Mecharashi Skills
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1,304 skills
| Name | AP | CD | Weapons | Effect |
|---|---|---|---|---|
| 3 | Heavy Sniper | |||
| 3 | Machine Gun | |||
| 3 | Rocket | |||
| 2 | Pile Bunker | |||
| 3 | Light Sniper | |||
| 2 | Machine Gun | |||
| 3 | Pile Bunker | |||
| 2 | Heavy Machine Gun | |||
| 1 | Heavy Machine Gun | |||
| 2 | Pile Bunker | |||
| 2 | Pile Bunker | |||
| 2 | Heavy Machine Gun | |||
| 1 | Machine Gun | |||
| 3 | Heavy Sniper | |||
| 1 | ||||
| 1 | Fixed Arms | |||
| 1 | Fixed Arms | |||
| 1 | Fixed Arms | |||
| 1 | Rocket | |||
| Fixed Arms | Deals 0.3x AoE DMG to all targets within 1 ring, and inflicts [Crash]. | |||
| Summon Small Aircraft | ||||
| 1 | Rocket | Fire missiles to bomb enemies affected by special buffs. | ||
| Summon ST | ||||
| Retrieve Aircraft | ||||
| 1 | Fixed Arms | Deal 1x DMG with a Speaker. | ||
| 1 | Fixed Arms | Deal 1x DMG with a Speaker. | ||
| 3 | 1 | Rocket | [Tactical] Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. | |
| 1 | Rocket | (Warning Skill) Uses a Rocket Launcher to deal 0.6x AoE DMG 2 times to all parts of all targets within 3 rings around self (this boss's 3 rings are 8x8) (the surrounding 1 ring is empty in the middle). | ||
| 3 | Rail Gun | Uses a Rail Gun to deal 1x AoE DMG to all targets in a 4x5-tile line or a 2x5-tile diagonal area, always attacking the part with the lowest HP. | ||
| 1 | Fixed Arms | Lay Mine | ||
| 1 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1.0x AoE DMG. | ||
| 1 | Fixed Arms | Deploy Sentinel Mine | ||
| 1 | Knuckle | Uses Knuckles to attack a target, dealing 1.0x DMG. | ||
| 1 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.0x DMG. | ||
| 1 | Shield | Uses a Large Shield to attack a target, dealing 1.0x DMG. | ||
| 1 | Buckler | Uses a Small Shield to attack a target, dealing 1.0x DMG. | ||
| 1 | Saw | Uses a Chainsaw to attack a target, dealing 1.0x DMG. | ||
| 1 | Blade | Uses an Alter-Blade to attack a target, dealing 1.0x DMG. | ||
| 1 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.0x DMG. | ||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.0x DMG. | ||
| 1 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.0x DMG. | ||
| 1 | Flamethrower | Uses a Flamethrower to attack a target, dealing 1.0x DMG. | ||
| 1 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.0x DMG. | ||
| 1 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.0x DMG. | ||
| 2 | Shot Gun | |||
| 1 | Back Pack | PROF-9636 | ||
| 2 | Machine Gun, Shot Gun | After dealing damage to a single enemy, gains the [Shield Wall] status, lasting for 3 turns. | ||
| 2 | Knuckle, Pile Bunker | Increases weapon's Base ATK by 25% and deals damage to the target. | ||
| 2 | Knuckle, Pile Bunker | Base Weapon ATK +10%. Deals damage to the target's part with the lowest HP and restores 4 AP if that part is destroyed. | ||
| 4 | Knuckle, Pile Bunker | Takes turns attacking with both arms. When using weapon skill, increases weapon's Base ATK by 80%, dealing damage to an enemy. | ||
| 3 | Knuckle, Pile Bunker | Takes turns attacking with both arms. The second strike cannot be blocked, ensuring a critical hit. | ||
| 3 | Pile Bunker | Fights with the target continuously until one side is defeated or AP runs out. | ||
| 2 | Pile Bunker | Deals 0.8x DMG to the target and prevents it from retaliating in this skirmish. 2-turn cooldown. | ||
| 2 | Pile Bunker | Deals damage to the target, immobilizing them. 2-turn cooldown. | ||
| 4 | Pile Bunker | Ensures a hit on the target's Body, dealing massive damage. The target cannot dodge or defend. | ||
| 4 | Rod | Deals 0.7x DMG to all targets within 5 tiles ahead. | ||
| 3 | Rod | Deals 0.7x DMG to all targets within 5 tiles ahead, inflicting Movement -1 for 1 turn. | ||
| 3 | Shield | [Melee] Uses a shield to attack a target, dealing 1x DMG and knocking the target back 1 tile. The target cannot retaliate. | ||
| 3 | Shield | [Melee] Uses a shield to attack a target, dealing 1x DMG and inflicting Crash on the target, lasting for 1 turn. | ||
| 3 | Pile Bunker | After attacking with a Pile Bunker, the subsequent Machine Gun attack's DMG is reduced by 50%. | ||
| 3 | Pulls the enemy closer. | |||
| 3 | Shield | [Melee] Uses a shield to attack the target, immobilizing them. | ||
| 3 | Rod | Deals 1x DMG to the target. | ||
| 3 | Rod | Deals 1x DMG to the target 2 times. | ||
| 3 | Knuckle, Pile Bunker | Takes turns attacking with both arms. Hits the target 4 times for a total of 2x DMG. | ||
| 3 | Rod | Deals 1x DMG to the target. | ||
| 3 | Pile Bunker | Deals 1x DMG to the target. | ||
| 3 | Shot Gun | Deals 1x DMG to the target. | ||
| 2 | Buckler | Deals 1x DMG to the target. | ||
| 2 | Saw | Deals 1x DMG to the target. | ||
| 2 | Saw | Deals 1x DMG to the target. | ||
| 2 | Saw | Deals 1x DMG to the target. | ||
| 2 | Blade | Deals 1x DMG to the target. | ||
| 2 | Blade | Deals 1x DMG to the target. | ||
| 2 | Blade | Alter-Blade Execution | ||
| 0 | Blade | Melee Critical Sense | ||
| 2 | Blade | Deals 1x DMG to the target. | ||
| 0 | Blade | Ranged Critical Sense | ||
| 1 | Blade | Deals 1x DMG to the target. | ||
| 1 | Blade | Deals 1x DMG to the target. | ||
| 2 | Machine Gun, Shot Gun | Attacks with a Machine Gun first, then moves. | ||
| 4 | Machine Gun | Attacks with a Machine Gun first, then moves. | ||
| 3 | Heavy Machine Gun | Sprays a barrage of bullets, dealing 0.5x damage to each enemy within attack range. | ||
| 3 | Heavy Machine Gun | Consumes all AP to attack the target. For each additional AP consumed, Bullets +2. | ||
| 1 | Fixed Arms | Knocks all targets in a 1x3-tile line back 2 tiles. | ||
| 2 | Fixed Arms | Knocks all targets in a cone ahead back 2 tiles. | ||
| 3 | Heavy Machine Gun | Attacks a selected enemy, dealing 25% equal damage to all enemies within 1 adjacent tile of the target. | ||
| 3 | Machine Gun, Shot Gun | Increases weapon's Base ATK by 25% and deals damage to the target. | ||
| 3 | Machine Gun, Shot Gun | Alternates attacks with two Machine Guns. Increases DMG by 50%. | ||
| 3 | Machine Gun, Shot Gun | Increases weapon's Base ATK by 40% and deals damage to the target. Afterward, uses the other weapon to randomly attack one other target within range. | ||
| 1 | Heavy Machine Gun | Enters [Rack] Mode. Heavy Machine Gun ATK +15% and Range +2, but cannot retaliate, move, or dodge. This effect lasts for 2 turns. Can continue attacking afterward. | ||
| 1 | Heavy Machine Gun | Enters [Rack] Mode. Heavy Machine Gun ATK +15% and Range +2, but cannot retaliate, move, or dodge. This effect lasts for 2 turns. Can continue attacking afterward. | ||
| 3 | Machine Gun | Inflicts Crash on the target before attacking. | ||
| 3 | Shot Gun | Deals 1x DMG to the target and inflicts a Base Armor reduction of 50%, lasting for 1 turn. | ||
| 3 | Shot Gun | Deals 1.2x DMG to the target, inflicting Crash on the target for 1 turn. | ||
| 4 | Machine Gun | Deals 1.5x DMG to the target, prioritizing the part with the lowest HP. | ||
| 3 | Machine Gun | Requires both arms. Deals 0.6x DMG to the target and all enemies within 1 adjacent tile. | ||
| 8 | Heavy Machine Gun | Consumes 8 AP to attack the target, dealing 3x DMG. | ||
| 3 | Shot Gun | Deals damage to the target, inflicting [Slow]: Movement -2. | ||
| 3 | Machine Gun | [Assault] Available when both arms are undestroyed. Attacks a target, dealing 0.8x DMG 2 times. | ||
| 3 | Machine Gun | [Assault] Uses a Machine Gun to attack a target, dealing 1.45x DMG. | ||
| 3 | Heavy Machine Gun | Deals a total of 1x DMG to all targets within attack range. | ||
| 4 | Heavy Machine Gun | Deals 1x DMG to the target. | ||
| 5 | Heavy Machine Gun | Deals 1x DMG to the target. | ||
| 2 | Machine Gun | Deals 1x DMG to the target. | ||
| 2 | Heavy Sniper | Increases the probability that the part hit will be attacked. Lasts for 1 turn. | ||
| 3 | Heavy Sniper | Can select a part to attack. Weapon Basic ATK +40% | ||
| 3 | Heavy Sniper | DMG +30% when attacking the part of the target with the highest HP. Can move an additional 2 tiles afterward. | ||
| 2 | Heavy Sniper | Early Warning skill. | ||
| 1 | Heavy Sniper | After being hit, the target cannot use active skills until the next turn. 3-turn cooldown. | ||
| 3 | Heavy Sniper | Attacks a target and deals 1x DMG twice. | ||
| 4 | Heavy Sniper | Can select a part to attack, dealing 1.2x DMG to the targeted part and Splash DMG equal to 30% of this damage to all other parts. | ||
| 2 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1x DMG and reducing the target's Movement by 2 for 1 turn. | ||
| 2 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1x DMG and reducing the target's Movement by 2 for 1 turn. | ||
| 2 | Heavy Sniper | [Ranged] Enters Aiming Mode. Deals 1x DMG to the specified part. After attacking, if the part's remaining HP is less than 50%, directly destroys the part. | ||
| 2 | Heavy Sniper | [Ranged] Enters Aiming Mode. Deals 1x DMG to the specified part. If this part breaks, instantly destroys the target. | ||
| 3 | Light Sniper | [Ranged] Enters Aiming Mode. Deals 1x DMG to the specified part. If this part breaks, instantly destroys the target. | ||
| 2 | 3 | Heavy Sniper | Fires a Holo Masking Shell with a Sniper Rifle, granting [Stealth] and [Movement UP] to the target and allies within 1 adjacent tile, lasting for 2 turns. After this, continues taking action. | |
| 5 | Rocket | Early Warning skill. | ||
| 4 | Rocket | A 3x3 rocket bombardment affects the entire battlefield with a 1-turn advance warning. | ||
| 3 | Heavy Sniper | Attacks a selected enemy and deals 40% damage to all enemies within 1 adjacent tile of the target. | ||
| 3 | Funnel | Uses a Cutter to deal 1x DMG to targets within 3 tiles. | ||
| 1 | After use, all non-melee attacks targeting units within 2 tiles hit this unit first. Lasts for 2 turns. | |||
| 1 | [Repair] Restores HP to all parts of an ST and repairs 1 destroyed part. | |||
| 3 | [Repair] Restores HP to all parts of multiple STs in the target area and repairs 1 destroyed part. | |||
| 1 | ||||
| 0 | 3 | Quickly moves to an empty tile within 3 tiles without exiting [Rack] Mode. | ||
| 0 | 2 | Quickly moves to an empty tile within 3 tiles without exiting [Rack] Mode. | ||
| Vigilant Shot | 0 | Rail Gun | Triggers [Vigilant Shot] when equipped with a Rail Gun. Can trigger 1 time per turn, dealing 0.35x DMG. | |
| 0 | Missile | Triggers [Vigilant Missile] when an enemy enters attack range. Can trigger up to 2 times per turn, dealing 0.8x DMG. | ||
| 1 | Power Bank activates Overload mode, Melee Weapon Base ATK +30% for 2 turns. Can move up to 3 tiles after use. | |||
| 0 | After use, swaps the weapon equipped in hand with the weapon mounted in the Weapon Backpack, then allows continued action using remaining Movement. Can be used up to 1 time per turn. Can only be used when both Arms are undestroyed. | |||
| 0 | 3 | Fully reloads Tactical Weapon Ammo. Can continue action with remaining Movement. Shares cooldown turns with other Tactical Weapon reloading skills. | ||
| 2 | 3 | Inflicts [Ammo Overheat] on all enemies on the battlefield. | ||
| 1 | 3 | Gains [Jet] code. Flies to the designated location, and then continues attacking in place. | ||
| 1 | 3 | Gains [Tango Hook] code. Can pull the target closer and inflict [Movement Inhibition II]. Then, continues attacking in place. | ||
| 1 | 3 | Gains [Concealment] code. Grants a selected ally [Stealth II]. Can act again after use. (Cannot be used on self.) | ||
| 1 | 3 | Gains [Traction Hook] code. Pulls self to the target, then continues attacking. | ||
| 1 | 3 | Gains the [Strong Magnetic Field] Code: Selects any 1 tile within range, causing all enemy units within 3 rings to move 2 tiles toward the selected tile, then can Re-ATK in place. | ||
| 1 | 3 | Gains the [Struct Factory II] Code: Deploys a Struct around self, possessing Self-destruction and Replace skills, then can Re-ATK in place. | ||
| 1 | 3 | Gains the [Quick Reboot] Code: Refreshes the cooldowns of all Code skills, then can Re-ATK in place. | ||
| 1 | 3 | Gains the [Struct Factory I] Code: Deploys a Struct around self. The area within 4 tiles around the Struct becomes an attackable area for allied Sniper and Tactical Weapons. Starts with [Stealth II] and 1 stack of [DMG Immunity], and can Re-ATK in place. | ||
| 1 | 3 | Gains the [Link Device] Code: Designates an enemy unit and places 4 [Link Devices] around it. After actively attacking the device, deals [Fixed DMG] equal to 25% of damage taken this time to enemy units within 1 ring, and can then Re-ATK in place. | ||
| 1 | Pile Bunker | Power Bank activates Overload mode, Melee Weapon Base ATK +30% for 2 turns. Can move up to 3 tiles after use. | ||
