AuthorJackal

Arthur and Co. Revision Round 3

Apr 7th, 2017
66
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 25.75 KB | None | 0 0
  1. [Arthur Irevaan] (/gt) [Theme- Elemental Strategist] (Offensive Support)
  2.  
  3. **Passive/Extra**
  4.  
  5. - [Mana Charge] (/uu): Due to his magical prowess, Arthur is able to constantly take in magical energy and convert it to material for his spells. (Generates 1 BC every three turns)
  6.  
  7. - [Mental Link] (/uu): Arthur can communicate with his active units via telepathy unless some force blocks such abilities.
  8.  
  9. - [Party Link] (/uu): An ability learned from Rashil, due to Arthur's station as the team's Strategist. It allows Arthur to mentally bind the party together, creating a gateway of unspoken communication through him, similar to how a Summoner can mentally communicate with his summons. However, due to Arthur's inexperience with the ability, cursing him effectively shuts the link down.
  10.  
  11. - [Private Link] (/uu): A mutation of the Party Link ability. Whether this is a natural step in proficiency with the skill or a deviation of Arthur's own design is unclear. This ability functions similarly to Party Link, except it is localized to specific individuals. With this, Arthur can create separate 'channels' in the Party Link, useful for additional planning. Arthur can maintain, in addition to the Party Link, up to two Private Links at any given time
  12.  
  13. **Normal Skills**
  14.  
  15. - [Standard Attacks] (/uu): Swinging the staff at close range, or casting weak Water or Earth Magic from a distance. [A] x1 (Single Target, Non-elemental, Water, or Earth Damage)
  16.  
  17. - [First Aid] (/uu): Arthur knows a little healing magic of his own to support his units. [E] x1 (Single Target; Heals 15 damage)
  18.  
  19. - [Lancer Stance] (/uu): Arthur takes a battle stance that helps him sharpen his focus. [E] x1 (Self-Buff, No Damage; Crit Chance Increase 10% for two turns)
  20.  
  21. - [Cleansing Water] (/gt): Arthur washes his target with a pulse of water magic laced with positive energy, clearing away lingering toxins and protecting from further toxins in the body. [E] x1 (Single Target; Cures all Ailments present in target)
  22.  
  23. - [Mana Transfer] (/uu): Due to Arthur's command over his mana reserves, he can provide a boost to other people's pools. [E] x1 (Single Target; +1 BC to target, Arthur loses one BC. The use of this skill does not generate BC for Arthur.)
  24.  
  25. **Powerful Skills**
  26.  
  27. - [Ice Spear] (/gt): A stream of water frozen to become a spear and then launched at the enemy. [A] x2, [E] x1 (Single Target, Water Damage; Inflicts Paralysis)
  28.  
  29. - [Earth Spikes] (/sgt): Jagged hunks of earth shoot up to stab at the enemy. [M] x1, [A] x2 (Multi Target, Earth Damage)
  30.  
  31. - [Hydraulics] (/gt): A violent jet of water shot from Arthur's staff. [A] x 3 (Single Target, Water Damage)
  32.  
  33. - [Mudslide] (/sgt): Similar to Hydraulics, but with thick mud instead of rapid and cutting water. [A] x2, [E] x1 (Single Target, Earth Damage; Reduces Evasion 20%)
  34.  
  35. - [Tactical Acumen] (/uu): Arthur's strategic prowess allows him to provide an edge for his allies. [M] x1, [E] x2 (Multi-Target, Party Buff; Two turn ATK Buff, Two Turn DEF Buff)
  36.  
  37. - [Healing Waters] (/gt): Mixing what little healing magic he knows with the waves of his other two cleansing spells, Arthur spreads some relief to the whole party. [M] x1 [E] x2 (Multi-Target; Heals 20 HP; Targets gain a one-turn Ailment Immunity.)
  38.  
  39. **Massive Skills**
  40.  
