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Mechalomaniac

Special Skills

20 posts in this topic

SP Boost

Class: Passive (Sub)

Spirit Commands allow pilots to perform extraordinarily well in battle, but using them is taxing on one's mental capacity. This skill helps keep one's adrenaline from burning out quickly, allowing them to use Spirit Commands more.

Take note that this bonus is cumulative.

Level 1: Max SP +10. 300 PP

Level 2: Max SP +20. 500 PP

Level 3: Max SP +30. 700 PP

Note: While this skill works on subpilots, its bonus only applies to the pilot/s that actually have it.

Edited by Umbaglo

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Concentration

Class: Passive (Sub)

Concentration training allows a pilot to filter out unnecessary distractions in battle, making the use of Spirit Commands more efficient.

Spirit Command Cost -20%

Cost: 1200 PP

Note: While this skill works on subpilots, its bonus only applies to the pilot/s that actually have it.

Edited by Umbaglo

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E-Save

Class: Passive (Main)

This skill allows one to tinker with a unit's efficiency controls, causing energy-based weapons to cost less without hampering their effectiveness.

Reduces EN cost of weapons and abilities by 30%.

Cost: 1200 PP

Edited by Umbaglo

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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.

Cost: 1200 PP

Edited by Umbaglo

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Anima Spiritia Boost

Class: Passive (Main)

Increases maximum Song EN.

* Level 1: Maximum Song EN +20, Starting Song EN +10, [M]-type Weapon Damage +10%. 300 PP

* Level 2: Maximum Song EN +30, Starting Song EN +15, [M]-type Weapon Damage +20%. 400 PP

* Level 3: Maximum Song EN +40, Starting Song EN +20, [M]-type Weapon Damage +30%. 500 PP

Edited by Umbaglo

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Hit & Away

Class: Passive (Main)

To keep still is to invite disaster. People who master this skill are able to use their stationary attacks faster, allowing them to act immediately afterward.

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

Cost: 500 PP

Edited by Umbaglo

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Fighting Spirit

Class: Passive (Main)

Always ready for battle, you face combat with heightened morale and determination.

- All Charge abilities start the battle with one counter.

- All counter-based abilities on this unit or its pilot (such as Will Gauge) begin battle with one counter.

Cost: 500 PP

Edited by Umbaglo

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Lucky

Class: Passive (Main)

Your extraordinary luck leads you to lucky counterattacks.

Evade an attack phase that is partially or fully directed at you. The next attack phase you make this turn is considered to be under the effects of Critical at no cost and gains Accuracy +25%. This is an evasive secondary defense. Charge (X), where X is:

Level 1: 6. 300 PP

Level 2: 5. 500 PP

Level 3: 4. 700 PP

Edited by Umbaglo

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Fortune

Class: Passive (Main)

You have a knack for coming into large amounts of cash.

Bounty for units you defeat is increased by 50%.

Cost: 800 PP

Edited by Umbaglo

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Hard Worker

Class: Passive (Sub)

Your devotion pays off as you quickly improve and learn from experience.

PP Rewards +50% at end of battle.

Cost: 800 PP

Note: While this skill works on subpilots, its bonus only applies to the pilot/s that actually have it.

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Group Mentality

Class: Passive (Sub)

* Level 1: SP Reduction that this pilot suffers in multi-piloted units is considered one step less. (Ex. if piloting a unit with 3 pilots, treat this pilot's SP reduction as the unit had 2 pilots). 400 PP

* Level 2: SP Reduction that this pilot suffers in multi-piloted units is considered two steps less. 600 PP

Edited by Umbaglo

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OS Customization

Class: Active

You can hastily upgrade your unit's systems for increased performance.

When activated, choose one option from the following list per level and gain their effects as unit modifiers.

  • Agility: Agi -10
  • Output: Cost of EN-based Weapons and Abilities -10%
  • Accuracy: Accuracy +10%
  • Offense: Weapon Damage +10%
  • Counter: Countercut/Countershoot Cost -25%
  • Terrain Adjustment: Reduce terrain-based Dodge Cost and Accuracy penalties by 15%
  • Precision: Critical Cost -2

Charge (4) to activate.

* Level 1: Choose one option. 200 PP

* Level 2: Choose two options. 300 PP

* Level 3: Choose three options. 400 PP

Edited by Umbaglo

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Secret Arts

Class: Passive (Main)

You have knowledge of secret techniques.

Gain an additional Technique slot.

Cost: 200 PP

Note: This skill may be taken multiple times.

Edited by Umbaglo

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Super Robot Spirit

Class: Passive (Main)

You are capable of nearly anything, as long as you can yell loud enough!

Gain an additional two Will Gauge abilities.

Cost: 800 PP

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Variable Form Specialty

Class: Active

You are skilled at piloting transforming mecha and changing forms at high speeds.

Level 1: Choose a unit type (such as Variable Fighter, Getter Robo or Mobile Suit). 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. 300 PP

Level 2: Gain an extra transformation phase at the start of every turn. This Transformation Phase can only be used to activate transformation type abilities. 500 PP

Edited by Umbaglo

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Field Modification

Class: Active

You keep a hidden stash of spare parts on hand, letting you adapt your unit to changing situations by performing emergency tune-ups.

You may switch an item that you have equipped which has not been expended (IE a Perishable or any other non-perishable item that can be expended such as Ichigeki Hissatsu Knowledge) with another unused item from your AM of equal or lesser rank. This ability is usable once per battle. This ability can not be used to swap any item which affects the number of pilots in the unit (including Sidekicks).

Cost: 500 PP

Edited by Umbaglo

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Rigid

Class: Passive (Sub)

Units you pilot are particularly tough and can take more punishments than before.

Unit's maximum HP is increased by 10%.

Cost: 1200 PP

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Handy

Class: Passive (Sub)

You are capable of modifying your unit's generator to maximise its performance.

Unit's maximum EN is increased by 10%.

Cost: 1200 PP

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Diva

Class: Passive (Main)

You are a diva who is capable of singing for hours at the time for the sake of your fans.

Reduces Song EN cost of weapons and abilities by 15%.

Cost: 1000 PP

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Enhanced Fortune

Class: Passive (Main)

You have been artificially enhanced to be luckier in battles.

Take note that this bonus is cumulative.

Level 1: Max AP +10. 300 PP

Level 2: Max AP +20. 400 PP

Level 3: Max AP +30. 500 PP

Edited by Umbaglo

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