| Grants all allies Sight +1, and immediately grants them 3 AP. All allies gain DMG +20%. For each 1 enemy unit within ally Sight, DMG increases by an additional 5%, up to 35%. Additionally, the Commander gains [Intel Bits Cooldown], lasting for 1 turn. | ||||
| Grants all allies Sight +1. Immediately repairs all allies' HP and all destroyed parts, and dispels all debuffs. When initiating combat, cannot be retaliated against. When attacked and drawn into combat, always triggers [Quick Draw], and gains DMG +20%. Additionally, the Commander gains [Intel Bits Cooldown], lasting for 1 turn. | ||||
| 3 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.7x DMG. Before combat, gains [Dodge Rate Up III], lasting for 1 turn. | ||
| 3 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.55x DMG. Targets the part with the lowest HP. | ||
| 1 | 3 | PA | Restores 30% of HP to Arms. Can repair destroyed Arms. | |
| 3 | Rod | Uses a Polearm to attack a target, dealing 1.35x DMG. This attack prioritizes the Body. This skill can be executed 1 time per turn. | ||
| 2 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.25x DMG. This attack prioritizes Arms. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.2x DMG. DMG Dealt +15% to parts with HP below 50%. | ||
| 3 | Knuckle, Pile Bunker, Shot Gun | Use a Shotgun, Pile Bunker, or Knuckles to attack a target, dealing 1.2x or 1.55x DMG. Shotgun's DMG Dealt +50% to the part with the lowest HP. When using a Melee Weapon, Hit Weighting of the part with the lowest HP +50. | ||
| 4 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. Targets the part with the lowest HP. If a part is destroyed, uses the opposite Arm to launch a [Flurry Strike], dealing 1.0x DMG. | ||
| 3 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.35x DMG. This attack prioritizes Arms. Inflicts [Weapon Inhibition] on the target hit, lasting for 1 turn. | ||
| 3 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.35x DMG. This attack prioritizes Legs. Inflicts [Movement Inhibition II] on the target hit, lasting for 1 turn. | ||
| 3 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.25x DMG. This attack prioritizes the Body. Inflicts [Code Inhibition] on the target hit, lasting for 1 turn. This skill can be executed 1 time per turn. | ||
| 4 | Knuckle, Pile Bunker | Uses two Melee Weapons to strike a target 4 times, each time dealing 0.5x DMG. After combat, inflicts [Weapon Inhibition], [Code Inhibition], and [Movement Inhibition II] on the target based on the part hit, each lasting for 1 turn. | ||
| 3 | Rod | Uses a Polearm to attack a target, dealing 1.65x DMG. After combat, inflicts [Repair Inhibition] on the part hit, lasting for 1 turn. | ||
| 1 | 3 | Gains Movement +1 and [Dodge Rate UP II], lasting for 2 turns. Can continue action with remaining Movement. | ||
| 5 | Rod | Uses a Polearm to strike a target 2 times, each time dealing 1.1x DMG. After combat, inflicts [Repair Inhibition] on the part hit. If that part is destroyed, [Repair Disabled] is applied to that part for 1 turn. | ||
| 3 | Rod | Uses a Polearm to attack a target, dealing 1.7x DMG. After combat, inflicts [DMG Down II] on the target, lasting for 1 turn. | ||
| 4 | Rod | Uses a Polearm to attack all targets within a half-ring ahead, dealing 0.9x AoE DMG. Inflicts [DMG Taken UP I] on targets hit, lasting for 1 turn. | ||
| 4 | Rod | Uses a Polearm to attack a target, dealing 2.0x DMG. If the target is destroyed, inflicts [Timidity I] on enemies within 2 adjacent tiles, lasting for 1 turn. | ||
| 5 | Rod | Uses a Polearm to attack all targets within 1 ring, dealing 0.9x AoE DMG. Targets hit lose 1 AP. | ||
| 3 | Knuckle, Pile Bunker | Simultaneously uses two Melee Weapons to attack a target, dealing 0.85x DMG 2 times. When hitting the Body, inflicts [Crash] on the target after combat, lasting for 1 turn. | ||
| 4 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.7x DMG. When hitting the Body, DMG +30%. | ||
| 2 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. | ||
| 3 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.35x DMG. This attack prioritizes the Body. This skill can be executed 1 time per turn. | ||
| 4 | Knuckle, Pile Bunker | Uses two Melee Weapons to attack a target, dealing 0.85x DMG 2 times. The first attack hits the part with the highest HP. If this part is not destroyed, the second attack will hit the same part. | ||
| 2 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 0.8x AoE DMG. | ||
| 3 | Rod | Uses a Polearm to thrust 4 tiles forward, dealing 1.2x DMG to the 1st target hit, then knocking the target back 2 tiles. If the path is blocked, inflicts [Crash] on the target, lasting for 1 turn. | ||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead and deals 0.85x AoE DMG, knocking targets back 2 tiles. If the path is blocked, inflicts [Movement Inhibition II] on targets, lasting for 1 turn. | ||
| 0 | 2 | Gains Movement +2 and 1 AP. Can continue action with remaining movement. | ||
| 4 | Rod | Uses a Polearm to attack a target, dealing 1.5x DMG. This attack prioritizes the Body. If the target is destroyed, inflicts [Intimidation] on enemies within [Mental Pressure Aura] range for 1 turn. | ||
| 3 | Knuckle, Pile Bunker | Uses two Melee Weapons to strike a target 2 times, each time dealing 0.85x DMG. Chance to hit the Body +20%. | ||
| 0 | 2 | Gains 1 AP and [Crit DMG UP II], lasting for 1 turn. Can continue action with remaining Movement. | ||
| 2 | Knuckle, Pile Bunker | Duels a target with 2 Melee Weapons, dealing 0.55x DMG 2 times. Each additional 1 AP consumed increases this skill's damage multiplier by 0.2. The duel lasts for 3 rounds and ends when the opponent can no longer retaliate. This skirmish is unaffected by external factors such as [Guard], [Link Attacks], or [Vigilant Shots]. | ||
| 1 | 1 | Inflicts [Duel Declaration] on a target, lasting for 2 turns. When [Duel Declaration] is active, both parties can only select each other as targets. When fighting this duel target, [Hunter's Instinct] can trigger. Only 1 [Duel Declaration]-style effect can exist at a time. This effect is invalid for certain units. | ||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) or L-shaped (3x1-tile) area ahead, dealing 1x AoE DMG. | ||
| 3 | Rod | Uses a Polearm to attack a target, dealing 1.7x DMG. After combat, repairs undestroyed parts, restoring HP equal to 40% of damage dealt. | ||
| 4 | Rod | Uses a Polearm to attack a target 2 times, each time dealing 1.1x DMG. | ||
| Waltz | 0 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area or L-shaped (3x1-tile) area ahead and deals 0.4x AoE DMG. | |
| 3 | Knuckle, Pile Bunker | Uses two Melee Weapons to attack a target, dealing 0.85x DMG 2 times. Increases Body Hit Weighting by 25. | ||
| 0 | 2 | Gains 1 AP and [Crit DMG UP II], lasting for 1 turn. Can continue action with remaining Movement. | ||
| 4 | Knuckle, Pile Bunker | Consumes all AP. Duels a target with 2 Melee Weapons, dealing 0.65x DMG 2 times. Each additional 1 AP consumed increases this skill's damage multiplier by 0.2. The duel lasts for 4 rounds or until Camilla can no longer attack or the target cannot retaliate. This skirmish will not be affected by external factors such as [Guard], [Link Attack], or [Vigilant Shot]. | ||
| 1 | 1 | Applies [Oath] to a target, lasting for 2 turns. When [Oath] is active, both parties can only select each other as targets. Only 1 [Oath]-style effect can exist at a time. This effect is invalid for certain units. | ||
| 2 | Saw | Attacks a target with a Chainsaw, dealing 1.5x DMG. If the target's HP is below 50%, this attack cannot be dodged. | ||
| 3 | Saw | Uses a Chainsaw to attack a target, dealing 1.3x DMG. Targets the part with the lowest HP. When there are 4 or more stacks of [Vigor], gains an additional 3 hits. | ||
| 0 | 2 | Gains 1 AP and an additional 4 stacks of [Vigor]. Can continue action with remaining Movement. | ||
| 4 | Saw | Uses a Chainsaw to attack a target, dealing 1.6x DMG. Prioritizes damaged parts. When there are 8 or more stacks of [Vigor], can perform a Gusty Strike 2 times, with the second attack dealing 0.6x DMG. | ||
| 1 | 3 | Gains 3 stacks of [Vigor], [DMG Taken Down III], [DMG UP III], and [Movement UP], lasting for 1 turn. Can continue action with full Movement. | ||
| 2 | Rod | Uses a Polearm to attack a target, dealing 1.5x DMG. If a part is destroyed successfully and both Arms remain undestroyed, deals 0.25x AoE DMG to targets within 1 ring after combat. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.25x DMG. Increases Hit Weighting of the part with the lowest HP by 50. | ||
| 3 | Rod | Selects 1 target within 4 adjacent tiles and strikes using a Polearm to deal 1.25x DMG to the target's Body, then remains on an empty tile within 1 ring around the target. | ||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.7x DMG 2 times. The target is unable to retaliate against this attack. | ||
| 4 | Rod | Throws a Polearm at all targets within a 4-tile line (including flying targets), dealing 1.5x DMG to the first target hit, with the damage multiplier decreasing by 0.4 when hitting each subsequent target. Can enter [Aiming] Mode before combat. AP Cost +1 after each use. Can stack. Resets after taking action. | ||
| 2 | Blade | Attacks a target with two Alter-Blades, dealing 0.85x DMG 2 times. | ||
| 2 | Blade | Uses an Alter-Blade to attack a target, dealing 1.2x DMG. This attack targets the part with the highest HP. | ||
| 0 | 3 | Blade | Requires two Alter-Blades to be equipped.Immediately gains 2 AP and [Critical State], lasting until the end of the action. Can continue action with full Movement. | |
| 3 | Blade | Uses two Alter-Blades to attack in a designated direction, dealing 1.2x DMG to the target. Prioritizes attacking parts with less than full HP. If there are adjacent enemies in that direction, can continue to attack adjacent units (attacking up to 3 enemy units), then stops on the opposite side of the farthest target. If 2 or more enemy units are hit, can trigger [Re-Act] after combat, and act again with full Movement. | ||
| 4 | Blade | Uses two Alter-Blades to strike a single target in rapid succession, hitting at least 4 times. Each attack deals 0.7x DMG. Each additional 1 attack costs 1 AP until any part is destroyed or AP runs out. Ignores the Large Shield [Target Shift] effect. | ||
| 2 | Saw | Uses a Chainsaw to attack a target, dealing 1.25x DMG. This attack is guaranteed to hit the part with the lowest HP. | ||
| 2 | Manipulator | Restores HP equal to 1.6x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. For each 1 stack of [Heroism], repair multiplier is increased by 0.1. | ||
| 3 | Saw | Uses a Chainsaw to attack a target, dealing 1.35x DMG. Always attacks the Body. Before combat, deducts HP from all of own parts equal to 20% of their Max HP, and deals [Fixed DMG] to all target parts equal to 20% of their Max HP. This HP deduction and [Fixed DMG] cannot destroy parts. | ||
| 4 | Saw | Uses a Chainsaw to attack a target, dealing 1.8x DMG. For each stack of [Heroism], damage multiplier is increased by 0.15. | ||
| 0 | 3 | Deducts HP from all of own parts equal to 50% of their Max HP, without destroying any parts, and gains 3 AP and [Movement UP] for 2 turns. Can then trigger [Re-Act] and move using full Movement. | ||
| 2 | Blade | Attacks a target with two Alter-Blades, dealing 0.85x DMG 2 times. | ||
| 3 | Blade | Selects 1 target within 4 adjacent tiles (including flying targets) and strikes using Alter-Blades to deal 1.2x DMG. Can enter [Aiming] Mode before attacking, then remains on a random empty tile within 1 ring around the target after hitting. | ||
| 4 | Blade | Uses two Alter-Blades to attack all targets within an I-shaped (3x1-tile) area or L-shaped (3x1-tile) area ahead. Before attacking, can Aim at all targets separately, dealing 1.5x AoE DMG. | ||
| 5 | Blade | Uses two Alter-Blades to attack a target, dealing 2.4x DMG. This attack prioritizes the Body and grants 2 stacks of [Poised]. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.15x DMG. Before combat, gains [Crit Rate UP I], lasting 2 turns. | ||
| Dash | 1 | 3 | Gains Movement +1. Can continue action with remaining Movement. | |
| 4 | Shot Gun | Simultaneously uses two Shotguns to attack a target, dealing 0.7x DMG 2 times. Inflicts [Armor Down I] on the target hit, lasting for 1 turn. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.35x DMG. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.15x DMG and inflicting [Hit Rate Down II] for 1 turn. | ||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.7 DMG 2 times. Before combat, gains [Crit DMG UP I], lasting for 1 turn. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.55x AoE DMG. Inflicts [DMG Taken UP I] on the target hit, lasting for 1 turn. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.55x DMG. | ||