  41. - [A Punch One Inch Short Sends You Six Below] (/gt): Arthur temporarily forsakes his staff and focuses an immense amount of magic into his fist. When he throws it, he stops his strike an inch away from the target’s chest or face, as the name suggests, then unleashes the pent-up magic in his fist. This burst of energy ripples through the enemy, and causes an array of icy spikes to shoot from the enemy’s back, resulting in immense pain. [A] x4, [E] x1 (Single Target, Water Damage; Inflicts Injury)
  42.  
  43. - [Damned Javelin] (/gt): This attack is similar in basic construction to Arthur’s Ice Spear, but it has a small twist. The Javelin is smaller than the Spear, but also inflicts a hex of sorts that locks up the target’s magical energy. [A] x4, [E] x1 (Single Target, Water Damage; Inflicts Curse)
  44.  
  45. - [Cyclonic Return] (/sgt): Arthur manipulates the winds into forming a literal blade at the end of his staff, and braces himself for an opponent to strike him. When they do, he swings his staff, smacking their attack back at them with an added bonus of a slicing gale. [C] x1, [A] x4 (Single Target, Earth Damage; Arthur cannot attack with this skill using one turn. If he is to resolve this skill, he must brace one turn prior, and suffer damage on the enemy's next turn. If has at least one HP on his next turn, he can use this skill to grant himself an ATK Buff, as well as increasing the Accuracy of this specific skill by 40% and granting this skill an extra A-slot. If Arthur is not hit during the turn he braced, he can either dispel the attack and be refunded one BC, or resolve the attack and deal only the base slot damage.)
  46.  
  47. - [Advanced Tactics] (/uu): Arthur surveys the battlefield, and provides a more critical boost to his allies. [M] x1 [E] x3 [C] x1 (Multi Target; Critical Damage Boost; +1 Instant BC to all allies; +1 BC on Hit.)
  48.  
  49. ---
  50.  
  51. [Massacre God Belfura] (/ct) [Theme- Jack of All Trades]
  52.  
  53. **Passive Skills**
  54.  
  55. - [Sphere:] (/uu) [Refined Gem] (#c3c): Immune to Status Ailments
  56.  
  57. - [Dragon Rider] (/uu): Belfura is one of the few Units that utilize Dragons as a mount. She is able to mount and dismount at will, though cannot make some attacks when dismounted.
  58.  
  59. - [Ancient Dragon Rhaegar] (#399): A loyal companion of Belfura, Rhaegar is able to fight with Belfura.
  60. *Rhaegar is a familiar of sorts to Belfura. He is manifested with Belfura's mana, and thus vanishes when Belfura is cursed. His HP value is 60, and he has his own BC Gauge. Rather than granting Belfura extra attack slots, there are some attacks that neither can perform unless Belfura is mounted on Rhaegar. Belfura is also unable to Guard when mounted, but this does not prevent Rhaegar from Guarding for Belfura.*
  61.  
  62. - [Serious Epidemic] (/ct): Belfura’s spear is stained with demon blood, which is known to have ill effects on creatures. (Leader Skill; Chance of inflicting a random status effect when attacking. 1d10 for Proc chance with a proc of 6 or higher, then 1d4 for effect inflicted)
  63.  
  64. **Normal Skills**
  65.  
  66. - [Standard Attacks] (/ct): Stabbing and slashing with her spear/glaive thing, or whipping an icy projectile at the enemy. [A] x1 (Single Target, Non-Elemental or Water Damage; can be done mounted or dismounted)
  67.  
  68. - [Lancer Stance] (/ct): Belfura mimics Arthur and takes a battle stance that helps her sharpen her focus. [E] x1 (Self-Buff, No Damage; 10% increase to Crit Chance for two turns; cannot be done when mounted)
  69.  
  70. - [Rider Stance] (/uu): Belfura rears Rhaegar into an optimal attacking position. [E] x1 (Self-Buff, No Damage; Damage of attacks made while Mounted have a BPB of +3 applied to them for two turns; must be mounted)
  71.  
