Balance Patch v2

Changes from v1v2.

  • Specials: 64 changed, 0 added, 0 removed

  • Leader Skills: 11 changed, 0 added, 0 removed

  • Leader mechanics: 16 values changed

  • Monster Specials: 2 changed, 0 added, 0 removed

  • Monster Leader Skills: 0 changed, 0 added, 0 removed

General


  • Focus and Resist formula changed to be more linear and predictable.

  • Ally targeting prefers other allies over self-targeting.

  • Critical rate >100% now spills over to critical damage.

  • Critical rate, Critical Damage, Resist, and Focus related statuses now have a flat bonus value instead of a percentage bonus.

  • Taunt and Counter are now separate statuses.

  • The chance of countering with the Counter status is now based on Speed.

  • A counter attack can now be a critical hit.

  • Healers now only recieve 50% of a heal to avoid Healer spam.

Leader mechanics


Leader buff

Stat
Before
After

Speed

0.03 (3%)

0.02 (2%)

Health

0.075 (7.5%)

0.05 (5%)

Critical Rate

0.03 (flat)

10 (flat)

Defense

0.045 (4.5%)

0.04 (4%)

Critical Damage

0.03 (flat)

10 (flat)

Resist

0.03 (flat)

10 (flat)

Focus

0.03 (flat)

10 (flat)

Attack

0.045 (4.5%)

0.03 (3%)

Leader Aura

Class
Stat
Before
After

Ninja

Speed

0.03 (3%)

0.02 (2%)

Enlightened

Health

0.045 (4.5%)

0.05 (5%)

Cleaver

Critical Rate

0.6 (flat)

5 (flat)

Tank

Defense

0.06 (6%)

0.04 (4%)

Cursed

Critical Damage

0.6 (flat)

5 (flat)

Healer

Resist

1.1 (flat)

5 (flat)

Mage

Focus

0.95 (flat)

5 (flat)

Troll

Attack

0.06 (6%)

0.03 (3%)

Specials


Acrobatic Assault Acrobatic Assault

  • Cooldown (init/next): 0/2 → 2/2

  • Action multiplier: 1.5 → 2

  • Effects (Before):

    • Status, status=spd_down, target=self, chance=100%

  • Effects (after):

    • Status, status=spd_down, target=self, chance=100% x2

Assassinate Assassinate

  • Action multiplier: 1.4 → 1.75

Envenomed Blade Envenomed Blade

  • Action multiplier: 0.5 → 0.8

Misleading Throw Misleading Throw

  • Cooldown (init/next): 0/2 → 0/4

  • Action multiplier: 0.2 → 1

  • Notes (Before): Light strike a random enemy and a high chance to make a random ally Taunt.

  • Notes (after): Strike a random enemy and gain Counter and Defense.

  • Effects (Before):

    • Status, status=taunt, target=ally_random, chance=80%

  • Effects (after):

    • Status, status=counter, target=self, chance=100%

    • Status, status=def_up, target=self, chance=100%

Precise Shuriken Precise Shuriken

  • Action multiplier: 0.85 → 1

  • Notes (Before): Hit a random enemy and boost your own Critical Rate for upcoming attacks.

  • Notes (after): Hit a random enemy and boost your own Critical Rate and Critical Damage.

  • Effects (Before):

    • Status, status=crt_up, target=self, chance=100%

  • Effects (after):

    • Status, status=crd_up, target=self, chance=100% x2

    • Status, status=crt_up, target=self, chance=100% x3

Shadowblitz Shadowblitz

  • Cooldown (init/next): 1/2 → 2/2

  • Target: all_enemies → enemy_row_largest

  • Action multiplier: 0.35 → 0.65

  • Notes (Before): Swiftly strike all enemies with a flurry of shadow attacks at once.

  • Notes (after): Swiftly strike the largest enemy row with a flurry of shadow attacks at once.

Sleeping Dart Sleeping Dart

  • Cooldown (init/next): 2/2 → 1/2

  • Action multiplier: 0.75 → 1.1

  • Notes (Before): Pierce a random enemy and massively lower their Speed to slow their turns.

  • Notes (after): Pierce a random enemy and massively lower their Speed.

