I am useful.
Faceplant the Slayer.
Faceplant the Slayer.
Crazee Dayzee [+SPE, -BP] - A sentient flower capable of handing out a lot of punishment via lots of hits. Excels against opponents with no SPE, and synergizes well with piercing and crits. -------------------------------------------- Talents: (4TP Available) +SPE Tree Caster Sugar[5TP,6FP] - Active: Raise the scaling on your next SPE move by 1. -BP Tree Hidden Power[6TP] - +1 ATK, DEF, and SPE for every 4 levels of BP. Spellcaster Party Tricks[2TP] - T1 Magic can be used while unequipped for no cost, but at half damage. -------------------------------------------- Equips: Lens Array(+80% scaling to Star attacks) |
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Sing Any [ Sing a song to fire damaging notes at your enemies. Projectile. Lullaby Any Sing a song to put your enemies to sleep. Projectile. -------------------------------------------- Tuning Passive Doubles SPE. Dischord Locked Locked Showtime Locked Locked |
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Shaman [+FP, -ATK] - A skilled magician who is an expert in group healing and general support. Excels with passive healing, and also makes a great spellcaster thanks to the presence of a large FP pool. -------------------------------------------- Talents: (0TP Available) +FP Tree Flower Shield[5TP] - Toggle: FP can be used instead of HP, but double the FP is used. -ATK Tree Backrow[4TP] - If you don't use an attacking move, you can't be targeted by single-target attacks. Spellcaster Counterspell[6TP,8FP] - Active: 8FP. Whenever an enemy casts a spell this turn, retaliate with your own spell of choice (FP costs included) |
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Innervate Party [0.5 ATK] Heal the entire party for 0.5ATK HP and FP. Shooting Star Any [1.5 ATK, Star] Shoot a small star at an opponent, with a 50% chance to hit twice. Projectile. -------------------------------------------- Illusion Charge Locked Locked Up and Away Locked Locked Flowerflare Locked Locked |
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Piranha Plant [+ATK, -SPE] - A carnivorous plant that likes to chomp on its enemies. Excels at high damage to ground opponents and debuffing, but lacks in its ability to hit airborne targets. -------------------------------------------- Talents: (4TP Available) +ATK Tree Discipline[5TP,6FP] - Active: Raise scaling on the next ATK-based move by 1. -SPE Tree Might Over Magic[6TP] - Gain +.5 scaling on moves with no FP cost. Wicked Mind Drain[4TP] - Enemies can't use items on you. -------------------------------------------- Equips: Sharpened Spikes (+40% scaling to Spike attacks) |
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Munch Any Ground [ Bite on an enemy from below, and probably scare the daylights out of them in the process. (NOTE: Does not actually inflict Fear.) Contact attack. Fire Shot Any [1 ATK + 1 ATK, Fire] Spit a few fireballs at an enemy. Projectile. -------------------------------------------- Omnomnomnom Passive Finishing off an enemy will heal you for 2ATK HP. Coup de grâce Locked Locked Bloodthirsty Locked Locked |
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Lakitu [+ATK, -BP] - A small koopa on a cloud who likes throwing things. Excels at using some rather potent secondary abilities over badges, and can even later use spells. -------------------------------------------- Talents: (TP Available: 4) +ATK Tree Discipline[5TP,6FP] - Active: Raise scaling on the next ATK-based move by 1. -BP Tree Hidden Power[6TP] - +1 ATK, DEF, and SPE for every 4 levels of BP. Aerial Carry[3TP] - Active: Pick up an ally, giving them Flying for the remainder of the turn. -------------------------------------------- Equips: Sharpened Spikes (+40% scaling to Spike attacks) |
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Spiny Throw Any [ Throw a single spiny. Not that impressive, but decent damage. Projectile. Spiny Storm All [ Pull a ton of spinies out of thin air and hit every opponent in the battle with them. Projectile. -------------------------------------------- Cloud Nine Cloud Nine Locked Weather Report Locked Locked Thunderbolt Locked Locked |
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Koopaling [+STA, -FP] - One of Bowser's "children", a Koopaling has high proficiency in both magic and melee. Excels with crit rate, and has five abilities instead of three. -------------------------------------------- Talents: (TP Available: 4) +STA Tree Blur[10TP] - +5% STA for every enemy. -FP Tree Tech-Block[4TP,2FP] - Active: Target can't use abilities that cost FP this turn. Raw Power Armour Crush[8TP,6FP] - Active: Halve the target's DEF scaling until the end of the next turn. |
