Balance Patch v2
Changes from v1 → v2.
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
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
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 AssaultCooldown (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
AssassinateAction multiplier: 1.4 → 1.75
Envenomed Blade
Envenomed BladeAction multiplier: 0.5 → 0.8
Misleading Throw
Misleading ThrowCooldown (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 ShurikenAction 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
ShadowblitzCooldown (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 DartCooldown (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 BombCooldown (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 BladesAction 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 ShotCooldown (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
DispelCooldown (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 ArmorCooldown (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 WeaponCooldown (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 BoltAction 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 StrikeCooldown (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
TornadoCooldown (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 BrawlCooldown (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 BashAction 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 ShattererAction 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 StanceCooldown (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
ProvokeCooldown (init/next): 0/4 → 0/2
Action multiplier: 0.85 → 0.5
Savage Howl
Savage HowlCooldown (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 SpitAction 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 BloodCooldown (init/next): 0/4 → 1/4
Action multiplier: 0.1 → 0.3
Burden of the World
Burden of the WorldCooldown (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 TideCooldown (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 ClarityCooldown (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 PeakCooldown (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 EnlightenmentCooldown (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 BlowCooldown (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 ReversalCooldown (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 TigerCooldown (init/next): 5/0 → 6/0
Action multiplier: 1.5 → 1
Challenger Stance
Challenger StanceCooldown (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 EdgeCooldown (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 SlashEffects (Before):
Repeat attack, target=same_as_attack, chance=30%
Effects (after):
Repeat attack, target=same_as_attack, chance=25%
Jagged Storm
Jagged StormCooldown (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 HunterAction 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 SteelCooldown (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 SplitterAction 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 BreakerAction 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 VitalityAction 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 SplintersCooldown (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 TheftCooldown (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 DelugeCooldown (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 BloodAction 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 AccidentCooldown (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 DreadCooldown (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 PowerCooldown (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
CureAction 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
EmboldenCooldown (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
ImmunizeAction 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
InvigorateNotes (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 HealCooldown (init/next): 3/3 → 2/2
Action multiplier: 0.07 → 0.09
Maulpractice
MaulpracticeCooldown (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 PainAction 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 InsuranceAction 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 TacticsAction 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 OilCooldown (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
FlashbangCooldown (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 StanceCooldown (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 HandCooldown (init/next): 1/3 → 2/2
Action multiplier: 0.03 → 0.15
Indomitable Force
Indomitable ForceCooldown (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 AdviceCooldown (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 StanceCooldown (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 OperationGranted 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 VulnerabilityDescription (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 IllusionsDescription (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 StenchDescription (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 SoulDescription (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 WisdomGranted statuses (Before):
crt_up x2
enlightening_strike x1
foc_up x2
Granted statuses (after):
enlightening_strike x1
foc_up x2
Careful Aim
Careful AimGranted 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 DirgeGranted statuses (Before):
foc_down x1
terrifying_strike x1
Granted statuses (after):
foc_down x2
terrifying_strike x1
Maximum Carnage
Maximum CarnageDescription (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 KnowledgeDescription (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.
Last updated