Smoke Bomb Smoke Bomb

  • Cooldown (init/next): 0/4 → 0/3

  • Action type: none → attack

  • Action multiplier: — → 0.35

  • Notes (Before): Shroud the largest enemy row, lowering their Focus and Speed.

  • Notes (after): Shroud the largest enemy row, with a chance to lower their Speed.

  • Effects (Before):

    • Status, status=foc_down, target=same_as_attack, chance=100%

    • Status, status=spd_down, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=spd_down, target=same_as_attack, chance=100%

Arcane Blades Arcane Blades

  • Action multiplier: 0.6 → 0.25

  • Notes (Before): Slash all enemies and with a chance to lower their Defense.

  • Notes (after): Slash all enemies with a chance to lower their Defense.

  • Effects (Before):

    • Status, status=def_down, target=same_as_attack, chance=50%

  • Effects (after):

    • Status, status=def_down, target=same_as_attack, chance=100%

Dazzling Shot Dazzling Shot

  • Cooldown (init/next): 0/2 → 1/2

  • Action multiplier: 1.6 → 1.5

  • Notes (Before): Strike a back-row enemy and greatly lower their Critical Rate and Speed.

  • Notes (after): Strike a back-row enemy and heavily lower their Critical Rate, Critical Damage, Attack, and Focus.

  • Effects (Before):

    • Status, status=crt_down, target=same_as_attack, chance=100% x2

    • Status, status=spd_down, target=same_as_attack, chance=100% x2

  • Effects (after):

    • Status, status=atk_down, target=same_as_attack, chance=100% x3

    • Status, status=crd_down, target=same_as_attack, chance=100% x3

    • Status, status=crt_down, target=same_as_attack, chance=100% x3

    • Status, status=foc_down, target=same_as_attack, chance=100% x3

Dispel Dispel

  • Cooldown (init/next): 0/2 → 1/4

  • Action multiplier: 0.4 → 0.6

  • Notes (Before): Strike all enemies and have a chance to remove a single buff.

  • Notes (after): Strike all enemies and remove all buffs from them.

  • Effects (Before):

    • Remove buff, target=same_as_attack, chance=100%

  • Effects (after):

    • Remove all buffs, target=same_as_attack, chance=100%

Enchant Armor Enchant Armor

  • Cooldown (init/next): 0/4 → 0/3

  • Notes (Before): Fortify all allies with a good chance to boost Defense and Resistance.

  • Notes (after): Fortify all allies by boosting their Defense.

  • Effects (Before):

    • Status, status=def_up, target=same_as_attack, chance=100%

    • Status, status=res_up, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=def_up, target=same_as_attack, chance=100%

Enchant Weapon Enchant Weapon

  • Cooldown (init/next): 0/2 → 0/3

  • Notes (Before): Enchant all allies, boosting their Attack and Critical Damage.

  • Notes (after): Enchant all allies, boosting their Attack.

  • Effects (Before):

    • Status, status=atk_up, target=same_as_attack, chance=100%

    • Status, status=crd_up, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=atk_up, target=same_as_attack, chance=100%

Ice Bolt Ice Bolt

  • Action multiplier: 1.5 → 1.4

  • Notes (Before): Strike a random enemy and lower their Speed and Attack.

  • Notes (after): Strike a random enemy and lower their Speed.

  • Effects (Before):

    • Status, status=atk_down, target=same_as_attack, chance=100%

    • Status, status=spd_down, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=spd_down, target=same_as_attack, chance=100%

Meteor Strike Meteor Strike

  • Cooldown (init/next): 2/2 → 3/3

  • Action multiplier: 0.5 → 1

  • Notes (Before): Blast all enemies with a chance to lower their Speed, disrupting the enemy tempo.

  • Notes (after): Blast all enemies with a meteor strike.

  • Effects (Before):

    • Status, status=spd_down, target=same_as_attack, chance=40%

  • Effects (after):

    • None

Tornado Tornado

  • Cooldown (init/next): 1/2 → 2/2

  • Action type: none → attack

  • Action multiplier: — → 0.25

  • Notes (Before): Summon a whirlwind with a chance to inflict Fear on all enemies.

  • Notes (after): Summon a whirlwind with a small chance to inflict Fear on all enemies.