| 4 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.4x DMG. Before combat, gains [Hit Rate UP II], lasting for 1 turn. | ||
| 5 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.4x DMG. If all bullets hit, uses the opposite arm to launch a [Flurry Strike] after the enemy's retaliation, dealing 0.5x DMG. | ||
| 6 | Shot Gun | Simultaneously uses two Shotguns to attack a target, dealing 0.9x DMG 2 times. The target is unable to retaliate against this attack. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.15x DMG. Before combat, gains [Hit Rate UP III], lasting for 1 turn. | ||
| 4 | Machine Gun, Shot Gun | Uses a Shotgun or Machine Gun to attack a target, dealing 1.4x DMG. Before combat, gains [Crit Rate UP II] or [Hit Rate UP III], lasting for 1 turn. | ||
| 5 | Machine Gun, Shot Gun | Uses a Machine Gun or Shotgun to attack a target, dealing 1.55x DMG. Can trigger [Re-ATK] after combat, but cannot move before attacking. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.4x DMG. Before combat, gains [DMG Taken Down], lasting for 1 turn. | ||
| Suppressive Shot | 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.25x DMG. Inflicts [Dodge Rate Down III] on the target hit, lasting for 2 turns. | |
| 3 | 2 | Transfers all buffs possessed to the selected ally, refreshes buff durations, and restores 2 AP. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.4x DMG. After combat, transfers all buffs possessed to a random ally within 1 adjacent tile, and refreshes buff durations. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.55x AoE DMG. Inflicts [DMG Down I] on targets hit, lasting for 1 turn. | ||
| 5 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.55x DMG. Enables allies to launch [Link Attacks] against this target. These [Link Attacks] do not require allies to possess a specific skill and do not consume any Link chances. | ||
| 4 | Machine Gun | Uses two Machine Guns to attack all targets within a 3x2-tile area ahead, dealing 0.35x AoE DMG 2 times. | ||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.7x DMG 2 times. After combat, repairs undestroyed parts, restoring HP to equal to 40% of damage dealt. | ||
| 5 | Rail Gun | Consumes 2 rounds of Ammo. Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.0x AoE DMG. | ||
| 6 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.95x DMG 2 times. | ||
| 4 | Heavy Machine Gun | Uses Heavy Machine Gun to attack all targets within attack range, dealing 0.5x AoE DMG. Inflicts [Armor Down I] on targets hit, lasting for 2 turns. | ||
| 1 | 1 | HMG | Enters [Rack] Mode: Cannot move. Heavy Machine Gun Range +2, Bullets +1. Can continue to attack after racking. Automatically exits [Rack] Mode when an Arm is destroyed. [Retract] is available in [Rack] Mode. After retracting, can continue to move. | |
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, consuming all AP to deal 1.5x DMG. For each additional AP consumed, skill damage multiplier +0.15. | ||
| 2 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.1x DMG. Targets the part with the lowest HP. | ||
| 1 | 2 | Gains [Crit Rate UP II] for 1 turn, then can continue to move up to 3 tiles. Can attack after moving. | ||
| 4 | Shot Gun | Fires 1 Sabot Slug Shotgun round at a single target within 3 tiles, dealing 0.8x DMG. Targets the part with the lowest HP. | ||
| 5 | Knuckle, Pile Bunker | Requires both a Shotgun and Melee Weapon. Uses the Shotgun to attack a target, dealing 1.2x DMG, then follows up with a Melee Weapon attack that deals an additional 1.2x DMG to the part with the lowest HP. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.2x DMG. Hit Rate +10%. | ||
| 4 | Shot Gun | Uses a Shotgun to shoot a target 2 times, with each shot dealing 0.65x DMG. Inflicts 2 stacks of [Instability II] on the target hit, lasting for 2 turns. | ||
| 1 | 3 | When an Arm suffers overdamage, triggers [Guts] to lock HP at 1. After actively attacking, triggers [Re-ATK], allowing the unit to move 1 tile before attacking again. These effects are unlimited and last until the next action. The unit can continue to act after executing this skill. | ||
| 4 | 1 | Shot Gun | Simultaneously uses two Shotguns to attack all targets within a 3x2-tile area ahead, dealing 0.6x AoE DMG 2 times. Inflicts [Guard Disabled] on targets hit, lasting for 1 turn. | |
| 5 | Shot Gun | Simultaneously uses two Shotguns to attack a target, dealing 0.75x DMG 2 times. This attack ignores the target's Armor status. | ||
| 3 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.2x DMG and dealing 20% [Flame DMG] to other targets in the path. After combat, applies [Burning Terrain] to tiles hit, lasting for 2 turns. | ||
| 1 | 2 | Gains [Ultrahot!] for 1 turn, then can continue to move 2 tiles. Can attack after moving. | ||
| 4 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.4x DMG and dealing 20% [Flame DMG] to other targets in the path. If the main target is on allied Burning terrain, the terrain effect triggers once after combat. | ||
| 5 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.55x DMG and dealing 20% [Flame DMG] to other targets in the path. After combat, inflicts [Afterglow] on the main target. | ||
| 6 | Flamethrower | Uses two Flamethrowers to attack all targets within attack range, dealing 0.35x DMG 2 times. After combat, applies [Burning Terrain] to all tiles within range, lasting for 2 turns. | ||
| 4 | Heavy Machine Gun | Use a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.55x AoE DMG. Inflicts [Hit Down II] on targets hit for 2 turns. | ||
| 1 | 3 | Designate 1 ally to gain [United as One] for 2 turns. Then, move up to 2 tiles and attack after moving. | ||
| 5 | Heavy Machine Gun | Use a Heavy Machine Gun to attack a single target, dealing 1.5x DMG. The target cannot retaliate against this attack. Inflicts [Retaliation Disabled] on the target hit. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.2x DMG. For each buff possessed, DMG +5%, up to 15%. | ||
| 3 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.1x DMG. This attack ignores any DMG Reduction effects on the target. Enters [Aiming] Mode before attacking. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within a 3-tile line, dealing 0.7x AoE DMG. For each target hit, gains 1 random buff after combat. Can gain up to 3 buffs, lasting for 2 turns. | ||
| 5 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.5x DMG. Enters [Aiming] Mode before attacking. This attack ignores any DMG Reduction effects on the target. If [Sync Ratio] is greater than or equal to 75%, this attack is guaranteed to hit. | ||
| 0 | 3 | Consumes all dispellable buffs. Recovers 1 AP for each consumed, up to a maximum of 4 AP. Can continue action with remaining Movement. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.2x DMG. After combat, gains 1 stack of [Retaliation Enhancement]. Stacks up to 5 times. | ||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack all targets within a fan-shaped area ahead, dealing 0.3x AoE DMG 2 times. Gains 1 stack of [Retaliation Enhancement] after combat for each target hit, stacking up to 3 times per 1 attack. Stacks up to 5 times in total. | ||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.7x DMG 2 times. Gains 1 stack of [Counter Burst]. Stacks up to 3 times. | ||
| 0 | 2 | Designates 1 ally to receive [Sanctuary], lasting until the target's next action begins. Can continue action with remaining Movement. | ||
| 6 | Machine Gun | Gains [Turning Point] and [Maelstrom]. Does not consume [Retaliation Enhancement] when retaliating. Lasts until the next action begins. | ||
| 3 | Flamethrower, Machine Gun, Shot Gun | Uses a Machine Gun, Shotgun, or Flamethrower to attack a target, dealing 1.3x DMG. | ||
| 0 | 2 | Can be activated when Legs are undestroyed. Selects 1 empty tile within range and jumps to the selected tile. The selectable range is equal to current Movement. Triggers [Re-ATK] afterward. Cannot move before attacking. When destroying a target, skill cooldown is additionally reduced by 1. | ||
| 5 | Flamethrower, Machine Gun, Shot Gun | Uses two Assault Weapons to attack a target, dealing 0.75x DMG 2 times. After combat, gains 1 random buff, lasting for 2 turns. | ||
| 6 | Flamethrower, Machine Gun, Shot Gun | Uses two Assault Weapons to attack a target, dealing 0.85x DMG 2 times. After combat, if equipped with a Shotgun, Machine Gun, or Flamethrower, gains [Rondo - Shotgun], [Rondo - Machine Gun], or [Rondo - Flamethrower] respectively, lasting for 2 turns. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.3x DMG. Can activate [Fury Unleashed]. When consuming 2 stacks of [Fury], this attack cannot be dodged. | ||
| 0 | 3 | Gains 2 AP, then can move 3 tiles. Can continue to attack after moving. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.55x AoE DMG. Can activate [Fury Unleashed]. When consuming 2 stacks of [Fury], gains Crit Rate +50% for this attack. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.55x DMG. Can activate [Fury Unleashed]. When consuming 2 stacks of [Fury], gains Crit Rate and Crit DMG +30% for this attack. | ||
| 3 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.3x DMG and dealing 10% [Flame DMG] to other targets in the path. After combat, applies [Burning Terrain] to tiles hit, lasting for 2 turns. | ||
| 3 | Flamethrower | Uses a Flamethrower to attack all targets in a 1x4-tile line or a diagonal 3-tile range, dealing 0.7x AoE DMG. | ||
| 1 | 2 | Flamethrower | Jumps to an empty tile 2 to 4 tiles away in a vertical line and uses two Flamethrowers to deal 0.3x AoE DMG to enemy STs along the path. After combat, applies [Burning Terrain] to tiles along the path for 2 turns. After jumping, can trigger [Re-ATK]. Cannot move before attacking. | |
| 4 | Flamethrower | Simultaneously uses two Flamethrowers to attack a target, dealing 0.75x DMG 2 times. Before combat, inflicts [Hellstorm] on enemies within 1 ring around the target. | ||
| 5 | Flamethrower | Simultaneously uses two Flamethrowers to deal 0.35x DMG 2 times to all enemy units within range. When [Hellstorm Burst] is triggered during this attack, [Fixed DMG] is increased by 30%. | ||
| 2 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.6x DMG. | ||
| Rush March | 1 | 3 | Gains Movement +1, lasting for 1 turn. Can continue action with remaining Movement. | |
| 3 | Knuckle, Light Sniper, Pile Bunker | Uses a Light Rifle or Melee Weapon to attack a target, dealing 1.7x DMG. If the target cannot retaliate, target's AP decreases by 2 after combat. | ||
| 2 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.6x DMG. Cannot enter [Aiming] Mode before attacking. | ||
| Weakening Shot | 1 | 3 | Restores 30% of HP to Arms. Can repair destroyed Arms. | |
| 4 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. Enters [Aiming] Mode before attacking and gains [Crit Rate UP I] for 1 turn. | ||
| 2 | Heavy Sniper | Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 0.8x DMG. Cannot enter [Aiming] Mode before attacking. | ||
| 0 | 2 | Gains 1 AP and [Hit Rate UP II], lasting for 1 turn. Can continue action with remaining Movement. | ||
| 4 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. Enters [Aiming] Mode before attacking. Ignores Large Shield's [Target Shift] effect. | ||
| 5 | Heavy Sniper | Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 1.0x DMG. Enters [Aiming] Mode before attacking. The 2nd shot will hit a random part. | ||
| 2 | Heavy Sniper | Uses a Sniper Rifle to shoot a target, dealing 1.35x DMG. Cannot enter [Aiming] Mode before attacking. After combat, the [Stealth I] status can be retained, and its duration will be refreshed. | ||
| 4 | Heavy Sniper | Uses a Sniper Rifle to shoot a target, dealing 1.3x DMG. Enters [Aiming] Mode before attacking. If there are no enemies within 2 adjacent tiles, gains [Stealth I] status. After combat, the [Stealth I] status can be retained, and its duration will be refreshed. | ||
| 5 | Heavy Sniper | Uses a Sniper Rifle to shoot a target, dealing 1.4x DMG. Enters [Aiming] Mode before attacking. When in [Stealth I] status, Crit Rate increases to 100%. After combat, the [Stealth I] status can be retained, and its duration will be refreshed. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.6x DMG. This attack prioritizes Legs. | ||
| 2 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.25x DMG. This attack prioritizes Arms. | ||
| 1 | 1 | Designates 1 ally and grants them 1 [Link Attack] chance using a Melee, Assault, or Ranged Weapon. Can trigger 1 time. Can continue action with remaining Movement. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.2x DMG. Enters [Aiming] Mode before attacking. | ||
