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Nendo

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34 posts in this topic

Pilots:

Rushio Raske

Felina Gureden

Kurosawa Naori

Kati Manus

Maia Macedonsky

Nea Ardygun

Gou Ryoma

Murasame Hayato

Koetsuji Daidou

Sidekicks:

Al

Haroken

Zeal

Blue Haro

8

Otoha

Santa Haro x2

Floating PP Gains:

+10 (Maximilian Jenius Combat Training)

+150 (Reclamation job) [3/6/10]

+250 (Dragon Destiny job) [2/7/10]

+150 (Future Foundations job) [2/7/10]

+10 (Allen Beardsley Combat Training) [7/7/10]

+150 (Moon Rabbut job) [25/9/10]

+200 (Negotiator job) [3/11/10]

+150 (Explore the Minefield job) [3/11/10]

+200 (Skilful Raske, Spirited Felina) [14/11/10]

+200 (Skillful Felina, Skillful Naori) [14/12/10]

+200 (Spirited Raske) [27/3/11]

Floating PP Spent:

-605 (Naori)

-2 (Blue Haro)

Total: 913

Edited by Nendo

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Rushio Raske

Pilot Summary:

Pilot Level: 34

SP: 232

Weapon Damage +5%

Accuracy +5%

Damage Received -30%

Countercut Cost: 5 AP

Countershoot Cost: 5 AP

Shield Usage +3

Support Defense Damage Recieved -30%

Support Defense +3

Skills:

Brave

- Damage Received -10%, Weapon Damage +5%, Accuracy +5%.

Fury

- Gain Damage Received -5%, Dodge Cost -5%, Damage Dealt +20% when activated. Charge (4) to activate.

Guard

- Gain Damage Received -15% when activated. Charge (4) to activate.

Bodyguard

- Level 3: While Support Defending, gain Damage Received -30%.

Support Defence +

- Level 3: Allows you to support defend 3 extra allies during your Support Defence Phase.

Potential

- Level 3:

While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Accuracy +15%.

While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Accuracy +20% instead.

Critical:

Pay 8 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Defense Lvl 4: Damage Received -20%

Skill Lvl 2: Countercut and Countershoot Costs -2, Critical Cost -2, Shield Usage +3

Techniques:

Sword Shield:

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Counter Zone:

You can lure your enemies into close quarters, protecting your allies from their melee attacks.

Requirement: None

Ability: Counter Zone: Pay 20 EN during your Defense Phase. This turn, all [F]-type attacks currently targeting your allies now target you instead.

Seishin:

Perseverance

- Level 1 (20 SP): Recover 30% of your maximum HP.

- Level 2 (50 SP): Recover 50% of your maximum HP.

- Level 3 (80 SP): Recover all HP.

Sure Hit

- Level 1 (15 SP): Gain Accuracy +25% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

Iron Wall

- Level 1 (15 SP): Gain Damage Received -25% for one turn.

- Level 2 (25 SP): Gain Damage Received -50% for one turn.

- Level 3 (40 SP): Gain Damage Received -75% for one turn.

Resist

- Level 1 (10 SP): Gain Damage Received -75% against the first attack received this turn. This is considered a Secondary Defense.

- Level 2 (15 SP): Gain Damage Received -85% against the first attack received this turn. This is considered a Secondary Defense.

- Level 3 (20 SP): Gain Damage Received -95% against the first attack received this turn. This is considered a Secondary Defense.

Substitute

- Level 1 (35 SP): For a single turn, trade Defense Phases and Terrains with one target ally regardless of any condition. That ally must not have taken his or her turn to be a legitimate target of this spell. You and the target of this spirit command must still defend against any MAP-type attacks directed at the original units or the terrain they occupy after substitution.

Belief

- Level 1 (25 SP): Negate the effects of all negative status attacks that you receive for one turn.

- Level 2 (35 SP): Negate the effects of all negative status attacks that you or target ally receives for one turn.

Will Gauge:

- Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.

- Flawless Defense: Costs 4 Will. Blocking reduces damage by 75% instead for this turn.

- Iron Will: Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Accuracy +25%.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

Edited by Nendo

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Rushio's Training:

PP Gains:

+1600 (Newbie Package) [24/12/09]

+1200 (Base Defense Duty) [25/12/09]

+540 (Funnels PA + Great Effort) [5/2/10]

+540 (Fast Training PA + Great Effort) [12/2/10]

+712 (FFA PA + Great Effort) [20/2/10]

+540 (Sword of Justice PA + Great Effort) [7/3/10]

+576 (Grunts' PA + Great Effort) [7/3/10]

+648 (Fast Training II + Great Effort) [16/3/10]

+540 (Cat Girl's, Day 2 + Great Effort) [22/3/10]

+250 (White Light Job) [2/4/10]

+743 (Fast Training III + Great Effort + Learning Computer + System Limiter) [9/5/10]

+1900 (System Change Redistribution)

+604 (Fresh Start! + Great Effort) [9/6/10]

+90 (Fast Training IV) [9/7/10]

+210 (Fast Training V) [15/9/10]

+410 (Shinys & Prettys) [27/9/10]

+319 (FFA III) [13/10/10]

+778 (Cherry Blossoms) [13/10/10]

+576 (LIVE 2010) [27/10/10]

+720 (Chickenzilla) [27/10/10]

+90 (Combiners) [2/11/10]

+576 (Takamichi) [3/11/10]

+692 (Psychic Fishing) [8/11/10]

+576 (Everyody is Insane!) [8/11/10]

+1089 (Mahjong) [21/11/10]

+692 (SPEHS) [26/11/10]

+648 (Salute) [6/12/10]

+188 (Fast Training VI) [22/12/10]

+70 (Hot Potato) [6/1/11]

+319 (Evo Return) [24/3/11]

+480 (Otoutoeto) [5/6/11]

+525 (Ice Fishing) [7/7/12]

+225 (Fast Training VII (B) [17/9/12]

PP Spent:

-800 (Genius) [24/12/09]

-100 (Melee Lvl 1) [24/12/09]

-100 (Range Lvl 1) [24/12/09]

-100 (Accuracy Lvl 1) [24/12/09]

-100 (Defense Lvl 1) [24/12/09]

-100 (Dodge Lvl 1) [24/12/09]

-100 (Skill Lvl 1) [24/12/09]

-500 (Sword Shield) [28/12/09]

-500(Fighting Spirit) [28/12/09]

-300 (Counter lvl 1) [5/2/10]

-500 (Counter lvl 2) [12/2/10]

-700 (Counter lvl 3) [8/3/10]

-800 (Brave) [8/3/10]

-300 (Potential lvl 1) [2/4/10]

-900 (Perseverance lvl 1-3) [30/5/10]

-150 (Sure Hit lvl 1) [30/5/10]