  • Effects (Before):

    • Status, status=fear, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=fear, target=same_as_attack, chance=20%

Brutal Brawl Brutal Brawl

  • Cooldown (init/next): 1/2 → 1/3

  • Action multiplier: 1.4 → 1.3

  • Notes (Before): Heavy hit a random enemy; you lose Defense, with a tiny chance to crack theirs too.

  • Notes (after): Heavy hit a random enemy; you lose Defense.

  • Effects (Before):

    • Status, status=def_down, target=same_as_attack, chance=5%

    • Status, status=def_down, target=self, chance=100% x2

  • Effects (after):

    • Status, status=def_down, target=self, chance=100% x2

Furious Bash Furious Bash

  • Action multiplier: 1.2 → 0.85

  • Notes (Before): Bash a random enemy; boost your Speed, but greatly lower your Defense.

  • Notes (after): Bash a random enemy; boost your Speed, but lower your Defense.

  • Effects (Before):

    • Status, status=def_down, target=self, chance=100% x2

    • Status, status=spd_up, target=self, chance=100%

  • Effects (after):

    • Status, status=def_down, target=self, chance=100%

    • Status, status=spd_up, target=self, chance=100%

Ground Shatterer Ground Shatterer

  • Action multiplier: 0.52 → 0.65

  • Notes (Before): Smash the largest enemy row; tiny chance to lower Crit Rate, but you slow down.

  • Notes (after): Smash the largest enemy row, but you slow down.

  • Effects (Before):

    • Status, status=crt_down, target=same_as_attack, chance=5%

    • Status, status=spd_down, target=self, chance=100%

  • Effects (after):

    • Status, status=spd_down, target=self, chance=100%

Mocking Stance Mocking Stance

  • Cooldown (init/next): 0/4 → 0/5

  • Notes (Before): Enter a mocking stance to Taunt enemies, but lower your Focus.

  • Notes (after): Gain Counter and boost Speed.

  • Effects (Before):

    • Status, status=res_down, target=same_as_attack, chance=100%

    • Status, status=taunt, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=counter, target=same_as_attack, chance=100%

    • Status, status=spd_up, target=self, chance=100%

Provoke Provoke

  • Cooldown (init/next): 0/4 → 0/2

  • Action multiplier: 0.85 → 0.5

Savage Howl Savage Howl

  • Cooldown (init/next): 0/3 → 1/2

  • Action multiplier: 0.45 → 0.1

  • Notes (Before): Howl at a random enemy with a good chance to inflict Fear.

  • Notes (after): Howl at a random enemy and inflict Fear.

  • Effects (Before):

    • Status, status=fear, target=same_as_attack, chance=75%

  • Effects (after):

    • Status, status=fear, target=same_as_attack, chance=100%

Toxic Spit Toxic Spit

  • Action multiplier: 1.45 → 0.25

  • Notes (Before): Spit on a random enemy for a heavy hit, but massively boost their Attack and Speed.

  • Notes (after): Spit on a random enemy and apply two Bleeds to them.

  • Effects (Before):

    • Status, status=atk_up, target=same_as_attack, chance=100%, skipFocusCheck x3

    • Status, status=spd_up, target=same_as_attack, chance=100%, skipFocusCheck x2

  • Effects (after):

    • Status, status=bleed, target=same_as_attack, chance=100% x2

Troll Blood Troll Blood

  • Cooldown (init/next): 0/4 → 1/4

  • Action multiplier: 0.1 → 0.3

Burden of the World Burden of the World

  • Cooldown (init/next): 1/2 → 2/2

  • Action multiplier: 1.45 → 1.2

  • Notes (Before): Strike a random enemy, with a chance to lower their Speed and delay turns.

  • Notes (after): Strike a random enemy with a heavy strike.

  • Effects (Before):

    • Status, status=spd_down, target=same_as_attack, chance=50%

  • Effects (after):

    • None

Crashing Tide Crashing Tide

  • Cooldown (init/next): 0/5 → 0/6

  • Notes (Before): Raise a crashing tide to greatly boost your Defense against incoming strikes.

  • Notes (after): Raise a crashing tide to greatly boost your Defense and Speed.

