Deals 75% fire damage to all enemies with a 50% chance to cause Stun. Certain hit. When you find yourself under heavy attack, interrupt your enemies with an earthquake!
Deals 100% ice damage and causes Stun. Skill of choice against single heavy hitters.
Raises ATK by 10% and makes normal attacks deal electro damage. Lasts until the end of battle.
For 2 turns, maximises the user’s Critical Hit Rate and prevents Stun, but also doubles MP Costs. Best used before a tough battle (from the menu), so you can start with the bashing right away.
Deals 100% physical damage. Grants the user Taunt. You kind of want to play the tank, but you also kind of want to deal damage? Or you kind of don’t have an idea what would be best to do? Well, here you go. This is practically also a Fighter skill. It’s not learnt via level-up, though, but bound to shields. The stronger the shield, the higher the rank of this skill.
Deals 150% physical damage, removes buffs and permanently halves DEF. A devastating attack on several levels. If you really hate an enemy, use this against it.
Revives a robot at 1 HP. Please be careful nonetheless. And yes, the icon may very well represent a reset button.
Doubles MP of all robots. It can be difficult to create an ideal scenario for using this to the greatest effect, but if you do, it’s pretty awesome.
Maximises a robot’s Critical Hit Rate, but raises HP Degeneration by 5%. Only one charge at a time. The robotic equivalent to the Fighter skill Furore, if you will.
Raises a robot’s HP Regeneration by 25%, but seals its skills. Lasts 3 turns. Only one charge at a time. Best used on a robot that doesn’t deal that much damage with skills anyway (that is, a supporter).
Deals 200% fire damage and causes Burn. Requires an axe. The upgraded version absorbs the damage dealt.
Deals 75% ice damage to all enemies with a 50% chance to cause Freeze. Certain hit. The upgraded version bypasses enemy defence.
Deals 75% holy damage to 3 random enemies with a 50% chance to cause Stun. Ranged attack. The upgraded version always stuns.
Raises HP Regeneration by 25% until taking damage. The upgraded version affects all actors.
Raises the user’s Counter Rate 30% and Aggro by 400% for 3 turns. The upgraded version takes effect right at the start of the action phase.
Raises the user’s Critical Hit Rate, Block Rate, Combo Rate and Evasion Rate by 15%. The upgraded version can be used on allies too.
Deals 150% fire damage. Ranged attack. Since this is your very first cannon skill, be careful not to burn yourself.
Deals 200% fire damage and causes Burn. Ranged attack. The fireworks alone are reason enough to use this on *everything*!
Deals 100% fire damage to all enemies with a 50% chance to cause Burn. Certain hit. Pyromancers approve!
Deals 150% ice damage. Ranged attack. It’s like Fire Shot, only much cooler. I mean, literally cooler.
Deals 200% ice damage and causes Freeze. Ranged attack. Leaves a track ideally suited for ice skating.
Deals 100% ice damage to all enemies with a 50% chance to cause Freeze. Certain hit. Has two main applications: Kill monsters and climatise whole buildings.
Deals 150% electro damage. Ranged attack. Important notice: Don’t try to charge your phone with this attack.
Deals 200% electro damage with a 50% chance to cause Blind. Ranged attack. The sheer brightness of electric sparks is generally underestimated in games. I’m here to fix that: In Game Master Plus, the elemental debuff associated with electro attacks is, in fact, Blind.
Deals 250% electro damage to a random enemy and causes Stun and Blind. Ranged attack. Reality hits you hard, bro, but this hits you even harder.
Deals 150% bio damage. Ranged attack. It smells a little funny, but is super effective against bugs and grass. Um, I mean, insects and plants.
Deals 200% bio damage and causes Poison. Ranged attack. Leaves behind an absolute mess even crime scene cleaners would give a wide berth.
Deals 100% bio damage to all enemies and causes Poison. Certain hit. Environmentally not all that sound, but certainly a great way to carry off a group of enemies.
Deals 75% dark damage absorbed. Ranged attack. Not a shot in the dark, but in fact a shot made of dark.
Deals 150% dark damage absorbed. Ranged attack. Turns a hot summer day into moonless night for a brief moment when loosed off.
Deals 125% dark damage to all enemies with a 50% chance to cause Confuse. Certain hit. If there are eleven dimensions, why shouldn’t there be something darker than black? Come on, it’s not that far-fetched.
Deals 150% holy damage with a 50% chance to cause Silence. Ranged attack. Could also be used as a flashlight, but fortunately, there are no dark caves in the game.
Deals 250% holy damage with a 50% chance to cause Silence. Ranged attack. You’ll be having a blast using this one, magically inclined demons won’t.
Deals 125% dark damage to all enemies with a 50% chance to cause Silence. Certain hit. Use your Holy Cannon for instant falling-star nightskies to jazz up your romantic moments!
Deals 999 physical damage and removes Taunt. Extremely slow. Before you lose it, it doesn’t deal 999 piercing damage, so the enemy’s DEF will reduce the damage actually inflicted.
Deals 50% normal attack damage to all enemies with a 50% chance to cause Stun. Extremely fast. If the game had character animations in battle, this one would look super awesome. Maybe in the next remake.
Deals 25% damage absorbed to all enemies and causes Bleed. Certain hit. Pretty versatile, pretty nasty.
Restores HP to 75%. Extremely fast. A basic healing skill that can’t heal you past a certain threshold. Encourages using items to complement it, which in turn encourages searching for them.
Restores HP of all actors by 7.5% and raises HP Regeneration by 5% for 3 turns. Slow, but ultimately very cost-efficient, especially when your max HP become pretty substantial.
Revives at 50% HP and raises ATK, DEF and TMP by 15% for 3 turns. In case of death, you probably need some kind of comeback mechanism. This makes it a fair bit easier to stabilise after things have gone terribly wrong.
Enfeeblement X: Lowers ATK and DEF by 15% and causes Stun. Huge tempo gain!
Enfeeblement Y: Lowers ATK and DEF by 15% and clears buffs. Wait and break!
Enfeeblement Z: Lowers ATK and DEF of all enemies by 15%. Extremely cost-efficient!
Lowers TMP of all enemies by 15% and degenerates HP by 5%. Ranged attack. Only one glue at a time. Please note that this damage-over-time effect does in fact stack with similar ones. If you prefer a more patient playstyle, it’s definitely possible to wear your enemies out like that.
Lowers TMP of all enemies by 15% and doubles fire damage taken. Ranged attack. Only one glue at a time. It’s a little disgusting to even use this, but sometimes you gotta do what you gotta do. Set those mingers ablaze!
Causes Sleep on all enemies. And hopefully bad dreams. Don’t underestimate the sleep state, guys!
Halves elemental damage taken and MP Costs of all actors for 3 turns. A torchlightesquely versatile move. Look at that word!
Raises Action Times by 1 next turn. Let others do the dirty work or prepare for some double healing.