-400 (Iron Wall lvl 1-2) [30/5/10]

-600 (Resist lvl 1-3) [30/5/10]

-500 (Potential lvl 2) [30/5/10]

-300 (Point Move - Evade to Defense) [30/5/10]

-900 (Point Move - Melee & Ranged to Defense, Accuracy to Skill)

-350 (Substitute lvl 1) [27/9/10]

-1200 (Potential lvl 3, Guard) [13/10/10]

-1100 (Fury > Genius, Cover > Lock On) [27/10/10]

-2000 (Flawless Defense > Fast Combat, Body Guard lvl 1-3 > Fighting Spirit, Support Defense + lvl 1 > Counter) [#/11/10]

-800 (Support Defense + lvl 2) [21/11/10]

-1200 (Support Defense + lvl 3) [6/12/10]

-1000 (Iron Wall lvl 3, Belief lvl 1-2) [27/3/11]

-400 (Counter Zone) [26/6/12]

Total: 866 PP

Total PP Spent: 16800

Pilot Level: 34

Max SP Bonus: 132

Edited by Nendo

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Felina Gureden

Pilot Summary:

Pilot Level: 32

SP: 224

Weapon Damage +15%

[+]-type Weapon Damage +75%

[+]-type Weapon Accuracy +10%

Accuracy + 50%

Dodge Cost -10%

Countercut Cost: 7 AP

Countershoot Cost: 3 AP

Skills:

Genius

Dodge Cost -10%, Weapon Damage +5%, Accuracy +5%.

Fury

Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Charge (4)

Accurate Attacker

- Level 3: All weapons gain Accuracy +30% and Damage +10%.

Gunfight

- Level 3: [+]-type Weapons gain Damage +30% and Accuracy +10%

OS Customization

Level 1: Agi -10

Level 2: Accuracy +10%

Level 3: Weapon Damage +10%

Charge (4) to activate.

Guts

- Level 3:

While DP is 60% and below, Dodge Cost -10%, Damage Dealt +15% and Accuracy +15%.

While DP is 40% and below, Dodge Cost -15%, Damage Dealt +20% and Accuracy +20% instead.

Critical:

Pay 10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Range Lvl 4: [+]-type Weapon damage +45%, Countershoot Cost -3

Accuracy Lvl 2: Accuracy +15%, Countershoot Cost -1

Techniques:

Sword Shield:

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Mega Fire

Requirement: One [+]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.

Attack: * Mega Fire- * damage & Weapon Lock, * EN/attack [+*%]

[+] or [H]?: Same as base attack.

Damage: Damage is equal to the base attack +10%.

EN Cost: EN cost is equal to the base attack +50%. If it has no EN cost, EN cost +10 instead.

Accuracy: Accuracy is equal to the base attack.

Other: This attack gains all non-(X) tags that the base attack has. This attack also consumes 1 round of the base attack, if rounded. If this attack is a round-based (V) or (F), the variable cost is paid using rounds of the base attack. This attack gains Target's Countercut Cost +10% if it is a (P)-type attack. If the first attack is negated, the second attack is automatically negated.

Seishin:

Boost

- Level 1 (15 SP): Gain Dodge Cost -25% for one turn.

- Level 2 (25 SP): Gain Dodge Cost -50% for one turn.

- Level 3 (40 SP): Gain Dodge Cost -75% for one turn.

Duty

- Level 1 (20 SP): Recover 30% of your maximum DP.

- Level 2 (50 SP): Recover 50% of your maximum DP.

- Level 3 (80 SP): Recover all DP.

Sure Hit

- Level 1 (15 SP): Gain Accuracy +25% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

- Level 2 (25 SP): Gain Accuracy +50% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

- Level 3 (40 SP): Gain Accuracy +75% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

Direct Attack

- Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.

Hot Blood

- Level 1 (20 SP): All Weapon Damage +50% for your next attack phase taken this turn.

- Level 2 (40 SP): All Weapon Damage +100% for your next attack phase taken this turn.

Rage

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

Will Gauge:

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

- Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Accuracy +25%.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

Edited by Nendo

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Felina's Training:

PP Gains:

+1600 (Newbie Package)

+540 (Funnels PA + Great Effort) [5/2/10]

+270 (Fast Training PA) [12/2/10]

+356 (FFA PA)[20/2/10]

+250 (Req: Backup) [27/2/10]

+270 (Sword of Justice PA) [7/3/10]

+288 (Grunts' PA) [7/3/10]

+648 (Fast Training II + Great Effort) [16/3/10]

+540 (Cat Girl's, Day 2 + Great Effort) [22/3/10]

+150 (NaCl Job) [2/4/10]

+150 (Groceries Job) [28/4/10]

+250 (Prank the Public Job) [28/4/10]

+743 (Fast Training III + Great Effort + Learning Computer + System Limiter) [9/5/10]

+1500 (System Change Redistribution) [30/5/10]

+604 (Fresh Start! + Great Effort) [9/6/10]

+180 (Fast Training IV + Great Effort) [9/7/10]

+105 (Fast Training V) [15/9/10]

+820 (Shinys & Prettys) [27/9/10]

+319 (FFA III) [13/10/10]

+389 (Cherry Blossoms) [13/10/10]

+504 (Lasers go Pew-Pew) [19/10/10]

+576 (LIVE 2010) [27/10/10]

+720 (Chickenzilla) [27/10/10]

+90 (Combiners) [2/11/10]

+576 (Takamichi) [3/11/10]

+692 (Psychic Fishing) [8/11/10]

+576 (Everyody is Insane!) [8/11/10]

+131 (Mighty Mechs) [17/11/10]

+792 (Mahjong) [21/11/10]

+692 (SPEHS) [26/11/10]

+648 (Salute) [6/12/10]

+188 (Fast Training VI) [22/12/10]

+319 (Evo Return) [24/3/11]

+480 (Otoutoeto) [5/6/11]

+525 (Ice Fishing) [7/7/12]

+225 (Fast Training VII (B) [17/9/12]

PP Spent:

-800 (Genius) [25/12/09]

-100 (Range Lvl 1) [25/12/09]

-100 (Accuracy Lvl 1) [25/12/09]

-100 (Dodge Lvl 1) [25/12/09]

-100 (Skill Lvl 1) [25/12/09]

-500 (Sword Shield) [5/2/10]

-600 (Martial Arts Mastery) [12/2/10]

-200 (OS Customization lvl 1) [28/2/10]

-300 (OS Customization lvl 2) [8/3/10]

-400 (OS Customization lvl 3) [8/3/10]

-300 (Guts lvl 1) [2/4/10]

-1200 (Guts lvl 2 & 3) [9/5/10]

-900 (Duty lvl 1-3) [30/5/10]