  • Effects (Before):

    • Status, status=def_up, target=same_as_attack, chance=100% x2

  • Effects (after):

    • Status, status=def_up, target=same_as_attack, chance=100% x2

    • Status, status=spd_up, target=same_as_attack, chance=100% x2

Crystal Clarity Crystal Clarity

  • Cooldown (init/next): 1/2 → 2/2

  • Action multiplier: 1.4 → 1

  • Notes (Before): Strike a random enemy; good chance to cleanse one debuff from yourself.

  • Notes (after): Strike a random enemy and remove all debuffs from yourself.

  • Effects (Before):

    • Remove debuff, target=self, chance=70%

  • Effects (after):

    • Remove all debuffs, target=self, chance=100%

Foreboding Peak Foreboding Peak

  • Cooldown (init/next): 0/4 → 0/6

  • Notes (Before): Enter a foreboding peak, massively boosting your Attack and Resistance.

  • Notes (after): Enter a foreboding peak, greatly boosting your Attack, Critical Rate, and Critical Damage.

  • Effects (Before):

    • Status, status=atk_up, target=same_as_attack, chance=100% x3

    • Status, status=res_up, target=same_as_attack, chance=100% x3

  • Effects (after):

    • Status, status=atk_up, target=same_as_attack, chance=100% x2

    • Status, status=crd_up, target=same_as_attack, chance=100% x2

    • Status, status=crt_up, target=same_as_attack, chance=100% x2

Harsh Enlightenment Harsh Enlightenment

  • Cooldown (init/next): 0/2 → 1/3

  • Action multiplier: 0.35 → 0.4

  • Notes (Before): Strike all enemies; small chance to lower their Attack and blunt their damage.

  • Notes (after): Strike all enemies but boost their Focus.

  • Effects (Before):

    • Status, status=atk_down, target=same_as_attack, chance=25%

  • Effects (after):

    • Status, status=foc_up, target=same_as_attack, chance=100%, skipFocusCheck

Instructive Blow Instructive Blow

  • Cooldown (init/next): 1/1 → 0/2

  • Action multiplier: 1.2 → 1.1

  • Notes (Before): Strike a random enemy; good chance to boost a random ally's Focus.

  • Notes (after): Strike a random enemy and boost a random ally's Focus.

  • Effects (Before):

    • Status, status=foc_up, target=ally_random, chance=75%

  • Effects (after):

    • Status, status=foc_up, target=ally_random, chance=100%

Life Reversal Life Reversal

  • Cooldown (init/next): 0/2 → 1/3

  • Action multiplier: 0.75 → 0.5

  • Effects (Before):

    • Status, status=regenerate, target=ally_random, chance=40%

  • Effects (after):

    • Status, status=regenerate, target=ally_random, chance=100%

Slumbering Tiger Slumbering Tiger

  • Cooldown (init/next): 5/0 → 6/0

  • Action multiplier: 1.5 → 1

Challenger Stance Challenger Stance

  • Cooldown (init/next): 0/3 → 0/6

  • Notes (Before): Assume a challenger stance: Taunt enemies and massively boost Attack and Defense.

  • Notes (after): Assume a challenger stance: gain Counter and boost Speed and Attack.

  • Effects (Before):

    • Status, status=atk_up, target=same_as_attack, chance=100% x3

    • Status, status=def_up, target=same_as_attack, chance=100% x3

    • Status, status=taunt, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=atk_up, target=same_as_attack, chance=100% x2

    • Status, status=counter, target=same_as_attack, chance=100%

    • Status, status=spd_up, target=same_as_attack, chance=100% x2

Honing Edge Honing Edge

  • Cooldown (init/next): 0/2 → 0/3

  • Action multiplier: 0.85 → 0.75

  • Notes (Before): Nick a random enemy and greatly boost your Attack, Crit Rate, and Crit Damage.

  • Notes (after): Strike a random enemy and greatly boost your Attack, Crit Rate, and Crit Damage.

