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Mechalomaniac

Offensive Skills

28 posts in this topic

Infight

Class: Passive (Main)

Pilots can receive special training in melee fighting, making them better swordsmen, brawlers, and frontline fighters.

Level 1: [F]-type Weapons gain Damage +10%. 300 PP

Level 2: [F]-type Weapons gain Damage +20% and Target's Dodge Cost +5% 400 PP

Level 3: [F]-type Weapons gain Damage +30% and Target's Dodge Cost +10% 500 PP

Special: Damage bonus does not stack with Gunfight for [H]-type attacks.

Edited by Mechalomaniac

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Gunfight

Class: Passive (Main)

Pilots who prefer not to get the paint on their mechs scratched up in melee fighting may opt to be trained in the art and science of marksmanship.

Level 1: [+]-type Weapons gain Damage +10%. 300 PP

Level 2: [+]-type Weapons gain Damage +20% and Target's Dodge Cost +5% 400 PP

Level 3: [+]-type Weapons gain Damage +30% and Target's Dodge Cost +10% 500 PP

Special Damage bonus does not stack with Infight for [H]-type attacks.

Edited by Umbaglo

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Attacker

Class: Active

Making sure that one's enemy is quickly incapacitated is a key element in any form of combat. Pilots who wish to learn the Attacker ability receive special aggression training as well as the skill of perceiving an enemy's weak points, increasing the damage they deal.

Level 1: Damage dealt +25%. Charge (4) to activate.

Cost: 500 PP

Edited by Umbaglo

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Resentment

Class: Passive (Main)

You bear a particular hatred or are especially adept at fighting a certain type of pilot or machine.

Choose a unit type (such as Mecha Beast or Mothership) or Defining Skill (such as A-Class Jumper or Newtype). Gain bonuses on attacks against units of the chosen type or units whose main pilot has the chosen Defining Skill.

Level 1: Damage Dealt +10%, Target's Dodge Cost +10%. 300 PP

Level 2: Damage Dealt +20%, Target's Dodge Cost +20%. 500 PP

Level 3: Damage Dealt +30%, Target's Dodge Cost +30%. 700 PP

OR

Level 3: Damage Dealt +20%, Target's Dodge Cost +20%. Choose one specific unit that has the chosen unit type (such as RX-78 Gundam). When fighting against the chosen unit gain an additional Damage Dealt +20%, Target's Dodge Cost +20%. 700 PP

Note: If the unit types Super Robot or Real Robot are chosen for this skill, you must also specify the specific series you are buying Resentment against, such as Banpresto Originals: Grungust Series.

Edited by Umbaglo

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Continuing Attack

Class: Passive (Main)

You can strike several more enemies with a continuing attack.

MAP Range of the Continuing Attack Pilot Technique is increased.

Level 1: MAP Range becomes (T:3). 300 PP

Level 2: MAP Range becomes (T:4). 400 PP

Level 3: MAP Range becomes (T:5). 500 PP

Special: You must purchase the Continuing Attack Pilot Technique in order to purchase this skill.

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Revenge

Class: Passive (Main)

The ability to remember your grudges and exact lovely revenge on those you hate.

Level 1: Damage dealt +25% against all units that attacked you this turn. 500 PP

Level 2: Damage dealt +25% against all units that attacked you or an ally this turn. This ability does not trigger if a summoned unit is attacked. 600 PP

Level 3: Damage dealt +25% against all units that attacked you or an ally this turn. In addition, whenever any allied unit is defeated, gain a permanent +10% Weapon Damage until the end of the battle. This ability does not trigger if a summoned unit is attacked or destroyed, and can stack if multiple allies are defeated. 700 PP

Edited by Umbaglo

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Mental Awareness

Class: Passive (Main)

Your enhanced senses allow you to feel out targets without the need for radar.

Level 1: Negate Stealth in targets you attack.

Cost: 700 PP

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Nitou-Ryu

Class: Passive (Main)

You are especially skilled in combat using two swords, able to break past your enemy's defenses with a coordinated attack.

Level 1: Countercut Cost -1, and (M) weapons gain Target's Countercut Cost +10% and Weapon Damage +10%. 400 PP

Level 2: Countercut Cost -1, and (M) weapons gain Target's Countercut Cost +25% and Weapon Damage +20%. 500 PP

Level 3: Countercut Cost -1, and (M) weapons gain Target's Countercut Cost +50% and Weapon Damage +30%. 600 PP

Requirement: In order to purchase this skill, you must have either Melee at level 3, or Infight at level 3.