-200 (Direct Attack) [30/5/10]

-400 (Boost lvl 1) [30/5/10]

-100 (Flash lvl 1) [30/5/10]

-100 (Evade lvl 2) [30/5/10]

-100 (Accuracy lvl 2) [15/9/10]

-600 (Points Move - Evade & Skill to Ranged) [15/9/10]

-700 (Gunfight lvl 1-2) [27/9/10]

-1000 (Intuition lvl 1, Gunfight lvl 3) [13/10/10]

-600 (Awaken lvl 1) [23/10/10]

-1250 (Defense Pierce > Lock On, Sure Hit lvl 1 > Intuition, Mega Fire) [27/10/10]

-1775 (Fury, Courage) [#/11/10]

-900 (Boost lvl 2-3, Sure Hit lvl 2) [21/11/10]

-350 (Sure Hit lvl 3) [26/11/10]

-1200 (Accurate Attacker lvl 1-3 > Martial Arts Mastery) [27/3/11]

-1450 (Courage -> Rage lvl 1, Awaken -> Hot Blood lvl 1-2) [20/7/12]

Total: 331 PP

Total PP Spent: 15775

Pilot Level: 32

Max SP Bonus: 124

Edited by Nendo

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Kurosawa Naori

Pilot Summary:

Pilot Level: 28

SP: 268

Weapon Damage +5%

Damage Recieved -15%

Dodge Cost -25%

Accuracy +5%

Countercut Cost: 7 AP

Countershoot Cost: 7 AP

Repair: +15%

Quick Repair: +10%

Resupply: +15%

Quick Supply: +10%

Skills:

Genius

- Dodge Cost -10%, Weapon Damage +5%, Accuracy +5%.

Engineering

- Level 3: 15%. When using the Quick Repair technique, recover an additional 10% HP or DP.

Logistic Support

- Level 3: 15%. When using the Quick Supply technique, recover an additional 10% EN or Ammo.

Group Mentality

- Level 2: SP Reduction that this pilot suffers in multi-piloted units is considered two steps less.

Concentration

- Spirit Command Cost -20%

SP Boost

- Level 1: Max SP +10.

- Level 2: Max SP +20.

- Level 3: Max SP +30.

Critical:

Pay 10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Defense lvl 3: Damage Recieved -15%

Evade lvl 3: Dodge Cost -15%

Techniques:

Sword Shield

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Seishin:

Duty

- Level 1 (16 SP): Recover 30% of your maximum DP.

Trust

- Level 1 (24 SP): You or target ally recovers 30% of their maximum HP.

Resupply

- Level 1 (40 SP): You or target ally recovers all ammunition.

- Level 2 (40 SP): You or target ally recovers all EN.

Prayer

- Level 1 (12 SP): Removes all negative status effects from yourself or target ally.

Great Effort

- Level 1 (16 SP): User's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well.

- Level 2 (28 SP): User or target ally's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well.

Training

- Level 1 (40 SP): Unit's Evolution Point gain is doubled at the end of battle.

- Level 2 (60 SP): Unit or target ally unit's Evolution Point gain is doubled at the end of battle.

Will Gauge:

- Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

- Fast Combat: Costs 5 Will. Gain 1 additional Attack Phase this turn.

- Iron Will: Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Accuracy +25%.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

Edited by Nendo

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Naori's Training:

PP Gains:

+1600 (Newbie Package) [1/6/10]

+100 (Split Personality) [7/7/10]

+180 (Fast Training IV + Great Effort) [9/7/10]

+210 (Fast Training V) [15/9/10]

+675 (Yan vs Doctor) [25/9/10]

+820 (Shinys & Prettys) [27/9/10]

+638 (FFA III) [13/10/10]

+778 (Cherry Blossoms) [13/10/10]

+504 (Lasers go Pew-Pew) [19/10/10]

+576 (LIVE 2010) [27/10/10]

+720 (Chickenzilla) [27/10/10]

+576 (Takamichi) [3/11/10]

+692 (Psychic Fishing) [8/11/10]

+576 (Everyody is Insane!) [8/11/10]

+605 (Floating PP) [14/11/10]

+891 (Mahjong) [21/11/10]

+692 (SPEHS) [26/11/10]

+648 (Salute) [6/12/10]

+188 (Fast Training VI) [22/12/10]

+319 (Evo Return) [24/3/11]

+480 (Otoutoeto) [5/6/11]

+1080 (Ice Fishing + Fortune) [7/7/12]

+450 (Fast Training VII (B) [17/9/12]

PP Spent:

-200 (Engineering lvl 1) [1/6/10]

-200 (Logistic Support lvl 1) [1/6/10]

-300 (Defend Lvl 1-3) [1/6/10]

-300 (Evade Lvl 1-3) [1/6/10]

-500 (Great Effort lvl 1) [1/6/10]

-1800 (Genius, Guts lvl 1, Sword Shield, Duty lvl 1) [27/9/10]

-650 (Guts lvl 2, Prayer lvl 1) [13/10/10]

-1400 (Engineer lvl 2-3, Logistic Support lvl 2) [23/10/10]

-1300 (Logistic Support lvl 3, Guts lvl 3) [27/10/10]

-2600 (Concentration, Resupply lvl 1-2, Great Effort lvl 2)

-300 (Trust lvl 1) [21/11/10]

-800 (SP Boost lvl 1-2) [26/11/10]

-700 (SP Boost lvl 3) [6/12/10]

-1000 (Group Mentality lvl 1-2) [27/3/11]

-1500 (Training lvl 1-2) [20/7/12]

Total: 548 PP

Total PP Spent: 13550

Pilot Level: 28

Max SP Bonus: 108

Edited by Nendo

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Kati Manus

Pilot Summary:

Pilot Level: 23

SP: 188

Weapon Damage +15%

Accuracy + 45%

[F]-type Weapon Damage +75%

[F]-type Weapon Accuracy +15%

Dodge Cost -10%

Countercut Cost: 4 AP

Countershoot Cost: 6 AP

Skills:

Genius

- Gain Dodge Cost -10%, Weapon Damage +5%, Accuracy +5%.

Fury

- Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Charge (4) to activate.

Infight

- Level 3: [F]-type Weapons gain Damage +30% and Accuracy +10%.

Accurate Attacker

- Level 3: All weapons gain Accuracy +30% and Damage +10%.

OS Customization

Level 1: Agi -10

Level 2: Accuracy +10%

Level 3: Weapon Damage +10%

Charge (4) to activate.

E-Save

- Reduces EN cost of weapons and abilities by 30%.

Critical:

Pay 10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Melee Lvl 4: [F]-type Weapon damage +45%, Countercut Cost -3

Accuracy Lvl 2: Accuracy +15%, Countershoot Cost -1

Techniques:

Sword Shield

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Shield Crush

Requirement: One [F]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.