  • Effects (Before):

    • Status, status=atk_up, target=self, chance=100% x2

    • Status, status=crd_up, target=self, chance=100% x2

    • Status, status=crt_up, target=self, chance=100% x2

  • Effects (after):

    • Status, status=atk_up, target=self, chance=100%

    • Status, status=crd_up, target=self, chance=100% x2

    • Status, status=crt_up, target=self, chance=100% x2

Infinite Slash Infinite Slash

  • Effects (Before):

    • Repeat attack, target=same_as_attack, chance=30%

  • Effects (after):

    • Repeat attack, target=same_as_attack, chance=25%

Jagged Storm Jagged Storm

  • Cooldown (init/next): 0/2 → 2/2

  • Action multiplier: 0.25 → 0.2

  • Effects (Before):

    • Status, status=bleed, target=same_as_attack, chance=80%

  • Effects (after):

    • Status, status=bleed, target=same_as_attack, chance=100%

Mage Hunter Mage Hunter

  • Action multiplier: 1.52 → 2.2

  • Notes (Before): Heavy strike a random enemy and strip all buffs from them.

  • Notes (after): Heavy strike a random enemy and sharply lower their Focus.

  • Effects (Before):

    • Remove all buffs, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=foc_down, target=same_as_attack, chance=100% x3

Meteor Steel Meteor Steel

  • Cooldown (init/next): 0/4 → 2/2

  • Action multiplier: 0.5 → 0.9

  • Notes (Before): Strike the largest enemy row and greatly lower their Speed.

  • Notes (after): Strike the largest enemy rowwith a chance to lower their Speed.

  • Effects (Before):

    • Status, status=spd_down, target=same_as_attack, chance=100% x2

  • Effects (after):

    • Status, status=spd_down, target=same_as_attack, chance=50%

Shield Splitter Shield Splitter

  • Action multiplier: 0.85 → 0.9

  • Effects (Before):

    • Status, status=def_down, target=same_as_attack, chance=100% x4

  • Effects (after):

    • Status, status=def_down, target=same_as_attack, chance=100% x3

Sword Breaker Sword Breaker

  • Action multiplier: 1.45 → 1.7

  • Notes (Before): Crush a random enemy and massively lower their Critical Rate.

  • Notes (after): Crush a random enemy and lower their Attack.

  • Effects (Before):

    • Status, status=crt_down, target=same_as_attack, chance=100% x4

  • Effects (after):

    • Status, status=atk_down, target=same_as_attack, chance=100%

Crumbling Vitality Crumbling Vitality

  • Action multiplier: 0.25 → 0.35

  • Effects (Before):

    • Status, status=def_down, target=same_as_attack, chance=100% x2

  • Effects (after):

    • Status, status=def_down, target=same_as_attack, chance=100%

Dark Splinters Dark Splinters

  • Cooldown (init/next): 0/2 → 2/2

  • Action multiplier: 1.45 → 1.75

  • Notes (Before): Heavy strike a random enemy but remove an ally's buffs.

  • Notes (after): Heavy strike a random enemy but strip a buff from a random ally.

  • Effects (Before):

    • Remove all buffs, target=ally_random, chance=100%

  • Effects (after):

    • Remove buff, target=ally_random, chance=100%

Fortune Theft Fortune Theft

  • Cooldown (init/next): 1/2 → 2/2

  • Action multiplier: 0.8 → 1

  • Notes (Before): Steal all buffs from a random enemy and massively boost your Critical Rate.

  • Notes (after): Steal all buffs from a random enemy and boost all allies' Critical Rate.

  • Effects (Before):

    • Remove all buffs, target=same_as_attack, chance=100%

    • Status, status=crt_up, target=self, chance=100% x3

  • Effects (after):

    • Remove all buffs, target=same_as_attack, chance=100%

    • Status, status=crt_up, target=all_allies, chance=100%

Gloom Deluge Gloom Deluge

  • Cooldown (init/next): 3/2 → 2/3

  • Action multiplier: 0.5 → 0.8

  • Notes (Before): Drench the largest enemy row in gloom and strip all buffs from them.

  • Notes (after): Drench the largest enemy row in gloom and remove a buff from them.

  • Effects (Before):

    • Remove all buffs, target=same_as_attack, chance=100%

  • Effects (after):

    • Remove buff, target=same_as_attack, chance=100%

Noxious Blood Noxious Blood

  • Action multiplier: 0.575 → 1.1

  • Notes (Before): Strike the largest enemy row and greatly lower Defense, but you start Bleeding.