| 4 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.3x DMG and inflicting [Exposure] on the part hit immediately. Enters [Aiming] Mode before attacking. Enables all allies to launch [Link Attacks] against this target. These [Link Attacks] do not require allies to possess a specific skill and do not consume any Link chances. | ||
| 2 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.35x DMG. Inflicts [Armor Down I], [Hit Rate Down II], and [Dodge Rate Down II] based on the part hit, each lasting for 1 turn. | ||
| 4 | Heavy Sniper | Uses a Sniper Rifle to attack all targets within a 1x4-tile line ahead, dealing 1x AoE DMG. | ||
| 5 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.2x DMG. Enters [Aiming] Mode before attacking. If the target has the [Short Circuit] effect, inflicts [Short Circuit] on enemies within 1 adjacent tile after combat, dealing 0.4x [Fixed DMG] once. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.55x DMG. Targets the part with the lowest HP. | ||
| 1 | 3 | Fully reloads a Rail Gun's ammo and gains [Hit Rate UP III] for 1 turn. Can continue action with remaining Movement. | ||
| 4 | Rail Gun | Uses a Rail Gun to attack the same part of all targets in a 1x5-tile line or a 4-tile diagonal area and deals 0.85x AoE DMG. Enters [Aiming] Mode before attacking. | ||
| 5 | Rail Gun | Consumes 3 rounds of Ammo. Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.25x AoE DMG. | ||
| 2 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.2x DMG. Enters [Aiming] Mode while equipped with a Small Shield. | ||
| 3 | Light Sniper | Uses a Light Rifle to shoot a target 2 times, with each shot dealing 0.75x DMG. When equipped with a Small Shield, enters [Aiming] Mode. Ignores the Large Shield's [Target Shift] effect. The second shot will hit a random part. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.3x DMG. Enters [Aiming] Mode when equipped with a Small Shield. Inflicts [Guard Disabled] on the target hit, lasting for 1 turn. | ||
| 4 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.6x DMG. Enters [Aiming] Mode when equipped with a Small Shield. Before combat, inflicts [Ignore Guard] on the target, lasting for 1 turn. | ||
| 4 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.5x DMG. Enters [Aiming] Mode before attacking. Hit Rate -20% when executing this skill. | ||
| 1 | 1 | SR | Enters [Rack] Mode: Unable to move, Sniper Rifle's Range +2, DMG +10%. Can continue attacking after racking. ST automatically exits [Rack] Mode when an Arm is destroyed. When in [Rack] Mode, the [Retract] code can be cast. After retracting, movement can continue. | |
| 0 | 2 | SR | Gains 1 AP and [Crit Rate UP II], lasting for 1 turn. Can continue action with remaining Movement. | |
| 3 | Heavy Sniper | Consumes all AP to attack a target with a Sniper Rifle, dealing 1.2x DMG. For each additional 1 AP consumed, skill damage multiplier +0.15. Enters [Aiming] Mode before attacking. | ||
| 2 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. This attack is guaranteed to hit. When in the [Improved Fire] state, also inflicts [Dodge Invalid] on the target hit after combat, which expires after being hit 1 time. | ||
| 3 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.2x DMG. Enters [Aiming] Mode before attacking. When in the [Improved Fire] state, applies [Exposure II] to the part hit, lasting for 2 turns. A single unit can only be affected by 1 type of Hit Boost effect at a time. | ||
| 2 | Heavy Sniper | Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 0.75x DMG. If this attack does not destroy a part when in the [Improved Fire] state, triggers [Re-ATK] after combat. Cannot move before attacking. | ||
| 1 | 2 | Immediately gains 2 stacks of [Reinforced Ammo]. Can continue action with remaining Movement. | ||
| 0 | Consumes 1 stack of [Reinforced Ammo] to gain [Improved Fire]. Can continue action with remaining Movement. Available when equipped with a Ranged Weapon. | |||
| 0 | Consumes 1 stack of [Reinforced Ammo] to gain [Improved Fire II]. Can continue action with remaining Movement. Available when equipped with a Ranged Weapon. | |||
| 2 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.2x DMG. When in [Directional Rack] Mode, enters [Aiming] Mode before attacking. | ||
| 1 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 0.8x DMG. Enters [Aiming] Mode before attacking. Triggers [Re-ATK] after combat. Cannot move before attacking. Can only use 1 time per turn. | ||
| 4 | Heavy Sniper | Uses a Sniper Rifle to attack the target and all enemy units along the path within range, dealing 1x DMG. Enters [Aiming] Mode before attacking. | ||
| 5 | Heavy Sniper | Uses a Sniper Rifle to attack different enemies within range 5 times in order of their HP from lowest to highest, dealing 0.7x DMG. Always targets the part with the lowest HP. If there are fewer than 5 enemies, extra attacks target random enemies and parts. If a critical hit occurs during the attack, subsequent DMG multiplier is increased by 0.2x. Can stack. Gains Crit Rate +15% for this attack. | ||
| 0 | 1 | SR | Quickly moves to an empty tile within 3 tiles and reselects rack direction without exiting [Directional Rack] Mode. | |
| 0 | 1 | SR | Enters [Directional Rack] Mode: Unable to move, Sniper Rifle's attack range becomes a fixed-direction fan-shaped 5-tile area. Can continue attacking after using [Directional Rack]. Automatically exits [Directional Rack] Mode when an Arm is destroyed. [Retract] is available in [Directional Rack] Mode. After retracting, can continue moving. | |
| 2 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.25x DMG. If there are no allied units within 2 tiles, enters [Aiming] Mode before attacking. | ||
| 1 | 2 | Designates 1 enemy unit within a 4-tile diamond range, applying 1 corresponding [Scar] effect to its lowest-HP part. Can continue to act afterward, but cannot move before attacking. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.5x DMG. Enters [Aiming] Mode before attacking. After combat, applies all [Scar] effects to the target hit, lasting for 2 turns. | ||
| 4 | Light Sniper | Uses a Light Rifle to attack a target, dealing 0.7x DMG. Can choose 2 additional targets, each dealing 0.7x DMG. Enters [Aiming] Mode before attacking and can repeatedly lock onto the same target. Can be retaliated against by the main target. | ||
| 0 | 3 | Gains 1 AP. Can continue action with remaining Movement. | ||
| 0 | 3 | Tactical Weapon | Fully reloads the Tactical Weapon's ammo and gains 2 AP. Can continue action with remaining Movement. | |
| 1 | 3 | Fully reloads the Tactical Weapon's ammo. Gains [Missile DMG UP] and [Rocket DMG UP], with each triggering once. Can continue action with remaining Movement. | ||
| 5/3 | Missile, Rocket | When both shoulders are equipped with the same category of Tactical Weapon, launches [Salvo] code to attack. | ||
| 4 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1.0x AoE DMG. After combat, inflicts [Repair Inhibition] on affected targets, lasting for 1 turn. | ||
| 4 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1.1x AoE DMG. After combat, applies [Burning Terrain] to tiles hit, lasting for 2 turns. | ||
| 1 | 3 | Fully reloads all Rocket Launcher Ammo and gains [Crit Rate UP II] for 1 turn. Can continue action with remaining Movement. | ||
| 6 | Rocket | Simultaneously uses two Rocket Launchers to attack all targets within the selected 5x5-tile area, dealing 0.175x AoE DMG 2 times. | ||
| 4 | Missile | Uses a Missile Launcher to attack a target, dealing 1.0x DMG to 1 part and Splash DMG equal to 100% of this damage to other parts. | ||
| 0 | 3 | Fully reloads all Missile Launcher Ammo and gains 1 AP. Can continue action with remaining Movement. | ||
| 1 | 1 | Enters [Rack] Mode: Cannot move, Missile Launcher's Range +1, DMG +10%. Can continue attacking after racking. Automatically exits [Rack] Mode when an Arm is destroyed. [Retract] is available in [Rack] Mode. After retracting, can continue to move. | ||
| 5 | Missile | Simultaneously uses two Missile Launchers to attack a target. These 2 missiles hit the same part, dealing 0.85x DMG 2 times and Splash DMG equal to 50% of this damage to other parts. | ||
| 3 | Missile | Simultaneously uses two Missile Launchers to attack a target, dealing 0.75x DMG to a part 2 times and Splash DMG equal to 50% of this damage to other parts. | ||
| 3 | Missile | Simultaneously uses two Missile Launchers to attack a target, dealing 0.7x DMG to a part 2 times and Splash DMG equal to 50% of this damage to other parts. | ||
| 3 | Light Sniper | Use a Light Rifle to attack a single target, dealing 1.35x DMG. If the target is already affected by [Movement Down], additionally inflicts [Unable to Dodge] before combat for 1 turn. | ||
| 1 | 3 | Fully reloads a Rail Gun's Ammo and gains [Movement UP] for 1 turn. Can continue action with remaining Movement. | ||
| 4 | Rail Gun | Use a Rail Gun to attack all targets in a 5-tile vertical line, dealing 1.1x AoE DMG. If a target is already affected by [Movement Down], additionally inflicts [Weapon Inhibition] on hit for 1 turn. | ||
| 5 | Rail Gun | Consume 3 Ammo to use a Rail Gun to attack all targets in a 3x5-tile area ahead, dealing 0.85x AoE DMG. Triggers [Fixed DMG] equal to 0.5x Weapon ATK on targets hit. | ||
| 3 | Flamethrower | Uses a Flamethrower to attack all targets in a 1x4-tile line, dealing 0.6x AoE DMG. Inflicts [Repair Inhibition] on targets hit, lasting for 1 turn. | ||
| 4 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1x AoE DMG. Inflicts [Weapon Inhibition] on targets hit, lasting for 1 turn. | ||
| 1 | 3 | Fully reloads a Rail Gun's Ammo and gains [Movement UP] for 1 turn. Can continue action with remaining Movement. | ||
| 4 | Rail Gun | Consumes 2 rounds of Ammo. Uses a Rail Gun to attack all targets in a 3x5-tile line, dealing 0.85x AoE DMG. Increases Hit Weighting of the part with the lowest HP by 50. | ||
| 5 | Flamethrower | Uses a Flamethrower to attack all targets in a 1x5-tile line, dealing 0.6x AoE DMG. After this, uses a Rail Gun to attack in the same direction, dealing 0.7x AoE DMG. Inflicts 2 random debuffs on targets hit, lasting for 2 turns. | ||
| 0 | Deploys a [Tokamak Sphere]. Redirects Fia's Rail Gun/Flamethrower AoE attacks that pass through it, dealing 0.6x the original damage in the selected direction. Can continue action with remaining Movement after deployment. At end of action, retrieves the deployed [Tokamak Sphere]. | |||
| 3 | Missile | Uses a Missile Launcher to attack a target, dealing 1.1x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. Applies [Lock] to targets hit, lasting for 2 turns. | ||
| 4 | Missile | Uses a Missile Launcher to attack up to 2 targets, consuming up to 2 Ammo to deal 0.9x DMG to parts hit and Splash DMG equal to 50% of this damage to other parts. Requires Missile Launchers to be mounted on both shoulders. | ||
| 0 | 3 | Fully reloads all Missile Launcher Ammo and gains 1 AP. Can continue action with remaining Movement. | ||
| 0 | 1 | Switches between [Standard Mode] and [Precision Mode]. | ||
| 5 | Missile | Uses a Missile Launcher to attack a single target, dealing 1.4x DMG and Splash DMG equal to 50% of this damage to other parts. Enters [Aiming] Mode before attacking. If the target is affected by [Lock], enables all allies to launch [Link Attacks] against it. These [Link Attacks] do not require allies to possess a specific skill and do not consume any Link chances. | ||
| 0 | Missile | Fires all Missile Launcher Ammo, randomly attacking targets affected by [Lock]. Each missile deals 0.65x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. Each missile fired consumes 1 AP, until Ammo is depleted or AP is exhausted. A single target can be attacked a maximum of 5 times. Requires Missile Launchers to be mounted on both shoulders. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.3x DMG. | ||
| 0 | 3 | Fully reloads all Cutter Ammo and gains [Crit DMG UP II] for 1 turn. Can continue action with remaining Movement. | ||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.75x DMG 2 times, and increases [Awakening] by 1 level.When in [Valhalla's Call] Mode, simultaneously uses two Machine Guns to attack a target, dealing 0.75x DMG 2 times. Before combat, gains [Hit Rate UP II] and [Crit Rate UP II], lasting for 2 turns. | ||
| 4 | Funnel | Uses a Cutter to attack all targets within 3 tiles, dealing 1.1x AoE DMG and increasing [Awakening] by 1 level. After combat, restores HP equal to 40% of damage dealt to undestroyed parts. When in [Valhalla's Call] Mode, the Repair AMT applied to undestroyed parts after combat is increased to 50%. | ||
| 6 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.85x DMG 2 times and increases [Awakening] by 2 levels.When in [Valhalla's Call] Mode, simultaneously uses two Machine Guns and Cutter to attack a target. The Machine Guns deal 0.85x DMG 2 times, and the Cutter consumes 2 Ammo to deal 0.3x DMG 4 times. If the target is destroyed, 2 AP and 1 Cutter Ammo are refunded. | ||