Attack: * Shield Crush- * damage, Shield Pierce, * EN/attack [+*%]

[F] or [H]?: Same as base attack.

Damage: Damage is equal to the base attack.

EN Cost: EN cost is equal to the base attack +25%. If it has no EN cost, EN cost +5 instead.

Accuracy: Accuracy is equal to the base attack.

Other: This attack gains all tags that the base attack has. This attack also consumes 1 round of the base attack, if rounded. If this attack is a round-based (V)/(F)/(X), the variable cost is paid using rounds of the base attack.

Seishin:

Boost

- Level 1 (15 SP): Gain Dodge Cost -25% for one turn.

- Level 2 (25 SP): Gain Dodge Cost -50% for one turn.

Duty

- Level 1 (20 SP): Recover 30% of your maximum DP.

- Level 2 (50 SP): Recover 50% of your maximum DP.

Direct Attack

- Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.

Mercy

- Level 1 (10 SP): If the first attack you execute this turn would defeat an enemy (reduce their HP to 0), their HP is reduced to 10 instead.

- Level 2 (20 SP): For the first attack you execute this turn, gain Weapon Damage x1.5. If this attack would defeat an enemy (reduce their HP to 0), their HP is reduced to 10 instead.

- Level 3 (30 SP): For the first attack you execute this turn, gain Weapon Damage x2, Accuracy +25%, and disable all Evasive Secondary Defenses (such as Bunshin and Stealth). If this attack would defeat an enemy (reduce their HP to 0), their HP is reduced to 10 instead.

Awaken

- Level 1 (60 SP): You gain an additional turn after the turn Awaken is cast. Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.

Rage

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

Will Gauge:

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Rush: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [F] type attacks. You may only use this ability once per turn.

- Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Accuracy +25%.

- Iron Will: Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Accuracy +25%.

Edited by Nendo

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Kati's Training:

PP Gains:

+1600 (Newbie Pack) [13/11/10]

+1089 (Mahjong) [21/11/10]

+692 (SPEHS) [26/11/10]

+648 (Salute) [6/12/10]

+228 (Fast Training VI) [22/12/10]

+875 (Winloss?) [25/1/11]

+319 (Evo Return) [24/3/11]

+1089 (Heroes, Aliens, and... Cats?!) [25/3/11]

+135 (Fast Training VII) [19/4/11]

+200 (Gundam Powah! + Prosperity) [5/6/11]

+495 (Otoutoeto + Prosperity) [5/6/11]

+432 (Revival 3 + GE) [8/9/11]

+1133 (Revival 2) [3/5/12]

+1050 (Ice Fishing) [7/7/12]

+562 (Fast Training VII) [9/8/12]

+225 (Fast Training VII (B) [17/9/12]

+188 (Christmas Epiphany) [4/2/13]

PP Spent:

-1600 (Fury, Melee lvl 1-4, Accuracy lvl 1-2, Direct Attack) [13/11/10]

-700 (Infight lvl 1-2) [21/11/10]

-1000 (Infight lvl 3, Sword Shield) [26/11/10]

-600 (Shield Crush) [15/12/10]

-900 (OS Customiztion lvl 1-3) [26/1/11]

-1720 (Accurate Attacker lvl 1-3, Mercy lvl 1-3) [27/3/11]

-600 (Awaken) [27/7/11]

-600 (Duty lvl 1, Boost lvl 1-2) [31/1/12]

-2050 (Rage lvl 1, E-Save) [18/7/12]

-1100 (Genius, Duty lvl 2) [4/2/13]

Total PP: 91

Total PP spent: 11070

Pilot Level: 23

Max SP Bonus: 88

Edited by Nendo

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Maia Macedonsky

Pilot Summary:

Pilot Level: 23

SP: 188

Weapon Damage +25%

Accuracy +35%

Dodge Cost -20%

Countercut Cost: 3 AP

Countershoot Cost: 3 AP

Skills:

Genius

- Dodge Cost -10%, Weapon Damage +5%, Accuracy +5%.

Improved Critical

- Level 3: Critical Cost -3. Gain an additional Weapon Damage +15% and Accuracy +15% for attack phases affected by Critical.

Combat Specialist

- Level 3: All weapons gain Damage +20% and Accuracy +5%.

Accurate Attacker

- Level 3: All weapons gain Accuracy +30% and Damage +10%.

Attack Again

- Level 3: If your Skill attribute is at least 2 levels higher than your target opponent's, gain an additional Attack Phase against that opponent. Charge (3)

Critical:

Pay 3 AP = Weapon Damage +30% and Accuracy +30% for the first attack phase made this turn.

Attributes:

Evade lvl 2: Dodge Cost -10%

Skill lvl 4: Countercut and Countershoot Costs -4, Critical Cost -4, Shield Usage +5

Techniques:

Sword Shield

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Seishin:

Duty

- Level 1 (20 SP): Recover 30% of your maximum DP.

- Level 2 (50 SP): Recover 50% of your maximum DP.

- Level 3 (80 SP): Reover all DP.

Boost

- Level 1 (15 SP): Gain Dodge Cost -25% for one turn.

- Level 2 (25 SP): Gain Dodge Cost -50% for one turn.

- Level 3 (40 SP): Gain Dodge Cost -75% for one turn.

Direct Attack

- Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.

Mercy

- Level 1 (10 SP): If the first attack you execute this turn would defeat an enemy (reduce their HP to 0), their HP is reduced to 10 instead.

- Level 2 (20 SP): For the first attack you execute this turn, gain Weapon Damage +50%. If this attack would defeat an enemy (reduce their HP to 0), their HP is reduced to 10 instead.

- Level 3 (30 SP): For the first attack you execute this turn, gain Weapon Damage +100%, Target's Dodge Cost +25%, and disable all Evasive Secondary Defenses (such as Bunshin and Stealth). If this attack would defeat an enemy (reduce their HP to 0), their HP is reduced to 10 instead.

Rage

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

Will Gauge:

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Flawless Evasion: Costs 4 Will. Evading reduces dodge cost by 50% instead for this turn.