  • Notes (after): Strike the largest enemy row and lower their Defense, but you start Bleeding.

  • Effects (Before):

    • Status, status=bleed, target=self, chance=100%

    • Status, status=def_down, target=same_as_attack, chance=100% x2

  • Effects (after):

    • Status, status=bleed, target=self, chance=100%

    • Status, status=def_down, target=same_as_attack, chance=100%

Painful Accident Painful Accident

  • Cooldown (init/next): 1/3 → 1/4

  • Action multiplier: 1.7 → 2.5

  • Notes (Before): Heavy hit a random enemy and lower their Focus, but your own Defense drops.

  • Notes (after): Heavy hit a random enemy but your own Defense drops.

  • Effects (Before):

    • Status, status=def_down, target=self, chance=100%

    • Status, status=foc_down, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=def_down, target=self, chance=100% x2

Radiate Dread Radiate Dread

  • Cooldown (init/next): 2/1 → 2/2

  • Action multiplier: 1.23 → 1.6

  • Notes (Before): Strike a random enemy; chance to inflict Fear, but you lose Focus.

  • Notes (after): Strike a random enemy with a chance to inflict Fear on the target and yourself.

  • Effects (Before):

    • Status, status=fear, target=same_as_attack, chance=45%

    • Status, status=foc_down, target=self, chance=100%

  • Effects (after):

    • Status, status=fear, target=same_as_attack, chance=50%

    • Status, status=fear, target=self, chance=25%

Syphoned Power Syphoned Power

  • Cooldown (init/next): 0/3 → 2/6

  • Notes (Before): Gain Regeneration and greatly boost Attack, but lower a random ally's Defense.

  • Notes (after): Massively lower your own Speed and Attack but boost all allies' Speed and Attack.

  • Effects (Before):

    • Status, status=atk_up, target=same_as_attack, chance=100% x2

    • Status, status=def_down, target=ally_random, chance=100%

    • Status, status=regenerate, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=atk_down, target=same_as_attack, chance=100% x3

    • Status, status=atk_up, target=all_allies, chance=100%

    • Status, status=spd_down, target=same_as_attack, chance=100% x3

    • Status, status=spd_up, target=all_allies, chance=100%

Cure Cure

  • Action multiplier: 0.3 → 0.35

  • Notes (Before): Heal a random ally and cleanse all debuffs affecting them immediately.

  • Notes (after): Heal a random ally and cleanse all debuffs from them.

Embolden Embolden

  • Cooldown (init/next): 0/3 → 1/2

  • Action type: none → heal

  • Action multiplier: — → 0.25

  • Notes (Before): Bless a random ally with Regeneration and boost Attack, Defense, and Focus.

  • Notes (after): Heal a random ally and boost Critical Rate and Damage.

  • Effects (Before):

    • Status, status=atk_up, target=same_as_attack, chance=100%

    • Status, status=def_up, target=same_as_attack, chance=100%

    • Status, status=foc_up, target=same_as_attack, chance=100%

    • Status, status=regenerate, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=crd_up, target=same_as_attack, chance=100%

    • Status, status=crt_up, target=same_as_attack, chance=100%

Immunize Immunize

  • Action multiplier: 0.05 → 0.06

  • Notes (Before): Cleanse and heal all allies, and also boost their Resistance.

  • Notes (after): Heal all allies, remove a debuff from each and boost their Resistance.

  • Effects (Before):

    • Remove all debuffs, target=same_as_attack, chance=100%

    • Status, status=res_up, target=same_as_attack, chance=100%

  • Effects (after):

    • Remove debuff, target=same_as_attack, chance=100%

    • Status, status=res_up, target=same_as_attack, chance=100%

Invigorate Invigorate

  • Notes (Before): Heal a random ally and boost their Critical Damage to amplify big hits.

  • Notes (after): Heal a random ally and boost their Speed.

  • Effects (Before):

    • Status, status=crd_up, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=spd_up, target=same_as_attack, chance=100%

Mass Heal Mass Heal

  • Cooldown (init/next): 3/3 → 2/2

  • Action multiplier: 0.07 → 0.09

Maulpractice Maulpractice

  • Cooldown (init/next): 1/2 → 2/2

  • Action multiplier: 0.75 → 1.1

  • Notes (Before): Lightly strike a random enemy and heal a random ally at the same time.