| 1 | 3 | Fully reloads all Rocket Launcher Ammo and gains 2 stacks of [Intel]. Can continue action with remaining Movement. | ||
| 0 | 2 | Can choose one skill to execute. After use, switches to [All-Out Assault Tactics], [Maneuverability Tactics], or [Total Offensive Tactics]. | ||
| 4 | Rocket | Consumes 2 Ammo. Uses a Rocket Launcher to attack all targets within a 5x5-tile area, dealing 0.25x AoE DMG to all parts. After combat, grants all allies 1 random buff effect, lasting for 2 turns. | ||
| 6 | Rocket | Simultaneously uses two Rocket Launchers to attack all targets within the selected 5x5-tile area, dealing 0.15x AoE DMG 2 times. For each target hit, grants all allies 1 stack of [Ambush Tactics] after combat, stackable up to 5 times. A single attack can grant up to 5 stacks. | ||
| 3 | Funnel | Uses a Cutter to attack all targets within the selected 2-tile range, dealing 1.2x AoE DMG. | ||
| 0 | 3 | Fully reloads all Cutter Ammo. Self and allies with [Appointed] gain [Hit Rate UP II] for 2 turns. Can continue action with remaining Movement. | ||
| 3 | 1 | Funnel | Selects 1 other ally within range, consuming 1 Cutter Ammo to apply [BIT - Bulwark Mode] or [BIT - Assault Mode] to them. | |
| 4 | Funnel | Uses a Cutter to attack a target, dealing 0.6x DMG 4 times, and inflicts [Delayed Spray] on the target. | ||
| 6 | Funnel | Consumes 2 rounds of Cutter Ammo. Uses a Cutter to attack all targets within the selected 3-tile area, dealing 1.6x AoE DMG, and applies [Area Blockade] to the tile hit, lasting for 1 turn. | ||
| Antivirus | 2 | Manipulator | Restores the HP of all allies within the selected 1-tile cross area. Repair amount is equal to 1.5x Manipulator Repair AMT and can repair 1 destroyed part. | |
| 3 | 1 | Manipulator | Restores HP equal to 2.3x Manipulator Repair AMT to all parts of a single ST. Can repair 2 destroyed parts. | |
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.4x DMG. After combat, restores HP to undestroyed parts equal to 1x Manipulator Repair AMT. Cannot repair destroyed parts. | ||
| 4 | 1 | Manipulator | Dispels all debuffs and restores HP equal to 2.6x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. | |
| 2 | Grants [DMG UP II] to all allies within a 2-tile diamond area, lasting for 2 turns. | |||
| 4 | 1 | Manipulator | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. The target also gains 2 AP. | |
| 5 | 2 | Manipulator | Restores HP equal to 1.3x Manipulator Repair AMT to all allies within a 1-tile cross area. Can repair 1 destroyed part. All affected allies gain 1 AP. | |
| 4 | 1 | Manipulator | Restores HP equal to 1.6x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Also, restores the same amount of HP to the ally with the lowest HP percentage, repairs 1 destroyed part, and triggers the [Sentinel Ward] effect. | |
| 5 | 1 | Manipulator | Restores HP equal to 1.75x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Also, restores the same amount of HP to 2 allies with the lowest HP percentage, repairs 1 destroyed part, and triggers the [Sentinel Ward] effect. | |
| 2 | Manipulator | Restores HP equal to 1.8x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. If Pochy is within 2 tiles of the target, performs [Link Repair] and restores HP equal to 1x Pochy's Repair AMT. | ||
| 1 | 2 | [Pochy] enters [Rack] Mode: Cannot move. When an ally ends their action within 3 adjacent tiles, automatically executes [Passive Repair], restoring HP equal to 1.0x [Pochy]'s Repair AMT. [Retract] is available in [Rack] Mode. After retracting, [Pochy] can continue to move. | ||
| 5 | 1 | Manipulator | Restores HP equal to 2.8x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. If Pochy is within 2 tiles of the target, it performs [Link Repair], restoring HP equal to 1x Pochy's Repair AMT. This [Link Repair] repairs all destroyed parts, dispels all debuffs, and applies [Defensive Stance III], which can trigger 1 time. | |
| 1 | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. | |||
| 3 | 2 | Restores the HP of all allies within the selected 2-tile diamond area. Repair amount is equal to 1.0x Manipulator Repair AMT. Can repair 1 destroyed part. | ||
| 3 | 1 | Manipulator | Restores HP equal to 2.3x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Also, applies [Limit Relief], which can trigger 1 time. | |
| 4 | 2 | Manipulator | Restores HP equal to 1.1x Manipulator Repair AMT to all parts of allies within the selected 2-tile diamond area. Can repair 1 destroyed part. Also, grants [Defensive Stance I], which can trigger 1 time. | |
| 4 | 3 | Manipulator | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 2 destroyed parts. Allows allies who have already taken action to act again. | |
| 5 | 3 | Manipulator | Restores HP equal to 1.3x Manipulator Repair AMT to all parts of allies within the selected 5×5-tile area. Can repair 1 destroyed part and removes all enemy terrain effects within the area. | |
| 5 | 3 | Manipulator | Restores HP equal to 1.6x Manipulator Repair AMT to all parts of a single ST. Can repair 2 destroyed parts. After repair, applies [Full Rewind]. | |
| 0 | Removes [Hologram] and teleports the original unit to the [Hologram]'s location. | |||
| 2 | Manipulator | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. If the target is [Guggle], additionally applies [Movement UP], lasting for 1 turn. | ||
| 4 | 1 | Manipulator | Restores HP to self and all allies within a 2-tile diamond area around [Guggle]. Repair AMT is equal to 0.85x Manipulator Repair AMT. Can repair 1 destroyed part. | |
| 4 | 1 | Manipulator | Selects 2 allies within a 4-tile range. Restores HP to all parts of selected STs. Repair AMT is equal to 1.75x Manipulator Repair AMT. Can repair 1 destroyed part. | |
| 5 | 2 | Manipulator | Restores HP equal to 2.6x Manipulator Repair AMT to all parts of a single ST. Can repair all destroyed parts, refreshes the remaining turn count of all buffs, and reduces the active cooldown of 1 Code by 1 turn. | |
| 1 | 2 | Protects allies within 2 adjacent tiles from Melee, Assault, and Ranged attacks. Can trigger up to 3 times per turn. Lasts for 2 turns. Additionally, gains [Short-Circuit Strike!] for 2 turns, then gains 2 Extra Movement. | ||
| 4 | 2 | Selects 1 other ally within a 2-block range and restores 2 AP to them. | ||
| 1 | 2 | Can select any 1 ally within 3 adjacent tiles, swap positions with them, and then continue to act using remaining Movement. | ||
| 2 | 2 | Restores 40% of shield's HP. Can repair destroyed shields. | ||
| 2 | 3 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Gains [Armor UP I] for 2 turns. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.15x DMG. Before combat, gains [Armor UP I], lasting for 1 turn. | ||
| 2 | 3 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Gains [Passive Repair]. Can trigger 2 times. Lasts for 1 turn. | ||
| 4 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.25x damage. Before combat, gains [Armor UP I] and [Passive Repair], each triggering 2 times and lasting for 1 turn. | ||
| 5 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.25x DMG. Before combat, gains [Battlefield Fortress]. | ||
| 2 | 3 | Inflicts [DMG Taken UP II] on all targets within the selected 2-tile diamond area, lasting for 1 turn. | ||
| 2 | 3 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. When retaliating and hitting a target, inflicts [DMG Taken UP II] after combat, lasting for 1 turn. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.4x DMG. This attack prioritizes Arms. Inflicts [Weapon Inhibition] on the target hit, lasting for 1 turn. | ||
| 4 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.25x DMG. This attack prioritizes the Body. For each debuff on the target, damage multiplier +0.15, up to 0.45. | ||
| 2 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.25x DMG. This attack prioritizes Arms. | ||
| 2 | 3 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Gains [Aggressive] for 2 turns. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.0x DMG. Triggers [Flurry Strike] after the enemy attacks, dealing 0.7x DMG. Before combat, gains [Hit Rate Up III], lasting for 1 turn. | ||
| 4 | Light Sniper | Uses a Light Rifle to shoot a target 2 times, each shot dealing 1.0x DMG. Inflicts [Reaction Hysteresis] on the target hit, lasting for 1 turn. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.15x DMG. After combat, restores HP equal to 50% of damage dealt to undestroyed parts. | ||
| 2 | 3 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Gains [Fully Prepared], lasting for 2 turns. | ||
| 4 | Machine Gun | Use two Machine Guns at the same time to attack a single target, dealing 2x0.95x DMG. After combat, gains [Guard] and [Aggressive]. Can trigger up to 2 times per turn. | ||
| 5 | Manipulator | Restores HP equal to 2.5x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Excess repair will become Temporary HP. | ||
| 1 | 2 | Protects allies within 2 tiles from attacks with Melee and Ranged Weapons. Can trigger up to 2 times per turn and lasts 2 turns. Also gains [Defensive Stance I], which can take effect 1 time. | ||
| 2 | Rod | Use a Polearm to attack a single target, dealing 1.5x DMG and increasing Dodge Rate by 20%. | ||
| 3 | Rod | Use a Polearm to attack all targets in a 3-tile horizontal area ahead, dealing 0.7x AoE DMG. Gains 1 stack of [Upper Hand] for each 1 target in the attack range for 1 turn, stacking up to 3 times. | ||
| 4 | Rod | Jump to any 1 empty tile within 4 tiles, then use a Polearm to deal 0.5x AoE DMG to enemy targets within a 1-ring area. Inflicts [Intimidation] on all targets in range for 1 turn. Can only be used while equipped with a Jetpack. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.15x DMG. Inflicts [Movement Inhibition I] on the target hit for 1 turn. If the target is within an ally [Defense Field], also inflicts [Weapon Inhibition], lasting for 1 turn. | ||
| 2 | 3 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Also, grants [Magnetoresistive Field] to self and deployed [Defense Field] terrain. Lasts for 2 turns. | ||
| 1 | 2 | Designates 1 enemy on the battlefield to afflict with [Airspace Blockade]. This can only be used when a [Defense Field] is deployed. | ||
| 4 | Machine Gun | Uses a Machine Gun to attack all targets within a 3x2-tile area ahead, dealing 0.6x AoE DMG. If the target is within an ally [Defense Field], also inflicts [Intimidation] on targets hit, lasting for 1 turn. | ||
| 1 | 2 | Applies [Defense Field] to the designated tile and the surrounding 1-ring radius for 2 turns. Can continue action with remaining Movement. | ||
| 1 | 2 | Applies a [Defense Field] to the designated tile and the surrounding 1-ring radius for 3 turns. Can continue action with remaining Movement. | ||
| 1 | 2 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Triggers up to 2 times per turn and lasts 2 turns. Additionally, gains [Substitute]. Can only trigger 1 time per turn. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.15x DMG. After combat, applies 1 random buff to all allies involved in this attack, lasting for 2 turns. | ||
| 2 | 3 | Restores 50% of Shield's HP. Can repair destroyed Shields. Can continue to act with remaining Movement. | ||
| 1 | 2 | Can select any 1 ally within 3 adjacent tiles, swap positions with them, and then continue to act using remaining Movement. | ||
| 4 | Shield | Uses a Large Shield to attack a target, dealing [Fixed DMG] equal to 50% of the current Arm's Max HP plus 20% of its current HP. Targets the Body and increases Hit Rate by 15%, dealing Splash DMG equal to 15% of the damage dealt to all other parts. Upon hit, destroys the current Arm. | ||
| 2 | Rail Gun | Uses a Rail Gun to attack 1 enemy unit within 5 tiles, dealing 0.5x AoE DMG to all enemy units within a 1-tile cross area. After combat, applies [Magnetic Lock] to all targets, then can trigger [Re-ATK]. Cannot move before attacking. Can be used up to 1 time per turn. | ||
| 4 | 2 | Buckler, Shield | Uses a Large Shield or Small Shield to throw a magnetic grenade at any tile within a 4-tile diamond area, dealing 0.1x AoE DMG to the Bodie part of all enemy units within 3 tiles of the location, and forcibly displacing them 2 tiles toward the center. This attack is guaranteed to hit. After attacking, applies [Magnetic Lock] to all targets, and can then trigger [Re-ATK]. Cannot move before attacking. | |
| 2 | 3 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Lasts for 2 turns. After activation, fully restores Rail Gun Ammo and can [Re-ATK] in place. | ||