- Focused Attack: Costs 5 Will. Your next attack phase gains Accuracy +100% and Weapon Damage +25%.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

Edited by Nendo

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Maia's Training:

PP Gains:

+1600 (Newbie Package) [13/10/10]

+1089 (Mahjong) [21/11/10]

+692 (SPEHS) [26/11/10]

+648 (Salute) [6/12/10]

+188 (Fast Training VI) [22/12/10]

+875 (Winloss?) [25/1/11]

+354 (Evo Return + Fortune) [24/3/11]

+1089 (Heroes, Aliens, and... Cats?!) [25/3/11]

+305 (Fast Training VII + Fortune) [19/4/11]

+180 (Gundam Powah!) [5/6/11]

+480 (Otoutoeto) [5/6/11]

+432 (Revival 3 + GE) [8/9/11]

+1133 (Revival 2) [3/5/12]

+1050 (Ice Fishing) [7/7/12]

+562 (Fast Training VII) [9/8/12]

+225 (Fast Training VII (B) [17/9/12]

+188 (Christmas Epiphany) [4/2/13]

PP Spent:

-1600 (Skill Lvl 1-4, Evade Lvl 1-2, Genius, Duty lvl 1) [13/10/10]

-800 (Boost lvl 1-3) [21/11/10]

-500 (Sword Shield) [6/12/10]

-2600 (Accurate Attacker lvl 1-3, Combat Specialist lvl 1-3, Direct Attack lvl 1) [27/3/11]

-500 (Attack Again lvl 1) [27/7/11]

-700 (Attack Again lvl 2) [31/1/12]

-2020 (Elude -> Defense Pierce, Attack Again lvl 3, Duty lvl 2) [18/7/12]

-1250 (Duty lvl 3, Rage lvl 1) [16/1/13]

Total: 220 PP

Total PP Spent: 10870

Pilot Level: 23

Max SP Bonus: 88

Edited by Nendo

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Nea Ardygun

Pilot Summary:

Pilot Level: 21

SP: 180

Weapon Damage +15%

[+]-type Weapon Damage +25%

Accuracy +35%

Damage Received -30%

Countercut Cost: 7 AP

Countershoot Cost: 6 AP

Skills:

Brave

Damage Received -10%, Weapon Damage +5%, Accuracy +5%.

Guard

- Gain Damage Received -15% when activated. Charge (4) to activate.

Bodyguard

- Level 3: While Support Defending, gain Damage Received -30%.

Support Defence +

- Level 2: Allows you to support defend 2 extra allies during your Support Defence Phase.

Accurate Attacker

- Level 3: All weapons gain Accuracy +30% and Damage +10%.

Critical:

Pay 10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Ranged Lvl 2: [+]-type Weapon Damage +25%, Countershoot Cost -1

Defense Lvl 4: Damage Received -20%

Techniques:

Sword Shield

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Counter Zone

You can lure your enemies into close quarters, protecting your allies from their melee attacks.

Ability: Counter Zone: Pay 20 EN during your Defense Phase. This turn, all [F]-type attacks currently targeting your allies now target you instead.

Seishin:

Perseverance

- Level 1 (20 SP): Recover 30% of your maximum HP.

- Level 2 (50 SP): Recover 50% of your maximum HP.

- Level 3 (80 SP): Recover all HP.

Iron Wall

- Level 1 (15 SP): Gain Damage Received -25% for one turn.

- Level 2 (25 SP): Gain Damage Received -50% for one turn.

- Level 3 (40 SP): Gain Damage Received -75% for one turn.

Substitute

- Level 1 (35 SP): For a single turn, trade Defense Phases and Terrains with one target ally regardless of any condition. That ally must not have taken his or her turn to be a legitimate target of this spell. You and the target of this spirit command must still defend against any MAP-type attacks directed at the original units or the terrain they occupy after substitution.

Confusion

- Level 1 (20 SP): For a single turn one target enemy gains Target's Dodge Cost -50%.

- Level 2 (50 SP): For a single turn all enemies gain Target's Dodge Cost -50%.

Sure Hit

- Level 1 (15 SP): Gain Accuracy +25% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

- Level 2 (25 SP): Gain Accuracy +50% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

Will Gauge:

- Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.

- Flawless Defense: Costs 4 Will. Blocking reduces damage by 75% instead for this turn.

- Iron Will: Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Accuracy +25%.

- Impervious: Costs 6 Will. Cap all damage received this turn at 500 damage per hit.

Edited by Nendo

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Nea's Training:

PP Gains:

+1600 (Newbie Package) [13/10/10]

+1089 (Mahjong) [21/11/10]

+692 (SPEHS) [26/11/10]

+648 (Salute) [6/12/10]

+188 (Fast Training VI) [22/12/10]

+875 (Winloss?) [25/1/11]

+319 (Evo Return) [24/3/11]

+1089 (Heroes, Aliens, and... Cats?!) [25/3/11]

+135 (Fast Training VII) [19/4/11]

+180 (Gundam Powah!) [5/6/11]

+480 (Otoutoeto) [5/6/11]

+302 (Revival 1) [11/8/11]

+432 (Revival 3 + GE) [8/9/11]

+1050 (Ice Fishing) [7/7/12]

+577 (Fast Training VII) [9/8/12]

+225 (Fast Training VII (B) [17/9/12]

+188 (Christmas Epiphany) [4/2/13]

PP Spent:

-1600 (Defense Lvl 1-4, Ranged Lvl 1-2, Brave, Perseverance lvl 1) [13/11/10]

-900 (Guard, Iron Wall lvl 1-2) [21/11/10]

-750 (Iron Wall lvl 3, Substitute lvl 1) [26/11/10]

-500 (Sword Shield) [6/12/10]

-1200 (Bodyguard lvl 1-3) [26/1/11]

-1200 (Support Defense + lvl 1-2) [27/3/11]

-700 (Perseverance lvl 2-3) [27/7/11]

-400 (Counter Zone) [31/1/12]

-1800 (Accurate Attacker lvl 1-3, Confusion lvl 1-2) [18/7/12]

-1000 (Defense Pierce -> Impervious, Sure Hit lvl 1-2) [4/2/13]

Total: 20 PP

Total PP Spent: 10050

Pilot Level: 21

Max SP Bonus: 80

Edited by Nendo

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Gou Ryoma

Pilot Summary:

Pilot Level: 18

SP: 168

Weapon Damage: +30%

[F]-type Weapon Damage +15%

[+]-type Weapon Damage +15%

Accuracy: +60%

Countercut Cost: 7 AP

Countershoot Cost: 4 AP

Skills:

Unit Specialization Defensive - Getter Machine

- Level 3: Damage Dealt +30%, Damage Received -10%, Accuracy +15%.

Fury

- Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Charge (4) to activate.

Accurate Attacker

- Level 3: All weapons gain Accuracy +30% and Damage +10%.

Combat Specialist

- Level 3: All weapons gain Damage +20% and Accuracy +5%.

Hit & Away

- Level 1: You may choose to move your Transform Phase to after your Attack Phase.

Variable Form Speciality

- Level 1: Getter Machine. Gain an extra transformation phase at the start of every turn in units of that type. This Transformation Phase can only be used to activate transformation type abilities.