Note: This skill always assumes that the pilot will carry an additional melee weapon above the unit's default equipment, if it does not already carry dual weapons.

Edited by Umbaglo

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Final Attack

Class: Passive (Main)

You refuse to go down without a fight. Even as your machine explodes around you, you grit your teeth together and seek revenge on your enemy with one last strike.

Level 1: Gain an additional attack phase with +50% weapon damage immediately before you are destroyed.

Cost: 600 PP

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Sneak Attack

Class: Passive (Main)

You are a master at tricking your enemies and striking from an advantageous position immediately thereafter.

Level 1: Weapon Damage +25% and Target's Dodge Cost +25% in a turn in which you use an evasive secondary defense or are under the effects of Invisibility.

Cost: 500 PP

Edited by Umbaglo

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Bunshin Sappou

Class: Passive (Main)

You can take advantage of Double Image techniques to strike an enemy multiple times with your rapid attacks.

Level 1: (X) and (F) weapon caps +10% in units with Double Image. 300 PP

Level 2: (X) and (F) weapon caps +20% in units with Double Image. 400 PP

Level 3: (X) and (F) weapon caps +30% in units with Double Image. 500 PP

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Esper

Class: Passive (Main)

Your psychic abilities are especially powerful, allowing you to make better use of psychic based weapons than others.

Level 1: Weapon Damage +10%, Accuracy +5% for Psychic Energy Weapons and in units that require Psychic Energy to pilot. 300 PP

Level 2: Weapon Damage +20%, Accuracy +10% for Psychic Energy Weapons and in units that require Psychic Energy to pilot. 400 PP

Level 3: Weapon Damage +30%, Accuracy +15% for Psychic Energy Weapons and in units that require Psychic Energy to pilot. 500 PP

Special: You must be able to use Psychic Energy weapons to acquire this skill. If you also have the Telekinesis skill, only the highest damage bonus of the two applies.

Edited by Umbaglo

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Offensive Support

Class: Passive (Main)

You work well in a team, able to improve the effectiveness of your attacks by coordinating your assault

Weapon Damage +20% provided that you attack the same target(s) as any ally who has already taken their turn (This ability can not affect summons), or Combo Attack Damage +20%.

Cost: 600 PP

Edited by Umbaglo

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Sniper

Class: Passive (Main)

You are especially effective at sniping your enemy from a range.

* Level 1: Target's Dodge Cost +10% and Weapon Damage +10% when using Snipe or Snipe Attack with any [+] weapon. This bonus stacks with Snipe Attack but does not stack with itself. 200 PP

* Level 2: Target's Dodge Cost +15% and Weapon Damage +15% when using Snipe or Snipe Attack with any [+] weapon. This bonus stacks with Snipe Attack but does not stack with itself. 300 PP

* Level 3: Target's Dodge Cost +20% and Weapon Damage +20% when using Snipe or Snipe Attack with any [+] weapon. This bonus stacks with Snipe Attack but does not stack with itself. 400 PP

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Team Player

Class: Passive (Main)

You work best as part of a team, truly shining when you have the support of your friends.

* Level 1: Target's Dodge Cost +5%, Damage Dealt +5% for each allied unit in battle that Combines with your unit. Bonuses cap at Target's Dodge Cost +20%, Damage Dealt +20%. 400 PP

* Level 2: Target's Dodge Cost +5%, Damage Dealt +5% for each subpilot in your unit or allied unit in battle that Combines with your unit. Bonuses cap at Target's Dodge Cost +20%, Damage Dealt +20%. 400 PP

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Improved Critical

Class: Active

You know especially well how to strike your enemy's weak point.

Level 1: Critical Cost -1. Gain an additional Weapon Damage +5% and Accuracy +5% for attack phases affected by Critical. 200 PP

Level 2: Critical Cost -2. Gain an additional Weapon Damage +10% and Accuracy +10% for attack phases affected by Critical. 300 PP

Level 3: Critical Cost -3. Gain an additional Weapon Damage +15% and Accuracy +15% for attack phases affected by Critical. 400 PP

Edited by Kaiterra

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Focused Attack

Class: Passive (Main)

You know the most efficient method to spread your attacks on your enemies.