| 1 | Rail Gun | Selects 1 enemy unit on the battlefield affected by [Magnetic Lock]. Fires a Rail Gun, consuming all Ammo to attack targets within its selected range. The number of attacks is equal to the amount of Ammo consumed, prioritizing strikes on different targets. Each attack deals 0.6x AoE DMG to the target and other enemy units within 1 tile of its location, always targeting the Body. When repeatedly attacking the same target, DMG is reduced by 60%. After this skill ends, removes [Magnetic Lock] from all enemy units attacked. | ||
| 0 | Rail Gun | Uses a Rail Gun to attack targets with [Magnetic Lock]. The number of attacks equals the Rail Gun's Ammo Capacity but does not consume Ammo. Targets are prioritized from near to far, preferring different targets. Each attack deals 0.4x AoE DMG to the target and other enemies within 1 tile of its location, always targeting the Body. When repeatedly attacking the same target, DMG is reduced by 60%. This attack will not remove the target's [Magnetic Lock]. | ||
| 1 | 2 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Lasts for 2 turns. Also applies [Provocation] to all enemy units within 2 adjacent tiles, lasting for 2 turns. | ||
| 2 | Rod | Uses a Polearm to attack a target, dealing 1.5x DMG. Dodge Rate +20% when retaliated against. | ||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area or L-shaped (3x1-tile) area ahead, dealing 0.9x AoE DMG. Gains 1 stack of [Upper Hand] for each target hit, stacking up to 3 times. | ||
| 3 | Rod | Uses a Polearm to thrust 4 tiles forward, dealing 1.7x DMG to the first target hit and inflicting [Provocation], lasting for 2 turns. | ||
| 4 | Rod | Jumps to any empty tile within 4 adjacent tiles, then uses a Polearm to deal 1.1x AoE DMG to all enemy targets within 2 tiles. Applies [Provocation] to all targets hit, lasting for 2 turns. | ||
| 2 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. | ||
| 2 | Rod | Uses a Polearm to attack a target, dealing 1.6x DMG. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.3x DMG. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.3x DMG. | ||
| 3 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.0x DMG. Enters [Aiming] Mode before attacking and gains Hit Rate +15%. | ||
| 2 | Buckler, Shield | Uses a Large Shield or Small Shield to attack a target, dealing 1.55x DMG. | ||
| 2 | Manipulator | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. | ||
| 3 | 2 | Manipulator | Restores the HP of all allies within the selected 2-tile diamond area. Repair amount is equal to 1.0x Manipulator Repair AMT. Can repair 1 destroyed part. | |
| 1 | 2 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Triggers up to 2 times per turn and lasts 2 turns. Additionally, gains [Defensive Stance I]. Can only trigger 1 time per turn. | ||
| 0 | 3 | Gains 2 AP. Can continue action with remaining Movement. | ||
| 3 | Missile | Uses a Missile Launcher to attack a target, dealing 2.0x DMG to the part hit. Doesn't deal Splash DMG. | ||
| 2 | 1 | Manipulator | Restores HP equal to 1x Manipulator Repair AMT to all allies within a 1-tile cross area. Can repair 1 destroyed part. | |
| 4 | Shield | Uses a Large Shield to attack a target, dealing 1.6x DMG. Inflicts [Crash] on the target hit, lasting for 1 turn. | ||
| 2 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x3-tile line, dealing 1.0x AoE DMG. | ||
| 2 | Rocket | Uses a Rocket Launcher to attack all targets within a 1-tile cross area, dealing 0.25x AoE DMG, and an additional 15% DMG to the target in the center tile. | ||
| 4 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x AoE DMG. Inflicts [Short Circuit I] on targets hit. Can trigger only 1 time per turn. | ||
| 2 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.6x DMG. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.15x DMG. Before combat, gains [Crit Rate UP II], lasting for 1 turn. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.5x AoE DMG. Inflicts [Armor Down I] on targets hit, lasting for 1 turn. | ||
| 1 | 2 | Restores 30% HP to one Arm. Can repair destroyed Arms. | ||
| 1 | 2 | Gains [Movement UP] and [Crit Rate UP II], lasting for 1 turn. Can continue action with remaining Movement. | ||
| 1 | 2 | Gains [Movement UP], lasting for 1 turn. Can continue action with remaining Movement. | ||
| 1 | 2 | Gains [Movement UP] and [DMG UP II], lasting for 1 turn. Can continue action with remaining Movement. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.15x DMG. Before combat, gains [Crit DMG UP I], lasting for 1 turn. | ||
| Assistive Power | 0 | 2 | Gains 1 AP. Can continue action with remaining Movement. | |
| 2 | Knuckle, Pile Bunker | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. | ||
| 2 | Rod | Uses a Polearm to attack a target, dealing 1.6x DMG. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.3x DMG. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.3x DMG. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.3x DMG. | ||
| 2 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.6x DMG. | ||
| 2 | Buckler, Shield | Uses a Large Shield or Small Shield to attack a target, dealing 1.6x DMG. | ||
| 2 | Manipulator | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. | ||
| 1 | 2 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Triggers up to 2 times per turn and lasts 2 turns. Additionally, gains [Defensive Stance I]. Can only trigger 1 time per turn. | ||
| 2 | Saw | Uses a Chainsaw to attack a target, dealing 1.6x DMG. | ||
| 3 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.3x DMG and dealing 20% [Flame DMG] to other targets in the path. | ||
| 2 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.2x DMG. | ||
| 3 | Missile | Uses a Missile Launcher to attack a target, dealing 1.3x DMG to 1 part and Splash DMG equal to 50% of this damage to all other parts. | ||
| 4 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.3x AoE DMG to each part. | ||
| 4 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1.2x AoE DMG. | ||
| 2 | Blade | Uses an Alter-Blade to attack a target, dealing 1.6x DMG. | ||
| 4 | Funnel | Uses a Cutter to attack up to 4 targets within range, dealing 1.2x AoE DMG. | ||
| Rocket Assault | 1 | Rocket | Uses a Rocket Launcher to bombard a 3x3-tile area within range, dealing 1.75x DMG to all targets. Launches after 1 turn of preparation. | |
| Missile Attack | 3 | Fixed Arms | [Tactical] Uses a Missile Launcher to attack a target, dealing 1x DMG to 1 of the target's parts at random and Splash DMG equal to 50% of this damage to other parts. | |
| 4 | Shield | Uses a Large Shield to attack a target, dealing [Fixed DMG] equal to 50% of the current Arm's Max HP plus 100% of its current HP. Targets the Body and increases Hit Rate by 15%, dealing Splash DMG equal to 50% of the damage dealt to all other parts. Upon hit, destroys the current Arm. | ||
| 3 | Blade, Buckler, Knuckle, Pile Bunker, Rod, Saw, Shield | Uses a Melee Weapon to attack a target, dealing 1.6x DMG. Inflicts [Crash] on the target hit, lasting for 2 turns. | ||
| 3 | Heavy Sniper, Light Sniper | Uses a Ranged Weapon to attack a target, dealing 1.2x DMG. Triggers [Gusty Strike] before the enemy retaliates, dealing 0.7x DMG. Before combat, gains [Hit Rate UP III] and [DMG UP III], lasting for 2 turns. | ||
| 2 | 3 | Protects allies within 4 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn and grants [Passive Repair - SP]. Can trigger up to 4 times. Lasts for 2 turns. | ||
| 4 | Heavy Sniper, Light Sniper | Uses a Ranged Weapon to attack a target, dealing 1.25x DMG. Guaranteed to hit the Body. For each debuff on the target, damage multiplier +30%, up to 120%. | ||
| 5 | Rocket | Simultaneously uses two Rocket Launchers to attack all targets within the selected 5x5-tile area, dealing 0.185x AoE DMG 2 times. After the attack, inflicts [Short Circuit I] on targets hit. Can only trigger 1 time per turn. | ||
| 4 | Missile | Uses a Missile Launcher to attack a target, dealing 1.0x DMG to 1 part and Splash DMG equal to 100% of this damage to other parts. After combat, deals [Fixed DMG] equal to 0.5x DMG to the target and enemy units within 1 adjacent tile. | ||
| 1 | 1 | Tactical Weapon | Enters [Rack] Mode: Cannot move, Tactical Weapon DMG +10%, and Max Range +1. Enters [Aiming] Mode before attacking with Missile Launchers or Rail Guns. Can continue attacking after racking. Automatically exits [Rack] Mode when an Arm is destroyed. [Retract] is available in [Rack] Mode. After retracting, can continue to move. | |
| 4 | Heavy Sniper, Light Sniper | Uses a Ranged Weapon to attack a target, dealing 1.6x DMG. Enters [Aiming] Mode before attacking. Hit Rate no longer decreases when executing this skill. | ||
| 3 | Heavy Sniper, Light Sniper | Consumes all AP to attack a target with a Ranged Weapon, dealing 1.3x DMG. For each additional 1 AP consumed, skill damage multiplier +0.15. Enters [Aiming] Mode before attacking. If this skill destroys any part, restores 2 AP. | ||
| 4 | Heavy Sniper, Light Sniper | Uses a Ranged Weapon to attack a target, dealing 1.7x DMG. Enters [Aiming] Mode before attacking. Before combat, inflicts [Ignore Guard] on the target, lasting for 1 turn. If this skill destroys any part, triggers an additional [Gusty Strike], guaranteed to hit the Body, dealing 0.6x DMG. | ||
| 4 | Rail Gun | Uses a Rail Gun to attack the same part of all targets within a 1x7-tile line, dealing 0.9x AoE DMG. Enters [Aiming] Mode before attacking. DMG +5% for each unit covered. | ||
| 5 | Heavy Sniper | Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 1.1x DMG. Enters [Aiming] Mode before attacking. The 2nd shot will hit the same part. | ||
| 5 | Heavy Sniper, Light Sniper | Uses a Ranged Weapon to attack a single target, dealing 1.6x DMG. Enters [Aiming] Mode before attacking. When in [Stealth] status, Crit Rate increases to 100%. This attack cannot be dodged. After combat, the [Stealth] status can be retained, and its duration will be refreshed. | ||
| 5 | Heavy Sniper, Light Sniper | Uses a Ranged Weapon to attack a target, dealing 1.2x DMG. Enters [Aiming] Mode before attacking. Applies [Short Circuit] to the target before combat, and after combat, inflicts [Short Circuit] on enemies within 3 adjacent tiles, dealing [Fixed DMG] once equal to 0.4x Weapon ATK. | ||
| 4 | Flamethrower, Heavy Machine Gun, Machine Gun, Shot Gun | Consumes all AP to attack a target with an Assault Weapon, dealing 1.5x DMG. For each additional 1 AP consumed, skill damage multiplier +0.2. If this skill destroys the target, 2 AP is refunded. | ||
| 0 | 1 | Assault Weapon | Enters [Rack] Mode: Cannot move. Assault Weapon Range +2, Bullets +3. Can continue to attack after racking. Automatically exits [Rack] Mode when an Arm is destroyed. [Retract] is available in [Rack] Mode. After retracting, can continue to move. | |
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.8x DMG 2 times. During the skill, for each enemy unit within range, DMG +5% and DMG Taken -5%. After combat, repairs undestroyed parts, restoring HP equal to 40% of damage dealt. | ||
| 5 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 1.1x DMG 2 times. | ||
| 5 | Shot Gun | Simultaneously uses two Shotguns to attack a target, dealing 0.8x DMG 2 times. This attack ignores the target's Armor status. Upon destroying a part with this skill, refunds 2 AP. | ||
| 4 | Shot Gun | Fires 1 Sabot Slug Shotgun round at a single target within 3 tiles, dealing 1.0x DMG. Targets the part with the lowest HP. | ||
| 6 | Machine Gun | Gains [Turning Point - SP], [Maelstrom - SP], and [Retaliation Enhancement]. Does not consume [Retaliation Enhancement] when retaliating. Lasts until the next action begins. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within a 3x3 area, dealing 0.7x AoE DMG. For each target hit, gains 2 random buffs after combat. Can gain up to 6 buffs, lasting for 2 turns. | ||
| 3 | Heavy Sniper, Light Sniper | Uses a Ranged Weapon to attack a target, dealing 1.2x DMG. This attack ignores any DMG Reduction effects on the target. Enters [Aiming] Mode before attacking. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.7x AoE DMG. Before combat, inflicts [Armor Down II] on targets, lasting for 2 turns. | ||
| 3 | 2 | Replicates all buffs possessed and grants them to the selected ally, refreshing buff durations, and restoring 2 AP. | ||
| 3 | Blade | Uses two Alter-Blades to strike a single target in rapid succession, hitting at least 4 times. Each attack deals 0.75x DMG. Each additional 1 attack costs 1 AP until any part is destroyed or AP runs out. Ignores the Large Shield [Target Shift] effect. | ||
| 2 | Rod | Uses a Polearm to attack a target, dealing 1.5x DMG. This attack targets the part with the lowest HP. If a part is destroyed successfully and both Arms remain undestroyed, deals 0.25x AoE DMG to all parts of targets within 1 ring after combat. | ||
