S3 Ironclad

IRONCLAD

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

Level 0

What you get when generating a new Ironclad 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 3.

Passive

[P] Heavily Armored: True to their name, an Ironclad is constantly covered in armor, and perfectly at home inside of it. When creating an Ironclad, choose one of the following as your Heavily Armored effect:
- When the Ironclad carries a single Shield, regardless of type, it has -2WGT. Its damage reduction potency is increased by +1, and you can Block +1 additional time with it, as well.
- When the Ironclad wears Body Armor, it has -2WGT, and grants an additional +10 Max HP. Anytime the Ironclad takes a Defend action while wearing Body Armor, they generate a small Bubble (5), as well.

Active Abilities

[T] Impact Charge: 3MP. 80CoS. Dash, then deal weapon damage to an enemy while inflicting Short Challenge II your target. M-Rush.
C Rush: Push the enemy, as well.
C Recovery: The Ironclad is True Healed for +10HP, as well.

[T] Iron Driver: 2MP. 80CoS. Deal weapon damage to an enemy, then the grant the Ironclad a Bubble(10). M-Launch.
Field: Restores 6 HP to the Ironclad.
C Air: The Ironclad is True Healed for +10HP, as well.
C Fire: Deal +4 damage, and the attack can ignore row restrictions.

[T] Covering Blow: 2MP. 80CoS. Deal weapon damage, and select an ally. The Ironclad can transfer any Bubble, Barrier or Status onto that ally, and until the end of the round, can perform shield Blocks for them as well. M-Pin
C Earth: Grant the ally Long E-Guard.
C Water: The ally is True Healed for +10HP, as well.

[T] Overload: 3MP. 80CoS. The Ironclad loses 10HP, then deals weapon damage +6. M-Launch
C Launch: +4 damage.
C Air: Lose 10 more HP, then True Strike any target for 8 air damage.

[S] Grappling Hook: 2MP. 80CoS. Pull a single enemy into the front row, then inflict it with Long Taunt and Short K-Shatter. M-Pin.
C Launch: True Strike the target for 6 physical damage.
C Water: K-Shatter is Long, rather than Short.

[S] Suppressing Fire: 4MP. 100 CoS. Deals 1 fire damage, and inflicts Long Challenge & Short Burning II. M-Fire.
C Rush: Target an additional enemy in the opposite row.
C Pin: +6 damage.

Overdrive Abilities

[OD] Overdrive: Force Field: Grants the Ironclad and allies a Barrier (8). M-Recovery

[OD][T] Overdrive: Frenzy: 80CoS. Deals weapon damage. For each enemy that acted before the Ironclad this round, deal +3 damage. M-Launch

Dazed Abilities

[D] Stand Strong: Dazed. Grant an ally a Bubble (10). M-Recovery

[D][T] Thrash: Dazed. 80CoS. Deals weapon damage. Can only be used with the Ironclad's Fist. M-Rush

[D] Remote Mine: Dazed. True Strikes for 1 fire damage. M-Fire
C Fire: Inflicts Long Burning
C Earth: +10 damage.
C Pin: +10 damage.

Level 1

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

[Q] Aegis: Grant a single ally a Bubble (10).

[Q] Fog Bomb: Inflict Long Challenge on a single target.

[Q] Devastate: The Ironclad's next attack this round deals +4 damage. If the Ironclad has 50HP or less, deal +7 damage instead. If the Ironclad has 20HP or less, deal +10 damage instead.

Level 2

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

[S] Ward Generator: 5MP. 100CoS. Grants Long K-Guard and Long E-Guard to a target. M-Earth
C Recovery: Grants Long K-Guard II instead.
C Water: Grants Long E-Guard II instead.

[T] Lurch: 3MP. 80CoS. The Ironclad is Slow 4'd, minimum of 2. Deals weapon damage, +2 damage for each turn marker the Ironclad lost initiative order advantage over. M-Launch
C Rush: Quicken 4 the Ironclad at the end of the round.
C Earth: Dash before making the attack, and ignore row restrictions. Push a front row target into the back row, or Slow 2 a back row target.

Level 3

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

[T] Bear Trap Attack: 4MP. 80CoS. Deals weapon damage and inflicts Short Curse. If the target takes any action other than 'Defend' after Repositioning this round, they're True Struck for 6 physical. M-Pin
C Earth: Long Curse instead.
C Pin: The True Strike hit deals 12 physical damage instead.

[T] Titanic Swing: 5MP. 80CoS. Consume any Momentum you wish to power a combo with immediately, but the attack itself resolves at the very start of the next round, before anyone can act. Deals weapon damage +6. M-Launch (when the attack resolves)
C Rush: Deals +3 damage and Pushes the target.
C Launch: True Strike two additional targets for 5 physical damage.

Level 4

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

[P] Cast-Iron Pride: When a battle ends, the Ironclad gains +1 Drive for each ally that took no damage in it.

[P] Parry: Then first time the Ironclad is hit by an attack each round, ignore the damage dice.

Level 5

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

[D] Warning: Dazed. Grants a Barrier (5). M-Earth.

[D] Crawl: Dazed. The Ironclad Quicken 1s. If used when at the top of the initiative list, remove Dazed and recover 1d10+8HP. 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] Booster Jets: Dash and Quicken 4 the Ironclad.

[Q] Shoulder Rocket: True Strike an enemy for 6 supreme damage.

Level 8

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

[T] Blow Back: 3MP. 80CoS. Deals weapon damage and Pushes the target into the back row. M-Launch
C Recovery: Grant an ally Long K-Guard.
C Fire: Cleanse a status from The Ironclad.
C Air: Quicken 4 yourself.

[T] Overheat: 4MP. 80CoS. Inflicts Long Burning on the Ironclad. Deals weapon damage +4. As long as Burning persists, the Ironclad rolls an additional damage die. M-Fire
C Fire: Damage is fire instead of physical, M-Fire+4
C Rush: Dash, and dispel a single status on the target.

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] Anti-Spell Plating: Apply your Armor to elemental damage you aren't weak to.

[P] Payback: When you block an attack, True Strike the attacker for the value Blocked.

Level 10

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

[OD][S] Overdrive: Flamethrower: 100CoS. Deals 1d6+6 fire damage and inflicts Long Burning and Long Toxin to the front enemy row. M-Fire

[OD][S] Unstoppable Engine: 100CoS. The Ironclad recovers 1d10+14HP, and gains Long K-Power & Long Energize II. M-Recovery

Level 11

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

[T] Cast Off: 5MP. 80CoS. Cleanse a negative status from the Ironclad, then deal weapon damage to an enemy. Deals +2 damage if a Long status was Cleansed, and another +2 is a II status was Cleansed. M-Rush
C Pin: Inflict Long K-Falter
C Launch: Inflict Long E-Falter

[S] Come At Me 3MP. 100CoS. Inflict Short Taunt on the entire group. M-Air
C Rush: Short Taunt II instead.
C Air: The Ironclad gains a Barrier (5)

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] Auto Aegis Field: At the start of every round, select one ally in the Ironclad's row, and one ally behind the Ironclad, if there is one. Both allies gain a Barrier (2) for the round.

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