When using a non-multihit (S)-type, or a multihit (AS)-type weapon to hit multiple targets, increase the final damage after all other modifiers by X% before splitting it across the targets, where X is:

Level 1: 20% 400 PP

Level 2: 40% 500 PP

Level 3: 60% 600 PP

Edited by Umbaglo

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Attack Again

Class: Passive (Main)

Your skills are so great that you are able to continuously attack your enemy.

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

Level 1: 5 turns. 500 PP

Level 2: 4 turns. 700 PP

Level 3: 3 turns. 900 PP

Requirement: In order to purchase this skill, you must have Skill at at least Level 3.

Special: The Attack Phase that triggers this skill cannot have been targeting more then one unit, nor have been using a MAP.

Edited by Umbaglo

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Combat Specialist

Class: Passive (Main)

Pilots can receive generalized combat training in both ranged and melee combat.

Level 1: All weapons gain Damage +10%. 300 PP

Level 2: All weapons gain Damage +15% 400 PP

Level 3: All weapons gain Damage +20% and Target's Dodge Cost +5% 500 PP

Special: Bonuses do not stack with Infight or Gunfight.

Edited by Umbaglo

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Defiance

Class: Passive (Main)

Your determination is absolute. Even though you don't have the most powerful hardware, even though you're outgunned, you're still going to do your best to overcome the odds and destroy any opponent, even if they're stronger than you.

Level 1: Damage Dealt +10% vs. units ranked 3 or more ranks higher then you. 300 PP

Level 2: Damage Dealt +20% and Target's Dodge Cost +5% vs. units ranked 3 or more ranks higher then you. 400 PP

Level 3: Damage Dealt +30% and Target's Dodge Cost +10% vs. units ranked 3 or more ranks higher then you. 500 PP

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Domination

Class: Passive (Main)

You are an unstoppable force of destruction. People call you "Boss" or "Final Boss." At the helm of an advanced, powerful unit, you lord over weaker machines, taking full advantage of your superior power to destroy any opposition that stands in your path.

Level 1: Damage Dealt +10% vs. units ranked 3 or more ranks lower then you. 300 PP

Level 2: Damage Dealt +20% and Target's Dodge Cost +5% vs. units ranked 3 or more ranks lower then you. 400 PP

Level 3: Damage Dealt +30% and Target's Dodge Cost +10% vs. units ranked 3 or more ranks lower then you. 500 PP

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Mass Destruction

Class: Passive (Main)

You work best when using weapons with a huge area of effect, taking advantage of their range to cut an even wider swath of destruction, making sure as many enemies fall in their path as possible.

Level 1: Range +1 for (MAP)-type weapons. 400 PP

Level 2: Range +2 for (MAP)-type weapons. 500 PP

Level 3: Range +3 for (MAP)-type weapons. 600 PP

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Hunter

Class: Passive (Main)

Your relentless assault allows you to take advantage of enemies that are on the ropes, cornering them as they are worn down and finishing them off when they have nowhere to run.

Level 1: 300 PP

Damage Dealt +5% and Target's Dodge Cost +10% vs. units with 60% or less DP.

Level 2: 500 PP

Damage Dealt +10% and Target's Dodge Cost +20% vs. units with 60% or less DP.

Level 3: 700 PP

Damage Dealt +15% and Target's Dodge Cost +30% vs. units with 60% or less DP.

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Killer

Class: Passive (Main)

You're a sadistic killing machine. You know well how to take advantage of an enemy's weaknesses, capitalizing on existing wounds to hit them where it hurts. You can turn even a small crack in their armor to your advantage, delivering a vicious final blow.

Level 1: 300 PP

Damage Dealt +10% and Target's Dodge Cost +5% vs. units with 60% or less HP.

Level 2: 500 PP

Damage Dealt +20% and Target's Dodge Cost +10% vs. units with 60% or less HP.

Level 3: 700 PP

Damage Dealt +30% and Target's Dodge Cost +15% vs. units with 60% or less HP.

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Accurate Attacker

Class: Passive (Main)

You know that more than simply damaging your opponent, you have to hit them first.

Level 1: All weapons gain Target's Dodge Cost +10%. 300 PP

Level 2: All weapons gain Target's Dodge Cost +20% and Damage +5%. 400 PP

Level 3: All weapons gain Target's Dodge Cost +30% and Damage +10%. 500 PP

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