| 4 | Rod | Throws a Polearm at all targets within a 4-tile line (including flying targets), dealing 1.5x DMG to the first target hit, with the damage multiplier decreasing by 0.4 when hitting each subsequent target. Can enter [Aiming] Mode before combat. | ||
| 4 | Knuckle, Pile Bunker | Consumes all AP. Duels a target with 2 Pile Bunkers or Knuckles, dealing 0.65x DMG 2 times. Each additional 1 AP consumed increases this skill's damage multiplier by 0.3. The duel lasts for 4 rounds or until Camilla can no longer attack or the target cannot retaliate. This skirmish will not be affected by external factors such as [Guard], [Link Attack], or [Vigilant Shot]. During the skill's duration, the Arm will be locked to 1 HP when taking excessive damage. | ||
| 1 | Blade, Buckler, Knuckle, Pile Bunker, Rod, Saw, Shield | Uses a Melee Weapon to attack a target, dealing 1.7x DMG. After combat, repairs undestroyed parts, restoring HP equal to 40% of damage dealt. If this skill does not destroy a part, it can trigger [Re-ATK] after combat. This skill can only be used 1 time per turn. | ||
| 3 | Blade, Buckler, Knuckle, Pile Bunker, Rod, Saw, Shield | Uses a Melee Weapon to attack a target, dealing 1.4x DMG. Guaranteed to hit the Body. | ||
| 2 | Blade, Rod | Uses a Polearm or two Alter-Blades to thrust 4 tiles forward, dealing 1.2x DMG to the 1st target hit, then knocking the target back 2 tiles. If the path is blocked, inflicts [Crash] on the target, lasting for 1 turn. If this skill hits the target and does not destroy a part, can move another 2 tiles after combat and trigger [Re-ATK]. | ||
| 4 | Blade, Buckler, Knuckle, Pile Bunker, Rod, Saw, Shield | Uses a Melee Weapon to attack a target, dealing 1.6x DMG. Guaranteed to hit the Body. If the target is destroyed, inflicts [Intimidation] and [DMG UP II] on enemies within a 2-ring range, lasting for 1 turn. | ||
| 3 | Knuckle, Pile Bunker, Shot Gun | Use a Shotgun, Pile Bunker, or Knuckles to attack a target, dealing 1.4x or 1.75x DMG. Shotgun's DMG +50% to the part with the lowest HP. When using a Melee Weapon, Hit Weighting of the part with the lowest HP +50. | ||
| 3 | Knuckle, Pile Bunker | Simultaneously uses two Pile Bunkers or Knuckles to attack a target, dealing 0.85x DMG 2 times, and inflicts [Crash] and [DMG UP II] on the target hit, lasting for 1 turn. | ||
| 4 | Knuckle, Pile Bunker | Simultaneously uses two Pile Bunkers or Knuckles to attack a target 4 times, each time dealing 0.55x DMG. After combat, inflicts [Weapon Inhibition], [Code Inhibition], and [Movement Inhibition II] on the target hit, each lasting for 1 turn. | ||
| 2 | Blade, Buckler, Knuckle, Pile Bunker, Rod, Saw, Shield | Uses a Melee Weapon to attack a target, dealing 1.5x DMG. Guaranteed to hit Arms. Inflicts [Weapon Inhibition] and [Hit Rate Reduction V] on the target hit, lasting for 1 turn. | ||
| 5 | Blade, Rod | Uses a Polearm or two Alter-Blades to attack all targets within 1 ring, dealing 1.0x AoE DMG. Targets hit lose 1 AP, and 1 AP is restored for each target hit. | ||
| 0 | 1 | RL | Switches between [Standard Mode - SP] and [Precision Mode - SP]. | |
| 0 | Deals [Fixed DMG] equal to 1x Max HP to each part of all targets within 1 ring. | |||
| 0 | Deals [Fixed DMG] equal to 1x Max HP to all parts of all enemies within 2 rings. | |||
| 0 | Deals [Fixed DMG] equal to 1x Max HP to all parts of all enemies within 2 tiles. | |||
| 1 | 3 | Missile | When attacking with a Missile Launcher, Missile Launcher Range +1. Deals 1x DMG to 1 part and Splash DMG equal to 50% of this damage to other parts. After combat, inflicts [Total Destruction] on the target, lasting for 1 turn. | |
| 1 | 3 | Missile | When attacking with a Missile Launcher, Missile Launcher Range +1. Deals 1x DMG to 1 part and Splash DMG equal to 50% of this damage to other parts. After combat, inflicts [Slow] on the target, lasting for 1 turn. | |
| 1 | 3 | Missile | When attacking with a Missile Launcher, Missile Launcher Range +1. Deals 1x DMG to 1 part and Splash DMG equal to 50% of this damage to other parts. After combat, inflicts [FCS Failure] on the target, lasting for 1 turn. | |
| 1 | 2 | Missile | When attacking with a Missile Launcher, Missile Launcher Range +1. Deals 1x DMG to 1 part and Splash DMG equal to 50% of this damage to other parts. After combat, inflicts [Lockdown] on the target, lasting for 1 turn. | |
| 0 | Fixed Arms | Uses a Rail Gun to attack all targets within a 3x7-tile area ahead, dealing [Fixed DMG] equal to 35% of their Max HP to parts hit. | ||
| 0 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing [Fixed DMG] equal to 5% of Max HP to each part of targets hit. Inflicts [Movement Inhibition I] on targets hit, lasting for 1 turn. | ||
| 0 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1x DMG, and applies [Short Circuit] to the target hit. | ||
| 0 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing [Fixed DMG] equal to 5% of Max HP to each part of targets hit. Inflicts [Armor Down II] on targets hit, lasting for 1 turn. | ||
| 0 | Machine Gun | Uses a Machine Gun to attack a single target, dealing 1x damage, and applies [Transmission Impairment] to the target hit for 3 turns, and [Short Circuit]. | ||
| 0 | Fixed Arms | Uses a Rail Gun to attack all targets within a 3x7-tile area, dealing [Fixed DMG] equal to 20% of their Max HP to parts hit. Inflicts [Damage Accumulation] on targets hit. | ||
| 0 | Fixed Arms | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing [Fixed DMG] equal to 5% of Max HP to each part of targets hit. Inflicts [Movement Inhibition I] on targets hit, lasting for 1 turn. | ||
| 3 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.3x DMG. After combat, gains [Dodge Focus], lasting for 1 turn. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.3x DMG. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.3x DMG. | ||
| 0 | Light Sniper | Triggers [Vigilant Shot] before the enemy attacks, dealing 0.7x DMG. | ||
| 3 | Rod | Uses a Polearm to attack a target, dealing 1x DMG to 1 random part and Splash DMG equal to 20% of this damage to 1 other part. | ||
| 3 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.3x DMG. After combat, inflicts [Destabilized Calibration] on the target hit, lasting for 1 turn. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.3x DMG. Before combat, dispels 1 buff from the target. | ||
| 3 | Blade | Attacks a target with two Alter-Blades, dealing 0.85x DMG 2 times. | ||
| 3 | Saw | Uses a Chainsaw to attack a target, dealing 1.0x DMG. Prioritizes damaged parts. If HP is fully restored, can perform a Gusty Strike 2 times, with the second attack dealing 0.8x DMG. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack the target's Legs, dealing 1.2x DMG. This attack ignores the shield's [Target Shift] effect. After combat, inflicts [Movement Inhibition I] and [Guard Block] on targets hit, lasting for 1 turn. | ||
| 3 | Heavy Sniper | Uses a Sniper Rifle to attack the target's lowest HP part, dealing 1.2x DMG. This attack ignores the Shield's [Target Shift] effect. | ||
| 3 | Heavy Sniper | Uses a Sniper Rifle to attack the target's Legs, dealing 1.2x DMG. This attack ignores the Shield's [Target Shift] effect. After combat, inflicts [Movement Inhibition I] and [Guard Block] on targets hit, lasting for 1 turn. | ||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.7x DMG 2 times. | ||
| 4 | Machine Gun | Uses a Machine Gun to attack the target and other targets within 1 adjacent tile, dealing 0.6x DMG. After combat, inflicts [Hit Failure] on targets hit, lasting for 2 turns. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.5x DMG. | ||
| 2 | Manipulator | Restores HP equal to 2x Manipulator's Repair AMT to all parts of an ally. Can repair 1 destroyed part. | ||
| 3 | 1 | Manipulator | Restores HP equal to 1x Manipulator Repair AMT to all parts of the selected target and other targets within a 2-tile diamond area. Can repair 1 destroyed part. Additionally, grants [Armor UP II] to targets, lasting for 1 turn. | |
| 3 | Light Sniper | Uses a Light Rifle to attack a target, prioritizing the Arms, dealing 1.2x DMG. Before combat, inflicts [Dodge Rate Down III] on the target, lasting for 2 turns. | ||
| 2 | Missile | Uses a Missile Launcher to attack a target, dealing 1x DMG to 1 part and Splash DMG equal to 50% of this damage to other parts. After combat, inflicts [Slow] on the target hit, lasting for 1 turn. | ||
| 3 | 1 | Knuckle | Use Knuckles to attack a target, dealing 1.1x DMG. After combat, inflicts [Movement Inhibition II] and [Guard Block] on the target hit, lasting for 1 turn. | |
| 3 | 1 | Shield | Uses a Shield to attack a target, dealing 1.3x DMG. After combat, inflicts [Transmission Impairment] and [Guard Block] on targets hit, lasting for 1 turn. | |
| 4 | 2 | Uses Hooks to attack a target, pulling it closer and dealing [Fixed DMG] equal to 15% of Max HP. After combat, inflicts [Movement Inhibition I] and [Guard Block] on the target hit, lasting for 2 turns. | ||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 0.6x DMG. After combat, inflicts [DMG Taken UP I] on targets hit, lasting for 2 turns. | ||
| 2 | 2 | Protects allies within 2 adjacent tiles from Assault and Ranged attack. Can trigger up to 2 times per turn. Lasts for 2 turns. | ||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area, dealing 0.6x DMG, and knocking them back 1 tile. | ||
| 4 | 1 | Flamethrower | Simultaneously uses two Flamethrowers to attack all targets within range, dealing 0.35x DMG 2 times. | |
| 4 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.4x DMG and dealing 20% [Flame DMG] to other targets in the path. | ||
| 2 | 1 | Fixed Arms | Attack all targets within 1 ring, dealing 1x AoE DMG. After combat, inflicts [Crash] on targets hit for 1 turn. | |
| 0 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 0.25x DMG to all parts of each target. | |
| 3 | Rod | Uses a Polearm to thrust 4 tiles forward, dealing 1.5x DMG to the first target hit. | ||
| 3 | Pile Bunker | Simultaneously uses two Pile Bunkers to attack a target, each weapon dealing 0.75x DMG. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.2x DMG. After combat, the next attack guarantees a critical hit for 1 turn. | ||
| 3 | Heavy Sniper | Enters [Aiming] Mode. Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. This attack ignores the shield's [Target Shift] effect. | ||
| 1 | 1 | Heavy Machine Gun | Enters [Rack (HMG)] Mode: Can continue attacking after racking. ST automatically exits [Rack (HMG)] Mode when an Arm is destroyed. When in [Rack (HMG)] Mode, the [Retract] code can be executed. After retracting, can continue moving. | |
| 1 | 1 | Heavy Machine Gun | Exits [Rack] Mode and triggers [Re-Move]. | |
| 0 | Missile | Provides covering fire for allies. Triggers a missile attack before the enemy attacks or enters Standby, dealing 0.5x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. Can trigger 1 time per turn. | ||
| 3 | 1 | Manipulator | Restores HP equal to 1.3x Manipulator's Repair AMT to all parts of allies within a 3-tile diamond area. Can repair 1 destroyed part. | |
| 4 | Machine Gun | Uses a Machine Gun to attack the target and other targets within 1 adjacent tile, dealing 0.75x DMG. For each 1 target hit, this attack's DMG Dealt +25%, up to 100%. | ||
| 3 | Manipulator | Restores the HP of all allies within the selected 3-tile diamond area. Repair AMT is equal to 3.0x Manipulator Repair AMT. Can repair 1 destroyed part. Deals damage to enemy units within the area equal to 0.75x the Repair AMT. | ||
| 3 | Manipulator | Restores the HP of all allies within the selected 3-tile diamond area. Repair AMT is equal to 1.5x Manipulator Repair AMT. Can repair 1 destroyed part. Deals damage to enemy units within the area equal to 0.75x the Repair AMT. | ||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 0.75x DMG and knocking the target back 1 tile. If the target cannot be displaced, deals [Fixed DMG] equal to 15% of Max HP to all parts and inflicts [Crash] for 1 turn. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.2x DMG. Before combat, grants [DMG UP II] to all allies within 2 adjacent tiles, lasting for 2 turns. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.2x DMG. After combat, inflicts 2 stacks of [DMG Taken UP I] on the target hit, lasting for 2 turns. | ||
| 2 | 1 | Rocket | Locks onto the target and deals damage to all hostile targets within a 3x3-tile area centered on it. | |
| 1 | Fixed Arms | Uses a Main Cannon to attack a target, dealing 1.0x DMG and Splash DMG equal to 50% of this damage to other parts. | ||
| 2 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. | ||
| 2 | 1 | Fixed Arms | Attack all targets within 2 rings, dealing 1x AoE DMG. After combat, inflicts [Crash] on targets hit, lasting for 1 turn. | |