  • Notes (after): Strike a random enemy and heal a random ally at the same time.

  • Effects (Before):

    • Heal, target=ally_random, value=0.1, chance=100%

  • Effects (after):

    • Heal, target=ally_random, value=0.05, chance=100%

Numb the Pain Numb the Pain

  • Action multiplier: 0.5 → 0.6

  • Notes (Before): Greatly heal a random ally, but lower their Speed as the pain returns.

  • Notes (after): Heal a random ally, but may lower their Speed.

  • Effects (Before):

    • Status, status=spd_down, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=spd_down, target=same_as_attack, chance=20%

Pricey Insurance Pricey Insurance

  • Action multiplier: 0.4 → 0.5

  • Notes (Before): Heal a random ally, lowering their Defense while you gain Defense.

  • Notes (after): Heal a random ally and boost their Defense while lowering your own Defense.

  • Effects (Before):

    • Status, status=def_down, target=same_as_attack, chance=100%

    • Status, status=def_up, target=self, chance=100%

  • Effects (after):

    • Status, status=def_down, target=self, chance=100% x2

    • Status, status=def_up, target=same_as_attack, chance=100% x2

Diversionary Tactics Diversionary Tactics

  • Action multiplier: 0.85 → 0.7

  • Notes (Before): Light strike a random enemy and massively boost a random ally's Critical Rate.

  • Notes (after): Light strike a random enemy and boost a random ally's Critical Rate and Critical Damage.

  • Effects (Before):

    • Status, status=crt_up, target=ally_random, chance=100% x3

  • Effects (after):

    • Status, status=crd_up, target=ally_random, chance=100%

    • Status, status=crt_up, target=ally_random, chance=100%

Fangbreaking Oil Fangbreaking Oil

  • Cooldown (init/next): 0/0 → 2/2

  • Action multiplier: 0.7 → 1

  • Notes (Before): Strike a random enemy with a chance to lower their Attack.

  • Notes (after): Strike a random enemy and lower their Attack.

Flashbang Flashbang

  • Cooldown (init/next): 0/1 → 1/1

  • Action multiplier: 0.85 → 1

  • Effects (Before):

    • Status, status=foc_down, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=foc_down, target=same_as_attack, chance=100% x3

Fortress Stance Fortress Stance

  • Cooldown (init/next): 0/2 → 0/6

  • Notes (Before): Enter a fortress stance: Taunt enemies, boost Defense, but lose Attack and Speed.

  • Notes (after): Enter a fortress stance: Taunt enemies but lose Attack and Speed.

  • Effects (Before):

    • Status, status=atk_down, target=same_as_attack, chance=100%

    • Status, status=def_up, target=same_as_attack, chance=100%

    • Status, status=spd_down, target=same_as_attack, chance=100%

    • Status, status=taunt, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=atk_down, target=same_as_attack, chance=100% x3

    • Status, status=spd_down, target=same_as_attack, chance=100% x3

    • Status, status=taunt, target=same_as_attack, chance=100%

Helping Hand Helping Hand

  • Cooldown (init/next): 1/3 → 2/2

  • Action multiplier: 0.03 → 0.15

Indomitable Force Indomitable Force

  • Cooldown (init/next): 0/2 → 2/2

  • Action multiplier: 1.45 → 1.3

  • Notes (Before): Strike a random enemy with great force which slows you down.

  • Notes (after): Strike a random enemy with great force but lower your Speed.

  • Effects (Before):

    • Status, status=spd_down, target=self, chance=100%

  • Effects (after):

    • Status, status=spd_down, target=self, chance=100% x2

Tactical Advice Tactical Advice

  • Cooldown (init/next): 0/2 → 0/6

  • Notes (Before): Coach a random ally, boosting their Defense and Focus.

  • Notes (after): Coach a random ally and boost their Attack and Defense.

  • Effects (Before):

    • Status, status=def_up, target=same_as_attack, chance=100%

    • Status, status=foc_up, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=atk_up, target=same_as_attack, chance=100%

    • Status, status=def_up, target=same_as_attack, chance=100%

Warden Stance Warden Stance

  • Cooldown (init/next): 0/2 → 0/6

  • Notes (Before): Taunt enemies and boost your Resistance to protect against debuffs.