  72. - [Demonic Assault] (/uu): Belfura channels her anger, making sure the next attack *hurts*. [E] x1 (Self Buff, No Damage; Belfura's next offensive skill gains DEF Ignore; can be done mounted or dismounted)
  73.  
  74.  
  75. **Powerful Skills**
  76.  
  77. - [Combo Training] (/ct): Belfura is used to working in pairs or groups more than she is working alone. [M] x1 [E] x2 (Support Ability, Multi-Target; EX Attack Damage increased, ATK Up for two turns; Can be done mounted or dismounted)
  78.  
  79. - [Styx] (/ct): Though not the most skilled with Magic, Belfura does have some latent ability. She unleashes a torrent of damned water from her spear/glaive, which Rhaegar then freezes. The attack is finished by Belfura hurling her weapon into the ground, causing the ice to explode and sending shards into the air that tear at the newly freed enemies. [M] x1, [A] x2 (Brave Burst; Multi-target, Water Damage; must be mounted)
  80.  
  81. - [Charge] (/uu): Belfura rushes the enemy with the intent to barrel through them. [C] x1, [A] x2 (Single Target, Water Damage; Treat this skill as if it has an additional [A] Slot when Belfura is mounted; can be done mounted or dismounted)
  82.  
  83. - [Vicious Strike] (/ct): Belfura makes a single attack with all her strength, giving her an adrenaline rush and intensifying further attacks for a short time. [A] x2 [E] x1 (Single target, Water Damage; BPB +1 for two turns; can be done mounted or dismounted)
  84.  
  85. - [Hit and Run] (/ct): Belfura strikes her enemy and quickly moves away to avoid injury. [A] x1, [E] x1, [C] x1 (Single Target, Water Damage; Belfura gains an Evasion buff. If mounted, this buff applies to Rhaegar as well; can be done mounted or dismounted)
  86.  
  87. **Massive Skills**
  88.  
  89. - [Glacier Dragon] (/ct): Rhaegar lets loose an icy torrent to freeze the enemy, then Belfura leaps off her mount, slamming her spear/glaive into the ground to shatter the ice. She follows it up by twisting her spear/glaive around to slash at all that surround her. [M] x1, [A] x2, [E] x2 (Super Brave Burst; Multi-Target, Water Damage; +1 BC to all allies except for Belfura; must be mounted)
  90.  
  91. - [Bleeding Strike] Belfura strikes her enemy in such a way that it leaves them heavily bloodied. [A] x4, [E] x1 (Single Target, Water Damage; Inflict Injury; Can be done mounted or dismounted)
  92.  
  93. - [Disabling Strike] Belfura strikes her enemy in such a way that it disgusts or stuns her target's allies. [A] x3, [M] x1, [L] x1 (Single Target/Multi-Target, Water Damage; Actual damage dealt with this skill only effects a specified target, selected by Belfura. Allies of that target are subjected to an AoE Poison or Paralysis effect. The ailment is chosen by rolling a 1d4. An odd result inflicts Poison, and an even result inflicts Paralysis.)
  94.  
  95. - ~~Disciple's Fury: Belfura lets her own blood onto her blade, then unleashes all of her wrath in a single, horrific flurry of blows upon her target. [C] x1, [A] x6 (Over-Clocked Skill; Single Target, Water Damage; Reduce HP by 15 to make the Proc of **Serious Epidemic** 4 or Higher for two turns; Cannot be done when mounted)~~ *Not just yet...*
  96.  
  97. ---
  98.  
  99. [Ancient Dragon Rhaegar] (#399)
  100.  
  101. **Normal Skills**
  102.  
  103. - [Unrelenting Force] (#399): Rhaegar lets out a mighty roar, demoralizing and rattling the opponent. [E] x1 (Single Target, No Damage; Decreases Evasion by 10% for two turns; must be mounted)
  104.  
