S3 Ace

ACE

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Ace character.
- 1 Passive Ability, with a choice of how it functions.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 1 Dazed Ability out of a list of 2.

Passive

[P] Indomitable - As elite warriors, Aces are capable of wading through dozens of fights without slowing down. When creating an Ace, select one of the following as your indomitable effect:
- Recover 2HP at the start of all your turns.
- Recover 2HP anytime one of your foes are defeated.
- Recover 12HP at the end of each battle.

Active Abilities

[T] Power Strike: 4MP. 80CoS. Deal weapon damage +3 to an enemy. M-Launch
C Fire: Damage is fire instead of physical. Instead of M-Launch, M-Fire+4.
C Water: Damage is ice instead of physical. Instead of M-Launch, M-Water+4.
C Air: Damage is air instead of physical. Instead of M-Launch, M-Air+4.
C Earth: Damage is earth instead of physical. Instead of M-Launch, M-Earth+4.

[T] Spread Wave: 5MP. 80CoS. Deal weapon damage to an enemy, then true strike other enemies in the same row for 4 physical damage. M-Rush.
C Fire: The True Strike deals 8 fire damage instead.
C Water: The True Strike deals 8 water damage instead.
C Air: The True Strike deals 8 air damage instead.
C Earth: The True Strike deals 8 earth damage instead.
C Launch: The Ace gains +2 Drive.

[T] Rally Strike: 4MP. 80CoS. Deal weapon damage to an enemy, and the Ace gains +2 Drive. M-Rush
C Air: Every ally in the Ace's row gains +2 Drive.
C Pin: Automatically hit if you missed, automatically critical if you hit.

[T] Hero Saber: 4MP. 80CoS. Deal weapon damage to an enemy, then True Heal the Ace for +10HP. M-Recovery.
C Rush: True Heal an ally for +10HP.
C Earth: Change the damage from physical to supreme, and deal +4 damage.

[T] Strike Down: 3MP. 80CoS. Deal weapon damage to an enemy, and suppresses -2 Drive. M-Pin.
C Launch: Deal +4 damage.
C Water: You remove -5 Drive from the target instead of -2.

[T] Charge: 2MP. 80CoS. Dash, then deal weapon to an enemy, and inflict Short Taunt. M-Rush.
C Rush: Deal +4 damage.
C Air: Taunt is Long instead.

Overdrive Abilities

[OD][T] Overdrive: Weight of the World. 80CoS. Deal weapon damage +4. Roll an additional damage die, and add the weapon's weight in damage, as well. M-Launch.

[OD][T] Overdrive: Admiralty Sword. 80CoS. Deal weapon damage to two targets, and suppress -2 Drive. M-Rush.

Dazed Abilities

[D] Grapple: Dazed. Inflict Short K-Shatter & Short E-Shatter to a single target. M-Pin.

[D] Shout: Dazed. Grant an ally Short K-Power & Short E-Power, and +1 Drive. M-Wind

Level 1

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Sidearm: True Strike an enemy in the front row for weapon damage. Weapons with the Ranged property can True Strike targets in either row and consume an Ammo. Don't use that weapon again this turn.

[Q] Guard Breaker: Convert physical damage you deal to Supreme this turn.

[Q] Dare: Long Taunt I an enemy.

Level 2

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[T] Lode Strike: 2MP. 80CoS. Deal weapon damage and Short Curse II. M-Pin.
C Earth: Inflict Short Exhaust II as well.
C Launch: Inflict Short Challenge II as well.

[T] Dashthrough: 5MP. 80CoS. Dash, then deal weapon damage to a single target in each enemy row. If the Ace was in their own back row before dashing, this attack rolls an additional damage die. M-Rush
C Air: Deal +3 Damage.
C Launch: The target in the front row is Pushed into the back, and the target in the back row is Pulled into the front.

Level 3

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[S] Break Free: 5MP. 100CoS. Cleanse the Ace and all allies in the same row of a single negative status effect. Grant the Ace and allies Short Lucky, as well. M-Recovery
C Recovery: Restore 1d6+6 HP to each target as well.
C Air: Quicken 1 each target as well.

[T] Whallop: 3MP. 40CoS. Deals weapon damage, then double it. This attack's Critical threshold is 10 lower than normal, making it harder to Critical with, as well as being less accurate. M-Launch
C Pin: +30 CoS
C Water: M-Launch+6, rather than M-Launch. This combo can be activated and take effect, even if the ability misses.

Level 4

At level 4, you gain a choice of a single Passive out of the following two:

[P] Revenge Drive: Anytime an enemy performs an Overdrive, the Ace gains Short Lucky at the start of their next turn. If multiple enemies Overdrive before the start of the next round, gain Short Lucky II instead.

[P] Ace Strength: Whenever the Ace has at least one positive status, they roll one additional damage die when attacking.

Level 5

At level 5, you gain a choice of a single new Dazed Ability out of the following two:

[D][T] Grit: Dazed. 60CoS. Deals weapon damage -2. Momentum is based on weapon.

[D] Encourage: Dazed. Grants +1MP to a target and grants Short Focus. M-Recovery

Level 6

At level 6, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

Level 7

At level 8, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Full Attack: The next attack the Ace makes deals +4 damage and rolls an additional damage die.

[Q] Second Wind: The Ace True Heals +8HP, and ignores any negative statuses effecting them for this turn.

Level 8

At level 8, you learn one of the following two Active Abilities, or another active from level 3 or lower:

[T] Precision Strike: 3MP. 100CoS. Deals weapon damage, and the Ace has +10 Critical against the target for the remainder of the battle. M-Rush
C Rush: Quicken the Ace 3.
C Pin: M-Rush+4 instead.
C Launch: +4 damage.

[T] Interceptor: 4MP. 80CoS. Deals weapon damage, and until the end of the round, once per enemy turn when an ally is struck, the Ace may choose to intercept, suffering the damage and effects of that attack instead, and saving one ally from being struck by it. M-Pin
C Earth: Inflict Long Challenge as well.
C Air: Inflict Short Shock II as well.

Level 9

At level 9, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Wide Open: When any enemy in the front row has a negative status, you can perform melee attacks against the back row.

[P] Ace of Spades: Anytime you deal direct damage to an enemy on your turn, you can inflict Short Challenge on them as well.

Level 10

At level 10, you gain a choice of a new Overdrive Ability out of the following two:

[OD] Overdrive: Invincible: Grants the Ace a Barrier (100). M-Earth.

[OD][T] Overdrive: Shockwave: 80CoS. Deals weapon damage to a single target in the front row and a single target in the back row. Damage is Supreme, rather than physical. M-Rush.

Level 11

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[T] Finishing Strike: 4MP. 80CoS. Deals weapon damage. If the target has 50HP or less, deal +6 damage. If the target is Dazed by the end of the round, the Ace recovers 20HP. M-Launch+2
C Pin: Deals +6 additional damage to targets with 50HP or less.
C Water: If the target is Dazed by the end of the round, the Ace's allies all recover 10HP.

[T] Formation Breaker: 4MP. 80CoS. Deals weapon damage and Slow 1s the target. If the target is at Max HP, deal +10 damage. M-Launch
C Rush: Deal +6 damage and inflict Long K-Shatter.
C Fire: Deal +6 damage and inflict Long E-Shatter.
C Recovery: Deal +6 damage Slow 3 the target instead.

Level 12

At level 12, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

Level 13

At level 13, you gain the following Passive:

[P] Blue Ribbon: Anytime the Ace if inflicted with a Long negative status effect, change the duration to Short instead.

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