Critical:

Pay 10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Melee Lvl 1: [F]-type Weapon Damage +15%

Ranged Lvl 1: [+]-type Weapon Damage +15%

Accuracy Lvl 4: Accuracy +25%, Countershoot Cost -3

Techniques:

Sword Shield:

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Seishin:

Sure Hit

- Level 1 (15 SP): Gain Accuracy +25% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

Mercy

- Level 1 (10 SP): If the first attack you execute this turn would defeat an enemy (reduce their HP to 0), their HP is reduced to 10 instead.

- Level 2 (20 SP): For the first attack you execute this turn, gain Weapon Damage +50%. If this attack would defeat an enemy (reduce their HP to 0), their HP is reduced to 10 instead.

- Level 3 (30 SP): For the first attack you execute this turn, gain Weapon Damage +100%, Accuracy +25%, and disable all Evasive Secondary Defenses (such as Bunshin and Stealth). If this attack would defeat an enemy (reduce their HP to 0), their HP is reduced to 10 instead.

Perseverance

- Level 1 (20 SP): Recover 30% of your maximum HP.

- Level 2 (50 SP): Recover 50% of your maximum HP.

- Level 3 (80 SP): Recover all HP.

Iron Wall

- Level 1 (15 SP): Gain Damage Received -25% for one turn.

- Level 2 (25 SP): Gain Damage Received -50% for one turn.

Will Gauge:

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Entrenchment: Costs 4 Will. Damage Received -40% and Accuracy +50% for one turn.

- Focused Attack: Costs 5 Will. Your next attack phase gains Accuracy +100% and Weapon Damage +25%.

- Fast Combat: Costs 5 Will. Gain 1 additional Attack Phase this turn.

Edited by Nendo

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Ryoma's Training:

PP Gains:

+1600 (Newbie Package) [31/12/10]

+875 (Winloss?) [25/1/11]

+319 (Evo Return) [24/3/11]

+1089 (Heroes, Aliens, and... Cats?!) [25/3/11]

+270 (Fast Training VII) [19/4/11]

+480 (Otoutoeto) [5/6/11]

+302 (Revival 1) [11/8/11]

+432 (Revival 3 + GE) [8/9/11]

+1133 (Revival 2) [3/5/12]

+1050 (Ice Fishing) [7/7/12]

+562 (Fast Training VII) [9/8/12]

+450 (Fast Training VII (B) [17/9/12]

+188 (Christmas Epiphany) [4/2/13]

PP Spent:

-1550 (Accuracy Lvl 1-4, Melee lvl 1, Ranged Lvl 1, Fury, Sure Hit lvl 1) [31/12/10]

-500 (Sword Shield) [26/1/11]

-1200 (Accurate Attacker lvl 1-3) [27/3/11]

-1200 (Combat Specialist lvl 1-3) [27/7/11]

-800 (Hit & Away, Variable Form Speciality lvl 1) [31/1/12]

-2220 (Unit Specialization (Defensive) [Getter Machine], Meryc lvl 1-3, Perseverance lvl 1) [18/7/12]

-1100 (Perseverance lvl 2-3, Iron Wall lvl 1-2) [4/2/13]

Total: 150 PP

Total PP Spent: 8570

Pilot Level: 18

Max SP Bonus: 68

Edited by Nendo

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Murasame Hayato

Pilot Summary:

Pilot Level: 18

SP: 168

Weapon Damage +15%

[F]-type Weapon Damage +55%

[F]-type Weapon Accuracy +10%

Accuracy +35%

Dodge Cost -30%

Countercut Cost: 6 AP

Countershoot Cost: 7 AP

Skills:

Unit Specializtion (Evasive) - Getter Machine

- Level 3: Damage Dealt +30%, Dodge Cost -10%, Accuracy +15%.

Genius

- Dodge Cost -10%, Weapon Damage +5%, Accuracy +5%.

Infight

- Level 3: [F]-type Weapons gain Damage +30% and Accuracy +10%.

Accurate Attacker

- Level 3: All weapons gain Accuracy +30% and Damage +10%.

Open Get Specialty

- Level 3: In units with Open Get gain 5 additional Open Get uses.

Critical:

Pay 10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Melee Lvl 2: [F]-type Weapon Damage +25%, Countercut Cost -1

Evade Lvl 4: Dodge Cost -20%

Techniques:

Sword Shield:

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Seishin:

Duty

- Level 1 (20 SP): Recover 30% of your maximum DP.

- Level 2 (50 SP): Recover 50% of your maximum DP.

Boost

- Level 1 (15 SP): Gain Dodge Cost -25% for one turn.

- Level 2 (25 SP): Gain Dodge Cost -50% for one turn.

Direct Attack

- Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense and other secondary defenses only applies to your attacks.

Resupply

- Level 1 (50 SP): You or target ally recovers all ammunition.

- Level 2 (50 SP): You or target ally recovers all EN.

Will Gauge:

- Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.

- Flawless Evasion: Costs 4 Will. Evading reduces dodge cost by 50% instead for this turn.

- Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Accuracy +25%.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

Edited by Nendo

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Hayato's Training:

PP Gains:

+1600 (Newbie Package) [31/12/10]

+875 (Winloss?) [25/1/11]

+319 (Evo Return) [24/3/11]

+1144 (Heroes, Aliens, and... Cats?! + Fortune) [25/3/11]

+270 (Fast Training VII) [19/4/11]

+480 (Otoutoeto) [5/6/11]

+302 (Revival 1) [11/8/11]

+432 (Revival 3 + GE) [8/9/11]

+1133 (Revival 2) [3/5/12]

+1050 (Ice Fishing) [7/7/12]

+562 (Fast Training VII) [9/8/12]

+450 (Fast Training VII (B) [17/9/12]

+188 (Christmas Epiphany) [4/2/13]

PP Spent:

-1600 (Evade Lvl 1-4, Melee lvl 1-2, Genius, Duty lvl 1) [31/12/10]

-500 (Sword Shield) [26/1/11]

-1200 (Infight lvl 1-3)

-1250 (Resupply lvl 1-2, Duty lvl 2, Boost lvl 1)

-800 (Unit Specialization Evasive lvl 1-2) [31/1/12]

-2150 (Unit Specialization Evasive lvl 3, Accurate Attacker lvl 1-3) [18/7/12]

-1200 (Open Get Speciality lvl 1-3, Direct Attack lvl 1) [4/2/13]

Total: 105 PP

Total PP Spent: 8700

Pilot Level: 18

Max SP Bonus: 68

Edited by Nendo

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Koetsuji Daidou

Pilot Summary:

Pilot Level: 18

SP: 168

Weapon Damage +5%

Accuracy +5%

Damage Recieved -30%

Countercut Cost: 4 AP

Countershoot Cost: 5 AP

Skills:

Unit Specialization Defensive - Getter Machine

- Level 3: Damage Dealt +30%, Damage Received -10%, Accuracy +15%.