  105. - [Wing Buffet] (#399): Rhaegar bashes an enemy with its icy wings. [A] x1 (Single Target, Water Damage; must be mounted)
  106.  
  107. - [Crunch] (#399): Rhaegar's hungry, and the enemy looks good for a snack... [A] x1 (Single Target, Water Damage; Can be done whether Belfura is mounted or not)
  108.  
  109. **Powerful Skills**
  110.  
  111. - [Ancient Reassurance] (#399): Rhaegar roars at the heavens, filling his comrades with confidence. [M] x1, [E] x2 (Multi-Target, No Damage; Boosts ally ATK and Crit Damage for two turns; can be done whether Belfura is mounted or not)
  112.  
  113. - [Glaciate] (#399): Rhaegar rears his head back and unleashes a frozen hell on the enemy [M] x1, [A] x2 (Multi-Target, Water Damage; can be done whether Belfura is mounted or not)
  114.  
  115. ---
  116.  
  117. [Terra Broadsword Duran] (#393) [Theme- Mana Bruiser]
  118.  
  119. **Passive Skills**
  120.  
  121. - [Sphere:] (/uu) [Miroku Pearl] (#33c): Duran gains one extra BC when he uses a normal attack. (25% chance to occur)
  122.  
  123. - [Terra Volition] (#393): When Duran has five or more BC, he gains a boost to ATK, DEF, and REC, as well as a boost to his fill rate. (Leader Skill; ATK and DEF Buff, REC Buff, Grants one BC every two turns; Must have at least five BC before this passive comes into effect)
  124.  
  125. **Normal Skills**
  126.  
  127. - [Standard Attacks] (/uu): Duran just swings his sword around. [A] x1 (Single Target, Non-Elemental Damage)
  128.  
  129. - [Saber Stance] (/uu): Duran assumes a battle stance that allows for more power in his attacks. [C] x1 (Self Buff, No Damage; +3 BPB on next Standard Attack, Slasher, or Cleaver.)
  130.  
  131. - [Kick Up] (#393): Duran jams his sword into the ground and sends a stone flying at his enemy. [A] x1 (Single Target, Earth Damage)
  132.  
  133. **Powerful Skills**
  134.  
  135. - [Slasher] (#393): Duran unleashes a flurry of sword attacks on his foes. [A] x3 (Single Target, Earth Damage)
  136.  
  137. - [Ravage Road] (#393): Duran digs his blade into the earth and makes a running charge at the enemy. With a mighty yank, he sends a horde of stones flying into enemy ranks, as well as making a great cleaving swing of his sword. [M] x1, [A] x1, [E] x1 (Brave Burst; Multi-Target, Earth Damage; Inflicts Injury)
  138.  
  139. - [Power Charge] (/uu): Duran focuses his energy to immense levels. [E] x1, [M] x1, [C] x1 (Self Buff; Increases ATK for two turns, grants one BC if Duran's next offensive skill hits.)
  140.  
  141. **Massive Skills**
  142.  
  143. - [Devastator] (#393): Duran raises his sword high, and with a great shout, slams it deep into the earth, sending a shockwave of destruction towards the enemy. [M] x1, [A] x3, [L] x1 (Super Brave Burst; Multi-Target, Earth Damage; 10% chance to refund one BC after use of this skill- roll 1d10 for Proc Chance, Procs on a result of 10.)
  144.  
  145. - [Cleaver] (#393): Duran charges forward and unleashes a mighty strike on his foe. [A] x5 (Single Target, Earth Damage)
  146.  
  147. ---
  148.  
  149. [Twin Shot Rickel] (#39c) [Theme- Ranged DPS]
  150.  
  151. **Passive Skills**
  152.  
  153. - [Sphere:] (/uu) [Sacred Jewel] (#993): Rickel receives a REC buff, and her Max HP is increased by 15.
