglo

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Raid

Effect:

Level 1 (60 SP) Casts Accelerate Level 1, Sure Hit Level 2, Flash Level 1 and Hot Blood Level 2 on yourself. 850 PP

Statistics:

Alternate Name: 奇襲 Kishuu

Type: Hybrid (Evasive/Targeting/Power)

Edited by Umbaglo

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Courage

Effect:

Level 1 (80 SP): Casts Accelerate Level 1, Charge Level 1, Sure Hit Level 2, Resist Level 1, Hot Blood Level 2 and Direct Attack Level 1 on yourself. 975 PP

Statistics:

Alternate Name: 勇気 Yuuki

Type: Hybrid (Evasive/Enhancement/Targeting/Resistance/Power)

Edited by Umbaglo

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Miracle

Effect:

Level 1 (100 SP): Casts Accelerate Level 1, Charge Level 1, Sure Hit Level 2, Flash Level 1, Hot Blood Level 3, Great Effort Level 1 and Lucky Level 1 on yourself. 1100 PP

Statistics:

Alternate Name: 奇跡 Kiseki

Type: Hybird (Evasive/Enhancement/Targeting/Resistance/Power)

Edited by Umbaglo

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Wish

Effect:

Level 1 (120 SP): Casts Great Effort Level 1, Lucky Level 1, Trust Level 3 and Charge Level 1 on yourself or one target ally. 1500 PP

Statistics:

Alternate Name: 希望 Kibou

Type: Recovery (Spirit)

Edited by Umbaglo

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Rally

Effect:

Level 1 (80 SP): Up to two allied units gain the effects of Charge Level 1 (you may target yourself). 500 PP

Level 2 (120 SP): Up to four allied units gain the effects of Charge Level 1. OR Up to two allied units gain the effects of Charge Level 2 (you may target yourself). 700 PP

Level 3 (160 SP): Up to six allied units gain the effects of Charge Level 1. OR Up to four allied units gain the effects of Charge Level 2. OR Up to two allied units gain the effects of Charge Level 3 (you may target yourself).. 900 PP

Statistics:

Alternate Name: 大激励 Daigekirei

Type: Hybrid (Enhancement)

Edited by Mechalomaniac

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Grit

Effect:

Level 1 (15 SP): Gain Weapon Damage +10% and Damage Received -10% for one turn. 150 PP

Level 2 (25 SP): Gain Weapon Damage +15% and Damage Received -15% for one turn. 250 PP

Level 3 (35 SP): Gain Weapon Damage +20% and Damage Received -20% for one turn. 350 PP

Statistics:

Alternate Name: 胆力 Tanryoku

Type: Hybrid (Defensive/Attack)

Edited by Umbaglo

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Adrenaline

Effect:

Level 1 (40 SP):

- All Charge abilities on your unit gain one counter.

- All counter-based abilities on this unit or it's pilot (such as Will) gain one counter.

- For the next three turns gain Dodge Cost -5% and Target's Dodge Cost +10% to be calculated as a pilot ability.

- 200 PP

Level 2 (60 SP):

- All Charge abilities on your unit gain two counters.

- All counter-based abilities on this unit or it's pilot (such as Will) gain two counters.

- For the next three turns gain Dodge Cost -10% and Target's Dodge Cost +20% to be calculated as a pilot ability.

- 400 PP

Level 3 (80 SP):

- All Charge abilities on your unit gain three counters.

- All counter-based abilities on this unit or it's pilot (such as Will) gain three counters.

- For the next three turns gain Dodge Cost -15% and Target's Dodge Cost +30% to be calculated as a pilot ability.

- 600 PP

Statistics:

Alternate Name: ???

Type: Hybrid (Enhancement)

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Advise

Effect:

Level 1 (50 SP): Cast Adrenaline Level 1 on yourself or target ally. 300 PP

Level 2 (70 SP): Cast Adrenaline Level 2 on yourself or target ally. 500 PP

Level 3 (90 SP): Cast Adrenaline Level 3 on yourself or target ally. 700 PP

Statistics:

Alternate Name: ???

Type: Hybrid (Enhancement)

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Regroup

Effect:

Level 1 (80 SP): Up to two allied units gain the effects of Adrenaline Level 1 (you may target yourself). 500 PP

Level 2 (120 SP): Up to four allied units gain the effects of Adrenaline Level 1. OR Up to two allied units gain the effects of Adrenaline Level 2 (you may target yourself). 700 PP

Level 3 (160 SP): Up to six allied units gain the effects of Adrenaline Level 1. OR Up to four allied units gain the effects of Adrenaline Level 2. OR Up to two allied units gain the effects of Adrenaline Level 3 (you may target yourself). 900 PP

Statistics:

Alternate Name: ???

Type: Hybrid (Enhancement)

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