Raises Elsa’s critical hit rate to 100% for a few turns at the cost of a fraction of her maximum Health Points. Use this skill from the menu, so you can enter the next battle buffed and at full health.
Deals fire damage to all enemies with a chance to stun. This skill is an area effect and therefore cannot be evaded, countered or reflected.
Shatters a stalagmite of ice in front of the enemy, dealing ice damage and covering its body with a layer of rime. Unless hit by fire, the frory enemy takes more physical damage for several turns.
Charges your sword(s) with the power of electricity, which significantly raises your Strength and makes your normal attacks deal electro damage with a chance to stun.
Deals massive damage to one enemy, removing its buffs and lowering its Defence for the rest of the battle. A devastating move against tough enemies.
Restores some Mana Points of your robots. You’re better off using this from the menu, but if a battle takes very long, it might also be a good idea to spend your own turn re-enabling some robotic skills.
Significantly raises a robot’s Strength until the end of the battle by diverting its energy flow, which, as the downside, costs some Health Points. Heal up and unleash your most powerful skills charged up!
This charge basically sets your robot into rest state for a few turns, which means it regenerates some Health Points over time, but has its Strength and Tempo lowered by quite a bit.
Adds a chance to inflict elemental debuffs (that is, Burn, Cold, Stun and Blind) to a robot’s normal attacks (and Rocket Rage if available). This charge may stop working after taking damage.
Deals much higher fire damage than a regular Fire Cannon shot. Can also inflict the Burn state at a small chance. Well worth that one Mana Point it costs, especially if the enemy is weak against fire.
An improved version of Fire Shot that deals a little more fire damage to the target plus some splash damage to all other enemies. Particularly useful on a certain Board later in the game
A fire-elemental area-of-effect skill that may burn. The cannon that contains this skill can only be obtained relatively late in the game, but there’s also a way to use this skill much earlier as a Fighter.
Deals ice damage to an enemy with a chance to inflict a cold that lowers Health Points, Strength, Defence and Tempo and raises ice damage taken.
Boreal Beam is a slightly stronger version of Ice Shot, dealing more damage and inflicting a cold without fail – if the enemy is susceptible to that state, of course, which admittedly is not all that common.
An ice-elemental area-of-effect skill that may inflict a cold. A very efficient way to make life easier when facing a troop of strong but cold-susceptible enemies (like near the end of the game).
The electro version of basic cannon skills. It deals more damage than Ice Shot, but less than Fire Shot. Its advantage over the latter lies within the chance of stunning and blinding.
Unlike other enhanced cannon skills, this is an area effect skill. It deals electro damage and may stun. Extremely useful and therefore very costly (the most expensive skill in the game, in fact).
Hits one enemy for high electro damage and stuns as well as blinds it. This is, like, the ultimate skill to use against bosses. It’s a little cheap, though, don’t you think? But oh well, if you want to use it …
This physical attack deals massive damage to one enemy – preferably a boss. It comes with three downsides, though: It may miss, it is tricky to obtain and its gear lowers your general Hit Rate.
Deals physical damage to all enemies with a decent chance to stun. Moreover, your Tempo is increased for the attack’s duration, so you can use this skill to attack even before faster enemies.
A skill with a really cool-looking animation. It’s an area effect skill that hits all enemies and absorbs the damage as Health Points. In addition to that, it has a chance of causing Bleed.
Restores Health Points to a set percentage of the maximum. Playing as a Fighter, this is the only way to heal your robots for quite a while, so make sure to get it as soon as possible.
A magical sphere that restores and then further regenerates all actors‘ Health Points. This skill is the only way in the game to heal multiple targets at once, so keep this up when the going gets tough.
An extremely useful skill which lets a defeated ally return to battle with a temporary stat boost. There’s only a single gear for this skill in the game, but don’t worry, it’s not possible to miss it.
Deals magical (that is, MP-dependent) damage to the MP of all enemies and lowers their Strength significantly. Can be used to enhance the damage (and thus, healing) of Vampyric Field.
This skill creates a magical barrier around the user’s group which has two effects: It a) grants a chance of reflecting ranged attacks and b) halves MP costs. Both tend to be very useful.
Inflicts all enemies with a damage over time effect and lowers their Defence and Tempo. A very useful skill against enemies that can take a lot of hits. Not as useful in shorter battles, though.
Removes all buffs and prevents new ones. It also raises fire damage taken, so you should combine it with fire skills for heavy hits. Please note that only one glue can be inflicted on an enemy at a time.
The last kind of glue you get to use in the game. It simply reduces the Tempo of all enemies even more than the other glues. This has both offensive and defensive benefits due to the way Tempo works.
A very special skill that deals damage as high as the target’s current Mana Points and may put it to sleep, granting you the chance of healing up and/or preparing for an empowered attack.
A skill you only obtain very late in the game. It lets your robots act twice on the next turn, but it can only be used with the ultimate Hammer equipped.