  154.  
  155. - [Skeptic Defender of Property] (/uu): If there is an allied Unit **Miera** or Unit **Gunner Girl Miera** in combat at the same time as Rickel, Rickel is unable to perform EX attacks with her due to the lore of **Miera** and **Gunner Girl Miera** stating that she wishes to take Rickel's guns for her own. If there is an enemy Unit **Miera** or Unit **Gunner Girl Miera** while Rickel is summoned, Rickel gains a 20% accuracy buff when targeting **Miera** or **Gunner Girl Miera**. This accuracy buff does not apply to other targets, and stacks with other buffs when the appropriate target is selected.
  156.  
  157. - [Dual-Wielding Huntress] (/uu): Due to her experience with her twin guns, Rickel is able to fire in succession with great ease. (Skills with [A] slots involving her guns are treated as having an extra [A] slot.)
  158.  
  159. **Normal Skills**
  160.  
  161. - [Standard Attacks] (/uu): Rickel fires at the enemy with regular bullets, or magically compressed bullets of water. [A] x1 +1 (Single Target, Non-Elemental or Water Damage)
  162.  
  163. - [Archer Stance] (/uu): Rickel assumes a position that allows her to better visualize her target. [E] x1 (Self Buff, No Damage; 10% Accuracy Increase- Lasts two turns)
  164.  
  165. **Powerful Skills**
  166.  
  167. - [Intense Strobe] (#39c): Rickel works best in a group. [M] x1, [E] x2 (Leader Skill; Multi-Target, Support Ability; EX Attack Damage increase, ATK Up for three turns)
  168.  
  169. - [Frigidity] (#39c): Rickel takes to the air and uses her wing-beats to unleash an icy doom on her target. [A] x3 (Single Target, Water Damage)
  170.  
  171. - [Ancient Bullet] (#39c): Rickel's guns unleash ages-old power, both striking down an individual with great force, and possibly striking them with fear and sickness. [A] x2 +1, [L] x1 (Brave Burst; Single Target, Water Damage; chance to inflict Paralysis and Poison, Roll 2d10, status effects proc when the total is 14 or higher.)
  172.  
  173. - [Silver Bullet] (/uu): Rickel's guns induce an alchemical change in their ammunition, specialized for taking down specific enemies. [C] x1, [E] x2 (Self-Buff, No Damage; ATK Up and +15% Accuracy; If targeting a beast-like enemy, Apply a BPB +3; whole effect lasts three turns)
  174.  
  175. - [Culverin] (/uu) Rickel uses the innate power of her guns to will a temporary change in the ammunition. For a short time, she is able to fire bullets half the size of cannon balls. [C] x1, [A] x2 +1 (Single Target, Water Damage; BPB +3 for all skills with A-slots in which Rickel uses her guns for three turns. Does not apply to Culverin, and Culverin does not stack with itself. The BPB must wear off before Culverin can be used again.)
  176.  
  177. ---
  178.  
  179. [Swift Katana Toutetsu] (/ga) [Theme- Samurai/Fast Kill]
  180.  
  181. **Passive Skills**
  182.  
  183. - [Twin Blade Proficiency] (/uu): Totetsu has no problem wielding two weapons at once, like some others would. (Attacks involving using two swords deal damage as if they had an additional [A] Slot.)
  184.  
  185. **Normal Skills**
  186.  
  187. - [Standard Attacks] (/uu): Slicing and dicing with the katanas up close, or launching blades of wind from a distance. [A] x1 +1 (Single Target, Non-Elemental or Earth Damage)
  188.  
  189. - [Martial Arts] (/uu): A secondary to his usual method of attack, Totetsu can utilize some hand to hand combat abilities should he ever become disarmed. [A] x1 (Single Target, Non-Elemental Damage)
  190.  