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Shell Slam Any Ground/Flying [2 ATK, Crush] Jump above an opponent and slam down on top of them. Contact. Chaos Magic Passive Enables casting of magic, but STA acts as a chance for both critical hits and critical failures. -------------------------------------------- Chaos Bolt Any [3 ATK & 3 SPE, Dark] 4 FP Fire a bolt of dark energy at an opponent. Composite Damage. Duplicate Locked Locked Desperate Rush Locked Locked Fraymotif Locked Locked [[ThatOneAttack]] Locked Locked |
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X-Naut [+STA, -SPE] - A strange little being from the distant future, and an experience scientist. Excels with buffing teammates and dispelling debuffs. -------------------------------------------- Talents: (TP Available: 4) +STA Tree Blur[10TP] - +5% STA for every enemy. -SPE Tree Might Over Magic[6TP] - Gain +.5 scaling on moves with no FP cost. Smarts Pitfall[4TP,2FP] - The first enemy to use a contact attack against you this turn falls into a pitfall, trapping them until the end of the turn. |
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Body Slam Front [2 ATK, Tackle] Slam into the opponent in front. Contact. Dispel Self/Ally Remove one debuff from an ally or yourself. (Some debuffs may not be removed this way.) -------------------------------------------- Elixir Mixer Locked Locked Mister Mixer Locked Locked Create X-Mech Locked Locked |
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Golem [+HP, -EVA] - A large construct designed as a guardian, able to take a hit and return it in kind. One of the most versatile classes in the entire game, having a grand total of 9 different abilities, 3 for each tier. The first tier of abilities allows the Golem to adopt one of three distinct playstyles- defense, magic attack, or ranged attack. The other two tiers then consist of a variety of abilities that can be chosen to allow a Golem to do a variety of different things, from grounding opponents to steamrolling entire enemy parties. There is no shortage of possibilities with a Golem. -------------------------------------------- Talents: (TP Available: 5) +HP Tree Blood Power[5TP] - Toggle: HP can be used instead of FP, but double the HP is used. -EVA Tree Stoic Statue[10TP] - Immune to instant death attacks, and fatal blows will leave you at 1 HP. Not active at 5 HP or less. Raw Power Disorienting Force[8TP] - Attacks have a 25% chance to stun opponents for a turn. (Multi-hit attacks only get the chance once) |
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Bill Storm Any [0.5 ATK*4, Neutral] Shoot an opponent several times with a bunch of mini-bills. Construct Passive Immune to biological debuffs (poison, sick, allergic, etc.), stone, and sleep, but take double damage from Elec attacks. Power Shot Any [3 ATK, Neutral, 6 FP] Shoot an opponent with a large bullet bill. -------------------------------------------- Mecha Build Passive Changes Heavy Strike to Bill Storm, unlocks Power Shot, and grants 1 ATK for every 200 EXP earned. ??? Locked Locked: Pick Heavy Stance, Reactive Defense, or Destructive Twins ??? Locked Locked: Pick Ensnare, Mana Cancel, or Line Breaker |
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Boo [+SPE, -FP] - A mysterious, ghostly being who seems to specialize in slapping and magic. Excels with rapid, albeit semi-unreliable attacks, and works as a good caster due to bonus SPE. -------------------------------------------- Talents: (TP Available: 4) +SPE Tree Caster Sugar[5TP,6FP] - Active: Raise the scaling on your next SPE move by 1. -FP Tree Tech-Block[4TP,2FP] - Active: Target can't use abilities that cost FP this turn. Spellcaster Party Tricks[2FP] - T1 Magic can be used while unequipped for no cost, but at half damage. |
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Smack Any [1 ATK, Tackle] Smack an opponent anywhere between 1 and 5 times. Contact. Invisible Self Turn invisible, gaining 50% extra EVA for 2 turns. -------------------------------------------- Curse Locked Locked Spite Locked Locked Super Smack Locked Locked |
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Shade [+FP, -DEF] - A mysterious shadow being who lurks in the darkness, and has some potent abilities. Has a neat all-around mixture of abilities, with debuffs and buffing, and can build a very large FP pool very easily. -------------------------------------------- Talents: (2TP Available) +FP Tree Flower Shield[5TP] - Toggle: FP can be used instead of HP, but double the FP is used. -DEF Tree Reckless Attack[4TP,5FP] - Active: Deal double damage with your next attack, but lose all EVA for 1 turn afterward and take double damage. Spellcaster Party Tricks[2FP] - T1 Magic can be used while unequipped for no cost, but at half damage. |