Brave

- Damage Received -10%, Weapon Damage +5%, Accuracy +5%.

Guard

- Gain Damage Received -15% when activated. Charge (4) to activate.

Open Get Speciality

- Level 3: In units with Open Get gain 5 additional Open Get uses.

Positive

- You are immune to the Exhaust spirit command and any effects that emulate it.

Martial Arts Mastery

- Level 1: Countercut cost -1. Gain the Countercut ability in any unit that requires Martial Arts Mastery to countercut.

Critical:

Pay 8 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Skill Lvl 2: Countercut and Countershoot Costs -2, Critical Cost -2, Shield Usage +3

Defense Lvl 4: Damage Received -20%

Techniques:

Sword Shield:

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Counter Zone

You can lure your enemies into close quarters, protecting your allies from their melee attacks.

Ability: Counter Zone: Pay 20 EN during your Defense Phase. This turn, all [F]-type attacks currently targeting your allies now target you instead.

Seishin:

Perseverance

- Level 1 (20 SP): Recover 30% of your maximum HP.

- Level 2 (50 SP): Recover 50% of your maximum HP.

- Level 3 (80 SP): Recover all HP.

Iron Wall

- Level 1 (15 SP): Gain Damage Received -25% for one turn.

- Level 2 (25 SP): Gain Damage Received -50% for one turn.

- Level 3 (40 SP): Gain Damage Received -75% for one turn.

Sure Hit

- Level 1 (15 SP): Gain Accuracy +25% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

Substitute

- Level 1 (35 SP): For a single turn, trade Defense Phases and Terrains with one target ally regardless of any condition. That ally must not have taken his or her turn to be a legitimate target of this spell. You and the target of this spirit command must still defend against any MAP-type attacks directed at the original units or the terrain they occupy after substitution.

Will Gauge:

- Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.

- Flawless Defense: Costs 4 Will. Blocking reduces damage by 75% instead for this turn.

- Focused Attack: Costs 5 Will. Your next attack phase gains Accuracy +100% and Weapon Damage +25%.

- Iron Will: Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Accuracy +25%.

Edited by Nendo

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Daidou's Training:

PP Gains:

+1600 (Newbie Package) [31/12/10]

+875 (Winloss?) [25/1/11]

+319 (Evo Return) [24/3/11]

+1089 (Heroes, Aliens, and... Cats?!) [25/3/11]

+270 (Fast Training VII) [19/4/11]

+480 (Otoutoeto) [5/6/11]

+302 (Revival 1) [11/8/11]

+432 (Revival 3 + GE) [8/9/11]

+1133 (Revival 2) [3/5/12]

+1050 (Ice Fishing) [7/7/12]

+562 (Fast Training VII) [9/8/12]

+450 (Fast Training VII (B) [17/9/12]

+188 (Christmas Epiphany) [4/2/13]

PP Spent:

-1550 (Defense Lvl 1-4, Skill lvl 1-2, Brave, Iron Wall lvl 1) [31/12/10]

-500 (Sword Shield) [26/1/11]

-1650 (Guard, Iron Wall lvl 2-3, Perseverance lvl 1-2) [27/3/11]

-900 (Substitute lvl 1, Perseverance lvl 3, Sure Hit lvl 1)

-700 (Counter Zone, Unit Specialization Defensive lvl 1) [31/1/12]

-2200 (Unit Specialization Defensive lvl 2-3, Open Get Speciality lvl 1-3) [18/7/12]

-1300 (Positive, Martial Arts Mastery)[4/2/13]

Total: 40 PP

Total PP Spent: 8800

Pilot Level: 18

Max SP Bonus: 68

Edited by Nendo

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Al

The AI program on ARX-7 Arbalest.

Pilot Summary:

Pilot Level: 12

SP: 144

Accuracy +15%

Dodge Cost +20%

Countercut Cost: 7 AP

Countershoot Cost: 6 AP

Max Ammo +50%

Skills:

Autonomous Control

Class: Sidekick

- Gain This Sidekick can be a Main Pilot.

Concentration

- Spirit Command Cost -20%

B-Save

Class: Passive (Sub)

Ammunition is a precious resource in combat, but firing wildly can deplete one's stores rapidly. This skill allows a pilot to fire in controlled bursts, conserving ammunition.

- Ammo capacity of weapons and abilities increased by 50%.

This ability does not stack with itself. When multiple pilots with this ability are in one unit, only the highest bonus takes effect.

Attributes:

Accuracy Lvl 2: Accuracy +15%, Coutershoot Cost -1

Evade Lvl 4: Dodge Cost -20%

Seishin:

Concentrate

- Level 1 (12 SP): Gain Accuracy +20% and Dodge Cost -10% for one turn.

Snipe Attack

- Level 1 (12 SP): The first hit of your next attack phase taken this turn gains Accuracy +25%. Disable other effects that modify Dodge Cost, both positive and negative (ZERO System, High Performance Targeter, Tesla Drive, Guts) except BASE weapon accuracy.

Direct Attack

- Level 1 (20 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense and other secondary defenses only applies to your attacks.

Great Effort

- Level 1 (16 SP): User's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well.

- Level 2 (28 SP): User or target ally's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well.

Duty

- Level 1 (16 SP): Recover 30% of your maximum DP.

- Level 2 (40 SP): Recover 50% of your maximum DP.

- Level 3 (64 SP): Recover all DP.

Will Gauge:

- Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Accuracy +20% for this turn.

- Barrier Break: Costs 3 Will. Choose one attack with Barrier Pierce. That attack gains Barrier Break this turn.

- Flawless Barrier: Costs 4 Will. Barrier damage negation +50% this turn.

- Focused Attack: Costs 5 Will. Your next attack phase gains Accuracy +100% and Weapon Damage +25%.

Edited by Nendo

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Al's Programming:

PP Gains

+1200 (Base Defense Duty) [25/12/09]

+540 (Funnels PA + Great Effort) [5/2/10]

+540 (Sword of Justice PA + Great Effort) [7/3/10]

+250 (White Light Job) [2/4/10]

+743 (Fast Training III + Great Effort + Learning Computer + System Limiter) [9/5/10]

+1500 (System Change Redistribution) [30/5/10]

+604 (Fresh Start! + Great Effort) [9/6/10]

+180 (Fast Training IV + Great Effort) [9/7/10]

+820 (Shinys & Prettys) [27/9/10]

+1089 (Mahjong) [21/11/10]

+1133 (Revival 2) [3/5/12]

PP Spent

-1200 (learning B-Save) [26/12/09]

-500 (Autonomous Control) [27/3/10]

-500 (Great Effort lvl 1) [30/5/10]

-900 (Duty lvl 1-3) [30/5/10]

-100 (Accuracy lvl 1) [30/5/10]

-1100 (Acc lvl 2, Evade lvl 1-4, Great Effort lvl 2) [27/9/10]

-1200 (Concentration) [27/3/11]

Total PP: 1419

Total PP spent: 5500

Pilot Level: 12

Max SP Bonus: 44

Edited by Nendo

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green2.gif

Haroken

Unit: Green Haro

Type: Installable

Class: Sidekick

Rank: 3

Pilot Summary:

Pilot Level: 26

SP: 260

Skills:

Eternal Mascot:

- Class: Sidekick

- Gain Dodge Cost -10% and Accuracy +20%

Concentration

- Spirit Command Cost -20%

SP Boost

- Level 1: Max SP +10

- Level 2: Max SP +20

- Level 3: Max SP +30

Group Mentality

- Level 2: SP Reduction that this pilot suffers in multi-piloted units is considered two steps less.