  191. - [Dynasty Power] (/ga): The strength of Totetsu’s bloodline fills him with determination. [E] x1 (Leader Skill; Self Buff, No Damage; ATK Up for two turns)
  192.  
  193. - [Assassin Stance] (/uu): Totetsu assumes a battle stance that allows for a more precise hit. [E] x1 (Self- Buff, No Damage; 10% Accuracy Increase, single target)
  194.  
  195. **Powerful Skills**
  196.  
  197. - [Twin Katana: Gale Spiral] (/ga): Totetsu unleashes a spinning flurry of attacks on his opponents, and his onslaught leaves them vulnerable to additional attacks. [M] x1, [A] x1 +1, [E] x1 (Brave Burst; Multi-Target, Earth Damage; Inflicts Poison that lasts for three turns.)
  198.  
  199. - [But Another Swallow] (/ga): Totetsu focuses on a single enemy and makes a single, devastating strike. [A] x3 +1 (Earth Damage, Single Target)
  200.  
  201. ---
  202.  
  203. [Thunderous Oracle Fennia] (#cc6) [Theme- Thunderous Support]
  204.  
  205. **Passive Skills**
  206.  
  207. - [Sisterhood] (/uu): Fennia shares a special bond with the other five Battle Maidens. When she is in the presence of an ally Battle Maiden, any EX attack Fennia makes with the allied Battle Maiden receives a BPB of +2. When she is faced with a hostile Battle Maiden, Fennia has an ATK boost for skills used against the hostile Maiden.
  208.  
  209. - [Archibald] (#39c): Archibald is the name of Fennia's future-seeing skull, and her focus for voodoo. It is a Familiar that acts independent of Fennia, but is needed for some of Fennia's skills. It has 50 HP and its own BC meter. As it is manifested through Fennia's mana, Archibald cannot be present if Fennia is cursed. Archibald cannot contribute to EX attacks on its own.
  210.  
  211. **Normal Skills**
  212.  
  213. - [Concussion Grenade] (/uu): Fennia lobs a grenade from one of her waist pouches. [A] x1 (Single Target, Non-Elemental Damage)
  214.  
  215. - [Defensive Grenades] (/uu): Being a Grenadier, Fennia is equipped with a variety of ranged explosives. These two grenades are key components of Fennia's arsenal. [C] x1 (Single Target, No Damage; Inflicts Paralysis or Inflicts Poison.)
  216.  
  217. - [Energy Blast] (#cc6): Fennia lobs fireball-like energy attacks in lieu of a grenade. [A] x1 (Single Target, Thunder Damage)
  218.  
  219. - [Fortuna] (/uu): Fennia blesses an Ally with an increase of good fortune. [C] x1 (Single Target, Support Ability; Crit Chance Up 10% for one turn, or allow an ally using a [L] slot skill next turn to re-roll once; Archibald must be summoned)
  220.  
  221. - [Malia] (/uu): Fennia manipulates fate to hinder the enemy's attacks. [E] x1 (Single Target, Support Ability; Inflicts Injury; Archibald must be summoned)
  222.  
  223. **Powerful Skills**
  224.  
  225. - [Charm 'Nade] (#c66): A devious chemical grenade, the Charm 'Nade is designed similarly to a Snare 'Nade, except instead of a typical paralysis gas, the Charm 'Nade uses a powerful aphrodisiac to render the target overcome by desire. It also deals some damage to the unfortunate soul that it targets. [A] x2 [E] x1 (Single Target, Thunder Damage; Reduces Evasion by 20% for two turns.)
  226.  
  227. - [Frag Grenade] (/uu): A bulkier version of the Concussion Grenade, the Frag is designed to do wide-spread damage. [M] x1 [A] x1 [E] x1 (Multi-Target, Non-Elemental Damage; Inflicts Injury)
  228.  
  229. - [Charged Grenade] (#cc6): Fennia imbues a grenade with magical power, causing a burst of thunder upon explosion. [M] x1 [A] x2 (Multi-Target, Thunder Damage)
  230.  