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Shade Fist Any Ground [1 SPE, Dark] Appear in front of an opponent and give them a nice punch. Contact. Energy Charge Self/Ally Add .5ATK to SPE or .5 SPE to DEF for yourself or an ally, lasting until either is used. -------------------------------------------- Magic Shield Locked Locked Mark Locked Locked Necromancy Locked Locked |
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Bandit [+SPD, -SPE] - Master of speed and theft, these litte guys are nimble and really good at making your pockets lighter. Excels at stealing and using multiple attacks per turn. (Notes: As may be obvious, she's just a reskinned Bandit. Nothing about her is really different.) -------------------------------------------- Talents: (2TP Available) +SPD Tree Accelerate[8TP] - +5 SPD. -SPE Tree Might Over Magic[6TP] - Gain +.5 scaling on moves with no FP cost. Smarts Pitfall[4TP,2FP] - The first enemy to use a contact attack against you this turn falls into a pitfall, trapping them until the end of the turn. |
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Coin Dash Any Ground [2 ATK, Tackle] Quickly attack an enemy and steal coins equal to the final damage dealt, as well as stealing any items the target is holding. Contact. Golden Touch Passive Coin Earnings, excluding those from Coin Dash, are doubled. -------------------------------------------- Porta-pipe Locked Locked Smoke Bomb Locked Locked Bandit Tempest Locked Locked |
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Active Star Powers | ||
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Focus | +1SP | Trade 2FP for 1 SP. Can also be used for 4FP to 1CSP, or 2FP and 1SP to 1CSP. (Note that the system for this is more akin to Dark Forces'.) |
Quicksilver | 1SP | Give an ally an extra move in exchange for your own. (Charged: Gives two moves instead.) |
Recharge | 2SP | Restore 20% of your FP or an ally's. (Charged: Restore 40% instead.) |
Lucky Duckling | 3SP | Guess a number 1-3. If you guess correctly, your target of choice gets 2x STA and EVA; otherwise, they just get 1.5x, both for one turn. (Charged: Effect lasts 2 turns instead of 1.) |
Blitzkrieg | 4SP | Fire a large electron ball at a single enemy, Truestriking for 4*4 Elec damage. But wait- you can charge the attack up over multiple actions to increase its damage by 50% (additive) for every action spent charging it. (Charged: Gets 5 hits and Piercing.) |
N/A | ?SP | N/A |
N/A | ?SP | N/A |
N/A | ?SP | N/A |
N/A | ?SP | N/A |
N/A | ?SP | N/A |
Inactive Star Powers | |||
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Tier 1 | Refresh | 1SP | Heal yourself or an ally for 5HP/FP. (Charged: Double effect.) |
Quicksilver [E] | 1SP | Give an ally an extra move in exchange for your own. (Charged: Gives two extra moves instead of one.) | |
Quickshot | 1SP | Drop a small shooting star on an opponent and Truestrike/Pierce for 4 Star damage. (Charged: 4-12 damage.) | |
Tier 2 | Recharge [E] | 2SP | Restore 20% of your FP or an ally's. (Charged: Restore 40% instead.) |
Enchantment | 2SP | Pick a stat (ATK, SPE or DEF) and a target, then grant a buff for that stat, increasing it by 1 for every successful attack the target makes, once per turn, for 6 turns. (Charged: Increase by 2 instead of 1.) | |
Assault Spike | 2SP | Impales an opponent on a collection of four spikes, Truestriking and piercing for 4 Spike damage four times. (Charged: Can hit airborne opponents, and gets 1 extra spike.) | |
Tier 3 | Super Refresh | 3SP | Heal yourself or an ally for 15HP/FP. (Charged: Double effect.) |
Lucky Duckling [E] | 3SP | Guess a number 1-3. If you guess correctly, your target of choice gets 2x STA and EVA; otherwise, they just get 1.5x, both for one turn. (Charged: Effect lasts 2 turns instead of 1.) | |
Blazing Tempest | 3SP | Truestrike the entire enemy team with a whirling firestorm for 15 Fire damage. (Charged: Inflict Burning[4] for 5 turns.) | |
Tier 4 | Overcharge | 4SP | Give yourself or an ally 10HP or FP, with the capability to overheal. (Charged: Do both.) |
Mana Overload | 4SP | Double an ally's SPE for 3 turns, with a 10% chance to also give them Zap Tap for that duration. (Charged: Tripled SPE instead, and STA chance for Zap Tap.) | |
Blitzkrieg [E] | 4SP | Fire a large electron ball at a single enemy, Truestriking for 4*4 Elec damage. But wait- you can charge the attack up over multiple actions to increase its damage by 50% (additive) for every action spent charging it. (Charged: Gets 5 hits and Piercing.) |