Assisted Piloting

- Main Pilot gains +1 Evade Attribute.

Assisted Tracking

- Main Pilot gains +1 Accuracy Attribute.

Attributes:

Accuracy Lvl 2: Accuracy +15%, Countershoot Cost -1

Evade Lvl 4: Dodge Cost -20%

Seishin:

Great Effort

- Level 1 (16 SP): User's PP gain is doubled at the end of the battle regardless of the result. This affects all sub-characters that are inside that unit as well.

- Level 2 (28 SP): User or target ally's PP gain is doubled at the end of the battle regardless of the result. This affects all pilots that are inside the targeted unit

Training

- Level 1 (40 SP): Unit's Evolution Point gain is doubled at the end of battle.

- Level 2 (60 SP): Unit or target ally unit's Evolution Point gain is doubled at the end of battle.

Resupply

- Level 1 (40 SP): You or target ally recovers all ammunition.

- Level 2 (40 SP): You or target ally recovers all EN.

Perseverance

- Level 1 (16 SP): Recover 30% of your maximum HP.

- Level 2 (40 SP): Recover 50% of your maximum HP.

- Level 3 (64 SP): Recover all HP.

Duty

- Level 1 (16 SP): Recover 30% of your maximum DP.

- Level 2 (40 SP): Recover 50% of your maximum DP.

- Level 3 (64 SP): Recover all DP.

Boost

- Level 1 (12 SP): Gain Dodge Cost -25% for one turn.

- Level 2 (20 SP): Gain Dodge Cost -50% for one turn.

- Level 3 (32 SP): Gain Dodge Cost -75% for one turn.

Will Gauge:

- Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

- Focused Attack: Costs 5 Will. Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%.

Edited by Nendo

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Haroken's Programming:

PP Gains:

+270 (Fast Training PA) [12/2/10]

+250 (Req: Backup) [27/2/10]

+270 (Sword of Justice PA) [7/3/10]

+288 (Grunts' PA) [7/3/10]

+648 (Fast Training II + Great Effort) [16/3/10]

+540 (Cat Girl's, Day 2 + Great Effort) [22/3/10]

+150 (NaCl Job) [2/4/10]

+150 (Groceries Job) [28/4/10]

+250 (Prank the Public Job) [28/4/10]

+743 (Fast Training III + Great Effort + Learning Computer + System Limiter) [9/5/10]

+2000 (System Change Redistribution)

+604 (Fresh Start! + Great Effort) [9/6/10]

+180 (Fast Training + Great Effort) [9/7/10]

+210 (Fast Training V) [15/9/10]

+820 (Shinys & Prettys) [27/9/10]

+638 (FFA III) [13/10/10]

+778 (Cherry Blossoms) [13/10/10]

+504 (Lasers go Pew-Pew) [19/10/10]

+576 (LIVE 2010) [27/10/10]

+720 (Chickenzilla) [27/10/10]

+90 (Combiners) [2/11/10]

+576 (Takamichi) [3/11/10]

+692 (Psychic Fishing) [8/11/10]

+576 (Everyody is Insane!) [8/11/10]

+225 (SETTLERS OF CATAN) [11/11/10]

+131 (Mighty Mechs) [17/11/10]

+891 (Mahjong) [21/11/10]

+692 (SPEHS) [26/11/10]

+648 (Salute) [6/12/10]

+188 (Fast Training VI) [22/12/10]

+70 (Hot Potato) [6/1/11]

+875 (Winloss?) [25/1/11]

+319 (Evo Return) [24/3/11]

+1089 (Heroes, Aliens, and... Cats?!) [25/3/11]

+270 (Fast Training VII) [19/4/11]

+180 (Gundam Powah!) [5/6/11]

+480 (Otoutoeto) [5/6/11]

+1050 (Ice Fishing) [7/7/12]

+450 (Fast Training VII (B) [17/9/12]

PP Spent:

-1200 (E-Save) [22/3/10]

-500 (Great Effort) [30/5/10]

-800 (Resupply lvl 1-2) [30/5/10]

-400 (Evade lvl 1-4) [30/5/10]

-100 (Accuracy lvl 1) [30/5/10]

-100 (Accuracy lvl 2) [15/9/10]

-600 (Great Effort lvl 2) [15/9/10]

-1500 (Training lvl 1-2) [27/9/10]

-1500 (Concentration, SP Boost lvl 1) [12/10/10]

-500 (SP Boost lvl 2) [23/10/10]

-1100 (SP Boost lvl 3, Assisted Piloting) [27/10/10]

-1400 (Group Mentality lvl 1-2, Assisted Tracking) [14/11/10]

-2600 (Duty lvl 1-3, Perseverance lvl 1-3, Boost lvl 1-3) [27/3/11]

Total PP: 5681

Total PP spent: 12600

Pilot Level: 26

Max SP Bonus: 100

Edited by Nendo

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Zeal

Class: Sidekick

Description: Custom AI that is installed in the GN-ES01 Gundam Zelos, which assists the pilot with the BIC System

Pilot Summary:

Pilot Level: 4

SP: 112

Additional Class Skills:

BIC System Interface:

Class: Passive (Sub)

When BIC System is activated, choose one of the following effects as well:

* Barrier Damage Negation +500

* Damage Received -20%

* All (B)-type weapons gain Damage Dealt +40%

Attributes:

Accuracy Lvl 2: Accuracy +15%, Countershoot Cost -1

Evade Lvl 4: Dodge Cost -20%

Spirit Commands:

Great Effort

- Level 1 (20 SP): User's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well.

Concentrate

- Level 1 (15 SP): Gain Accuracy +20% and Dodge Cost -10% for one turn.

Direct Attack

- Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense and other secondary defenses only applies to your attacks.

Duty

- Level 1 (20 SP): Recover 30% of your maximum DP.

Will Gauge:

- Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Flawless Evasion: Costs 4 Will. Evading reduces dodge cost by 50% instead for this turn.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

Edited by Nendo

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