  231. - [Power Surge] (#cc6): Fennia discharges a large wave of electric energy directed at her enemies. [M] x1 [A] x2 (Brave Burst; Single Target, Thunder Damage)
  232.  
  233. - [Greater Fortuna] (/uu) Fennia works some advanced voodoo magic to assist her allies. [M] x1 [E] x2 (Multi-Target, Support Ability; ATK Up for 2 turns, Crit Chance up 20%. Greater Fortuna's Crit Boost does not stack with Fortuna's Crit Boost; Archibald must be summoned)
  234.  
  235. - [Shocking Personality] (#cc6): Fennia's kindness and willingness to help is infectious, pushing her allies forward. [M] x1 [E] x2 (Multi-Target, Support Ability; Allied units of the Thunder Element gain a 15 HP Thunder Barrier, and offensive skills gain a +2 BAB for two turns. These bonuses do not apply to Fennia or Archibald.)
  236.  
  237. **Massive Skills**
  238.  
  239. - [Charged Belt:] (#39c) [Concussion Grenades] (#cc6): Fennia produces a small chain of Concussion Grenades, and Archibald charges them with electric power, after which Fennia throws the whole chain at once to deal massive damage. [M] x1 [A] x4 (Multi-Target, Thunder Damage; Archibald must be summoned)
  240.  
  241. - [Whammy] (#cc6): Fennia lobs a Concussion Grenade, Snare 'Nade, and a Tear Gas canister all at once. [M] x1 [A] x2 [E] x2 (Multi-Target, Thunder Damage; Inflicts Paralysis and Poison)
  242.  
  243. - [Greater Malia] (#cc6) Fennia inflicts great misery and misfortune upon the enemy. [M] x1 [A] x3 [E] x1 (Multi-Target, Thunder Damage; Inflicts Injury; Archibald must be summoned)
  244.  
  245. - [Tempest Seal: Detonation] (#cc6): Fennia's Battle Maiden Crest begin to spin, creating a miniature storm around her. The five holes become filled with energy, and she hurls the massive revolver chamber-shaped seal at the enemy, unleashing electric hell and filling her allies with confidence that the battle can be won. [M] x1 [A] x3 [E] x1 (Super Brave Burst; Multi-Target, Thunder Damage; ATK Boost for two turns)
  246.  
  247. ---
  248.  
  249. [Archibald] (#39c)
  250.  
  251. **Normal Skills**
  252.  
  253. - [Slam] (#39c): Archibald smashes both of its energy fists onto the target. [A] x1 (Single Target, Thunder Damage)
  254.  
  255. **Powerful Skills**
  256.  
  257. - [Beam] (#39c): Archibald lets loose a pair of lasers from its eye sockets. [A] x3 (Single Target, Thunder Damage)
  258.  
  259. **Massive Skills**
  260.  
  261. - [Barrage] (#39c): Archibald unleashes a flurry of blows on an enemy. [A] x5 (Single Target, Thunder Damage)
  262.  
  263. ---
  264.  
  265. **All EX Skills** (As of Ch. 5)
  266.  
  267. - [Lancer] (/ct) [Special] (/gt): Belfura and Arthur double-team their opponent with their combined spearmanship. [A] x5, [E] x1 (Arthur’s Ice Spear + Belfura’s Standard Attacks; Single Target, Water Damage; Inflicts Paralysis) [Practiced EXA]
  268.  
  269. - [Frosty] (#399) [Nightmare] (/gt): The Ancient Dragon adds an extra kick to the Summoner’s magic. [M] x1, [A] x6 (Arthur’s Hydraulics + Rhaegar’s Glaciate; Multi-Target, Water Damage) [Practiced EXA]
  270.  
