Skills

Fighter Skills

Seismic SmashSeismic Smash
MP: 4
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!
Subzero StrikeSubzero Strike
MP: 2
Deals 100% ice damage and causes Stun. Skill of choice against single heavy hitters.
Sizzle SabreSizzle Sabre
MP: 1
Raises ATK by 10% and makes normal attacks deal electro damage. Lasts until the end of battle.
FuroreFurore
MP: 1
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.

Shield Skill

Shield BashShield Bash
MP: 2
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.

Tinker Skills

ShatterShatter
MP: 4
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.
Quick FixQuick Fix
MP: 1
Revives a robot at 1 HP. Please be careful nonetheless. And yes, the icon may very well represent a reset button.
InduceInduce
MP: 1
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.
Overclock ChargeOverclock Charge
MP: 1
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.
Standby ChargeFurore
MP: 1
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).

Spellblade Skills

Pyro EdgePyro Edge
MP: 3
Deals 200% fire damage and causes Burn. Requires an axe. The upgraded version absorbs the damage dealt.
ChillwindChillwind
MP: 3
Deals 75% ice damage to all enemies with a 50% chance to cause Freeze. Certain hit. The upgraded version bypasses enemy defence.
TrineTrine
MP: 3
Deals 75% holy damage to 3 random enemies with a 50% chance to cause Stun. Ranged attack. The upgraded version always stuns.
Healing BubbleHealing Bubble
MP: 1
Raises HP Regeneration by 25% until taking damage. The upgraded version affects all actors.
VigourVigour
MP: 1
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.
Fortuna's KissFortuna’s Kiss
MP: 1
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.

Cannon Skills

Fire ShotFire Shot
MP: 1
Deals 150% fire damage. Ranged attack. Since this is your very first cannon skill, be careful not to burn yourself.
Fire BlastFire Blast
MP: 3
Deals 200% fire damage and causes Burn. Ranged attack. The fireworks alone are reason enough to use this on *everything*!
InfernoInferno
MP: 4
Deals 100% fire damage to all enemies with a 50% chance to cause Burn. Certain hit. Pyromancers approve!
Ice ShotIce Shot
MP: 1
Deals 150% ice damage. Ranged attack. It’s like Fire Shot, only much cooler. I mean, literally cooler.
Ice BlastIce Blast
MP: 3
Deals 200% ice damage and causes Freeze. Ranged attack. Leaves a track ideally suited for ice skating.
BoreasBoreas
MP: 4
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.
Electro ShotElectro Shot
MP: 1
Deals 150% electro damage. Ranged attack. Important notice: Don’t try to charge your phone with this attack.
Electro BlastElectro Blast
MP: 2
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.
GlareningGlarening
MP: 5
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.
Bio ShotBio Shot
MP: 1
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.
Bio BlastBio Blast
MP: 3
Deals 200% bio damage and causes Poison. Ranged attack. Leaves behind an absolute mess even crime scene cleaners would give a wide berth.
Twisted NatureTwisted Nature
MP: 5
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.
Dark ShotDark Shot
MP: 1
Deals 75% dark damage absorbed. Ranged attack. Not a shot in the dark, but in fact a shot made of dark.
Dark BlastDark Blast
MP: 4
Deals 150% dark damage absorbed. Ranged attack. Turns a hot summer day into moonless night for a brief moment when loosed off.
Infrablack HoleInfrablack Hole
MP: 5
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.
Holy ShotHoly Shot
MP: 1
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.
Holy BlastHoly Blast
MP: 3
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.
Astral RaynInfrablack Hole
MP: 5
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!

Gear Skills

Meteo CrusherMeteo Crusher
MP: 2
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.
Rocket RageRocket Rage
MP: 4
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.
Vampyric FieldVampyric Field
MP: 3
Deals 25% damage absorbed to all enemies and causes Bleed. Certain hit. Pretty versatile, pretty nasty.
First AidFirst Aid
MP: 2
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.
Soothing SphereSoothing Sphere
MP: 3
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.
RevitaliseRevitalise
MP: 3
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.
EnfeeblementEnfeeblement
MP: 2
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!
Corrosive GlueCorrosive Glue
MP: 3
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.
Filthy GlueFilthy Glue
MP: 3
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!
Shut-Eye GasShut-Eye Gas
MP: 3
Causes Sleep on all enemies. And hopefully bad dreams. Don’t underestimate the sleep state, guys!
Aura BarrierAura Barrier
MP: 3
Halves elemental damage taken and MP Costs of all actors for 3 turns. A torchlightesquely versatile move. Look at that word!
Time StrainTime Strain
MP: 1
Raises Action Times by 1 next turn. Let others do the dirty work or prepare for some double healing.