  • Notes (after): Gain Taunt and Counter, but lower your Defense.

  • Effects (Before):

    • Status, status=res_up, target=same_as_attack, chance=100%

    • Status, status=taunt, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=counter, target=same_as_attack, chance=100%

    • Status, status=def_down, target=same_as_attack, chance=100% x2

    • Status, status=taunt, target=same_as_attack, chance=100%

Leader Skills


Covert Operation Covert Operation

  • Granted statuses (Before):

    • atk_down x1

    • foc_up x3

    • spd_up x1

  • Granted statuses (after):

    • atk_down x1

    • foc_up x2

    • spd_up x1

Known Vulnerability Known Vulnerability

  • Description (Before): Boost team Critical Rate and Critical Damage.

  • Description (after): Boost team Critical Rate.

  • Granted statuses (Before):

    • crd_up x1

    • crt_up x2

  • Granted statuses (after):

    • crt_up x1

March of Illusions March of Illusions

  • Description (Before): Boost Resist and blind enemies, but lower Crit.

  • Description (after): Attacks may blind enemies.

  • Granted statuses (Before):

    • blinding_strike x1

    • crt_down x1

    • res_up x1

  • Granted statuses (after):

    • blinding_strike x1

Smash! Smash!

  • Description (Before): Increases the entire team's Critical Damage.

  • Description (after): Increases Attack and Critical Rate but lowers Speed.

  • Granted statuses (Before):

    • crd_up x2

  • Granted statuses (after):

    • atk_up x1

    • crt_up x1

    • spd_down x1

Unbearable Stench Unbearable Stench

  • Description (Before): Attacks have a chance to reduce enemy Resistance.

  • Description (after): Increase Critical Rate but lower Resistance.

  • Granted statuses (Before):

    • corrosive_strike x1

  • Granted statuses (after):

    • crt_up x1

    • res_down x1

Brilliant Soul Brilliant Soul

  • Description (Before): Grants team Regeneration, but attacks may grant Regeneration to the target.

  • Description (after): Grants team Regeneration but lower Attack, Critical Rate and Critical Damage.

  • Granted statuses (Before):

    • nurturing_strike x2

    • regenerate x1

  • Granted statuses (after):

    • atk_down x2

    • regenerate x1

Words of Wisdom Words of Wisdom

  • Granted statuses (Before):

    • crt_up x2

    • enlightening_strike x1

    • foc_up x2

  • Granted statuses (after):

    • enlightening_strike x1

    • foc_up x2

Careful Aim Careful Aim

  • Granted statuses (Before):

    • atk_up x1

    • crt_up x3

    • spd_down x1

  • Granted statuses (after):

    • atk_up x1

    • crt_up x1

    • spd_down x1

Discordant Dirge Discordant Dirge

  • Granted statuses (Before):

    • foc_down x1

    • terrifying_strike x1

  • Granted statuses (after):

    • foc_down x2

    • terrifying_strike x1

Maximum Carnage Maximum Carnage

  • Description (Before): Greatly boost Crit Dmg, but attacks aid enemies.

  • Description (after): Boost Crit Dmg, but attacks aid enemies.

  • Granted statuses (Before):

    • crd_up x2

    • lucky_strike x1

  • Granted statuses (after):

    • crd_up x1

    • lucky_strike x1

Anatomy Knowledge Anatomy Knowledge

  • Description (Before): Boost team Critical Rate and Critical Damage.

  • Description (after): Boost team Critical Damage.

  • Granted statuses (Before):

    • crd_up x1

    • crt_up x1

  • Granted statuses (after):

    • crd_up x1

Monster Specials


Whack Me! Whack Me!

  • Notes (Before): Taunt enemies and boost your Critical Damage to punish anyone who hits you.

  • Notes (after): Taunt enemies and boost your Critical Damage.

Whack You! Whack You!

  • Notes (Before): Smack a random enemy and make taunt, while boosting your own Critical Rate.

  • Notes (after): Smack a random enemy, force them to Taunt, and boost your own Critical Rate.

Monster Leader Skills


No changes.

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