  271. - [Fighting] (/sgt) [Dirty] (#393): Arthur doesn’t always play fair. [M] x1, [A] x5, [E] x2 (Arthur’s Mudslide + Duran’s Ravage Road; Multi-Target, Earth Damage; Inflicts Injury and Reduces Evasion) [Practiced EXA]
  272.  
  273. - [Snow] (/gt) [Halation] (#39c): Rickel and Arthur demonstrate Overkill. [A] x6, [E] x1 (Arthur’s Ice Spear + Rickel’s Frigidity; Single Target, Water Damage; Inflicts Paralysis) [Practiced EXA]
  274.  
  275. - [Twin Blades:] (/ga) [Sword and Spear] (/sgt): Totetsu and Arthur also demonstrate Overkill. [A] x8, [E] x1 (Totetsu’s But Another Swallow + Arthur's Damned Javelin; Single Target, Earth and Water Damage; Inflicts Curse) [Practiced EXA]
  276.  
  277. - ["BLAZE OF GLORY"] (/tg): Arthur and Kara got tired of Chilia's garbage and unleashed an angry buffstorm. [M] x1 [E] x6 (Arthur's Tactical Acumen + Kara's Heated Metal; Multi-Target, Support Ability; ATK Buff 2 turns, DEF Buff 2 turns, Crit Rate Up 50% 3 turns, Crit Damage Buff 3 Turns, Accuracy Buff 25% 2 turns, Fire Damage to Attacks 3 turns.) [Impromptu EXA]
  278.  
  279. ---
  280.  
  281. **HYPOTHETICAL EXCEED AND ULTIMATE FOR ARTHUR**
  282.  
  283. Exceed
  284. - [Water Dragon Rising] (/gt): Arthur unleashes the power of Exceed to drastically amplify his strategic and destructive capabilities for a short period of time. However, power comes with sacrifice. (With the use of this exceed, Arthur gains the following benefits on the turn his exceed is activated and two turns after: Arthur creates two Auras of magical energy that spread to him and his allies. The first is a tactical aura, which negates the severing of a party link connection via the Curse ailment, and makes support skills with turn durations cast by allies last one turn longer. The second aura generates a field of aquatic power. Summoners and Units whose primary element is water gain an EWD buff for skills that deal water damage, as well as +10 Max HP. Summoners and Units whose primary element is not water gain a +2 BPB bonus to skills that deal water damage. This second aura applies to friend and foe alike, and the +2 BPB bonus does not apply to EX attacks or stack with the +6 BPB effect of "Supreme Tactics". With the use of this Exceed, Arthur gains the following demerits once the two turns have passed: Arthur becomes Cursed for the duration of the encounter, and Injured for two turns. His Max HP is reduced to 75 for the duration of the encounter, and starts the next encounter with 90 HP instead of 100. Curse and the Max HP cut cannot be countered by any means, but Injury can be removed after resolving for one turn.)
  285.  
  286. Ultimate
  287.  
  288. - [Supreme Tactics] (/uu): Channeling the unleashed power into his mind and magic, and allowing that to mix and mingle with the lessons from Weiss' two Books of Strategy, Arthur doles out the most powerful boons he can provide. [M] x1, [E] x6 [C] x8 (Multi Target; Ultimate-Tier ATK and DEF Buff for two turns, +2 Instant BC; The members of party individually gains one of the following eight buffs, depending on either their strengths and/or the needs of the party as Arthur sees it at the time of this skill's usage: 1. Crit Chance increased to max. 2. +2 BC on Hit. 3. Mitigation Skills last one turn longer. 4. The cost of an ally's first Evade after or on the turn this skill is used is reduced by one. 5. All offensive skills gain +6 BPB. 6. Heal Skills gain Max HoT. If the skill already has an HoT effect, this value replaces the standard one and lasts the same amount of time. 7. 100 HP Water Barrier. 8. Angel Idol. With the exception of the mitigation effect, this skill is subject to the +1 Turn Duration effect of "Water Dragon Rising".)
Add Comment
Please, Sign In to add comment