| 1 | Fixed Arms | Uses a Main Cannon to attack a target, dealing 1x DMG and Splash DMG equal to 50% of this damage to other parts. | ||
| 2 | Shot Gun | Uses a Shotgun to attack a target, dealing 1x DMG. | ||
| 4 | 1 | Shot Gun | Simultaneously uses two Shotguns to attack all targets within a 3x2-tile area ahead, dealing 0.35x AoE DMG 2 times. | |
| 6 | Rocket | Simultaneously uses two Rocket Launchers to attack all targets within the selected 5x5-tile area, dealing 0.175x AoE DMG 2 times. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.4x DMG. Inflicts [Exposure] on the part hit. | ||
| 2 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1x DMG and dealing 20% [Flame DMG] to other targets in the path. After combat, applies [Burning Terrain] to tiles along the attack path, lasting for 2 turns. | ||
| 4 | Flamethrower | Simultaneously uses two Flamethrowers to attack all targets within 1 ring around this unit, dealing 1x DMG. After combat, applies [Burning Terrain] to all tiles within range, lasting for 2 turns. | ||
| 0 | Designates 1 Gunport or Puppet on the battlefield, transforming it into a manipulable ally for 1 turn. Can only use 1 time per turn. | |||
| 0 | Can choose any unoccupied tile on the battlefield to deploy 1 [Sentinel Mine]. Can only use 1 time per turn. | |||
| 0 | Designates 1 ally on the battlefield, allowing the unit to deploy a [Struct] within 1 ring. The unit has 5 Movement and can use [Come and Get Me!] and [Super Jackpot!]. Can only use 1 time per turn. | |||
| 0 | 3 | Selects 1 ally on the battlefield and restores HP equal to 10% of Max HP to all of their parts. Repairs all destroyed parts and grants [Forced Guard - Vigilance] until the next action, and [Forced Guard - Stasis] until the end of the turn. Can only be used 1 time per turn. | ||
| 0 | 1 | Designates 1 ally on the battlefield to swap positions with an enemy unit within 4 tiles, then deals [Fixed DMG] equal to 20% of Max HP to all enemy units within 1 ring. Can only use 1 time per turn | ||
| 0 | Designates 1 allied ST or Gunport on the battlefield for an upgrade. The target receives [Weapon Upgrade - High Energy Shock], [Weapon Upgrade - Intense Combustion Warhead], or [Weapon Upgrade - Lock-On Pursuit] based on its weapon type, lasting for 1 turn. Can only use 1 time per turn | |||
| 0 | 2 | Can only designate the ally Rosa: Judgment on the battlefield, increasing the DMG dealt by her Cutter attacks by 100%, and dispelling all buffs possessed by the target upon hit. Additionally, changes the range of Cutter's [Link Attack] to cover the entire map, with unlimited triggers. Can only be used 1 time per turn. | ||
| 0 | Chooses a direction and switches places with the unit that deployed the Struct, aligning its post-swap direction with the chosen direction. The Struct will self-destruct after swapping, dealing damage equal to 100% of its Max HP to enemy units within 1 ring around itself. Can only be used 1 time per turn. | |||
| 0 | Deals damage equal to 100% of Max HP to enemy units within 1 ring and destroys self. | |||
| 0 | Blade | Deals 1.2x DMG to the target, prioritizing the weapon-carrying Arm. | ||
| 0 | Blade | Deals 1.2x DMG to the target, prioritizing the weapon-carrying Arm. | ||
| 0 | Light Sniper | |||
| 0 | Heavy Machine Gun | When attacked by a Link Attack, immediately retaliates against all enemies within range, dealing 0.7x DMG. | ||
| 0 | Light Sniper | Provides covering fire for allies. Triggers [Vigilant Shot] before the enemy's attack, dealing 0.35x DMG. Inflicts DMG Dealt -30% on the target for 1 turn. Can trigger up to 1 time per turn. | ||
| 0 | Light Sniper | Provides covering fire for allies. Triggers [Vigilant Shot] before the enemy's attack, dealing 0.5x DMG. Inflicts DMG Dealt -50% on the target for 1 turn. Can trigger up to 2 times per turn. | ||
| 0 | Light Sniper | Provides covering fire for allies. Triggers [Vigilant Shot] before the enemy's attack, dealing 0.75x DMG. Inflicts [Disarm] on the target for 1 turn. Can trigger up to 2 times per turn. | ||
| 0 | Missile | Triggers [Vigilant Missile] when an enemy enters attack range. Can trigger up to 2 times per turn. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.8x DMG. After combat, inflicts [DMG Taken UP V] on the target hit, lasting for 2 turns. | ||
| 0 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.63x DMG to all parts of each target. | |
| 0 | 1 | Heavy Machine Gun | After 1 turn, uses a Heavy Machine Gun to attack all targets within warning range, dealing 3.5x AoE DMG. After combat, inflicts [Action Restricted] on targets hit, lasting for 1 turn. | |
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 1x AoE DMG. | ||
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.88x DMG to all parts of each target. | ||
| 0 | Heavy Sniper | Triggers [Vigilant Shot] when equipped with a Ranged Weapon. Can trigger up to 3 times per turn. Deals 0.7x DMG. | ||
| 2 | 1 | Missile | Uses a Missile Launcher to attack a target, dealing 1.2x DMG to the part hit and Splash DMG equal to 80% of this damage to other parts. After combat, inflicts [Maneuver Locked] on targets hit, lasting 1 turn. | |
| 2 | Restores HP to the Body part of a single ST. The repair amount is equal to 8% of Max Part HP. | |||
| 1 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 2.2x Total DMG. | |
| 3 | 1 | Rocket | Uses a Rocket Launcher to attack a random target within 3 adjacent tiles, dealing 0.06x DMG to all parts. Fires 12 times, randomly selecting a target after each shot. | |
| 0 | At end of action, if there are fewer than 4 Enhanced Tracers on the battlefield, deploys 2 Enhanced Tracers. If Body HP is below 50%, deploys 2 additional Enhanced Tracers. | |||
| 0 | 2 | Immediately retrieves all Enhanced Tracers, each one restoring 7% HP. | ||
| 0 | Fixed Arms | Uses a Blaster to attack all enemies in a cone ahead, knocking them back 2 tiles. This attack is guaranteed to hit. | ||
| 0 | Fixed Arms | Uses dual Blasters to attack all enemies within a 3x7-tile area ahead, knocking them back until they hit a wall or another unit. This attack is guaranteed to hit. | ||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 0.75x DMG and knocking the target back 2 tiles. If the path is blocked, deals [Fixed DMG] equal to 15% of Max HP and inflicts [Crash] for 1 turn. | ||
| 4 | 1 | Shot Gun | Simultaneously uses two Shotguns to attack all targets within a 3x2-tile area ahead, dealing 0.35x AoE DMG 2 times. Inflicts [Guard Disabled] on targets hit, lasting for 1 turn. | |
| 0 | Deploys a [Tokamak Sphere]. Redirects Fia's Rail Gun AoE attacks that pass through it in a straight or diagonal direction, dealing 1x the original damage. Can [Re-Act] after deployment. Can be activated up to 2 times per turn. | |||
| 3 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, guaranteed to hit the Body. Deals 1.0x AoE DMG. | ||
| 3 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x7-tile line, dealing 1.0x AoE DMG. | ||
| 0 | Deploys a [Tokamak Sphere]. Redirects Fia's Rail Gun AoE attacks that pass through it in a straight line, dealing 1x the original damage in the selected direction. Can [Re-Act] after deployment. This skill can be executed 2 times per turn. | |||
| 0 | Deploys a [Tokamak Sphere]. Redirects Fia's Rail Gun AoE attacks that pass through it in a straight line, dealing 1x the original damage in the selected direction. Can [Re-Act] after deployment. Can be executed up to 4 times per turn. | |||
| 0 | Deploys a [Tokamak Sphere]. Redirects Fia's Rail Gun AoE attacks that pass through it in straight or diagonal directions, dealing 1x the original damage in the selected direction. Can [Re-Act] after deployment. Can be executed up to 3 times per turn. | |||
| 0 | Deploys a [Tokamak Sphere]. Redirects Fia's Rail Gun AoE attacks that pass through it in straight or diagonal directions, dealing 1x the original damage in the selected direction. Can [Re-Act] after deployment. Can be executed up to 4 times per turn. | |||
| 0 | Can select any 1 ally within 5 tiles and swap positions with them, then trigger [Re-Act]. | |||
| 1 | Knuckle | Uses Knuckles to attack a target, dealing 1.35x DMG. This attack prioritizes the Body. | ||
| 1 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.5x DMG. Enters [Aiming] Mode before attacking. Triggers [Re-Act] after destroying a part, up to 2 times per turn. | ||
| 1 | 1 | When an Arm suffers overdamage, triggers [Guts] to lock HP at 1. After actively attacking or executing a Code skill, triggers [Re-ATK], allowing the unit to move 1 tile before attacking. These effects are unlimited and last until the next action. | ||
| 2 | Uses Hooks to attack a target, pulling it closer and dealing [Fixed DMG] equal to 15% of Max HP. After combat, inflicts [Maneuver Locked] on the target, lasting for 2 turns. | |||
| 3 | 2 | Restores HP equal to 1.75x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Also, restores the same amount of HP to 2 allies with the lowest HP percentage, and can repair 1 destroyed part for each affected ally. | ||
| 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.3x DMG. After combat, inflicts [Maneuver Destruction] on the target hit, lasting for 1 turn. | ||
| 4 | 1 | Pulls self to the target. Can attack again after use. | ||
| 4 | 1 | Rod | Uses a Polearm to attack a target, dealing 1.5x DMG. This attack prioritizes the Body. | |
| 1 | 1 | Inflicts [Prey Mark] on a target, lasting for 2 turns. When [Prey Mark] is active, both parties can only select each other as targets. Only 1 [Prey Mark]-style effect can exist at a time. This effect is invalid for certain units. | ||
| 1 | Selects any reachable tile within a line (4 tiles) and jumps there. If there are any units within 1 adjacent tile, triggers [Re-ATK] and can move 2 tiles before attacking. | |||
| 1 | Rod | Utilizes full power to dash 6 tiles forward. Stops upon encountering an obstacle, causing the obstacle to execute [Medium Impact] (only effective within the scoring zone). | ||
| 1 | Rod | Uses moderate force to dash forward 4 tiles. Stops upon encountering an obstacle, causing the obstacle to execute [Light Impact] (only effective in the scoring zone). | ||
| 1 | Rod | Utilizes a small portion of power to dash 2 tiles forward. Stops upon encountering an obstacle, and moves the obstacle 1 tile (only effective within the scoring zone). | ||
| 1 | 1 | Uses a hook to pull toward the enemy, then unleashes high damage to enemies within 1 ring and self-destructs. | ||
| 1 | Rod | Bounces to any tile within a 5-tile line, then executes [Heavy Impact] on all targets in a 3x1-tile area ahead. | ||
| 0 | Deals [Fixed DMG] equal to 100% of Max HP to each part of all targets within 1 ring. | |||
| 1 | Pulls a target in a 5-tile line to the front of this unit. | |||
| 1 | Shield | Uses a Large Shield to attack a target, knocking it back 3 tiles. | ||
| 0 | Can be activated when Legs are undestroyed. Selects 1 empty tile within Movement range and jumps to the selected tile. The selectable range is equal to current Movement. Triggers [Re-ATK] afterward. Can move 2 tiles before [Re-ATK]. Can use 1 time per turn. | |||
| 0 | Shield | Uses a Shield to attack a target, dealing 1x DMG and pushes the target back 4 tiles. If the path is blocked, inflicts [Crash] on the target, lasting for 1 turn. This skill is guaranteed to hit. | ||
| 2 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 1x AoE DMG. Guaranteed to hit the Legs, and pushes the target back 2 tiles. | ||
| 2 | Rod | Uses a Polearm to thrust 4 tiles forward, dealing 1x DMG to the first target hit. Guaranteed to hit the Legs. Pushes the target back 2 tiles. | ||
| 2 | Uses Hooks to attack a target, pulling it closer and dealing [Fixed DMG] equal to 15% of the target's Max HP. | |||
| 2 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.8x DMG. Guaranteed to hit Legs. | ||
| 2 | 1 | Manipulator | Restores HP equal to 2x Manipulator's Repair AMT to all parts of an ally. Can repair 1 destroyed part. | |
| 0 | Airdrops 1 uncontrollable Pochy at the designated location. | |||
| 0 | 2 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked target, dealing 0.35x DMG to all parts of each target. | |
| 2 | 1 | Fixed Arms | Attack all targets within 2 rings, dealing 1x AoE DMG. After combat, inflicts [Crash] on targets hit, lasting for 1 turn. | |
| 0 | Rod | Uses a Polearm to thrust 7 tiles forward, destroying the first target hit. | ||
| 3 | Upgrades to a more advanced ST. | |||
| 0 | Airdrops an ST at the outpost. | |||
| 1 | Rail Gun | Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.0x AoE DMG. | ||
| 0 | Airdrops an ST at the outpost. | |||
| 1 | Missile | Simultaneously uses two Missile Launchers to attack a target, dealing 1.0x DMG to the part hit 2 times and Splash DMG equal to 50% of this damage to other parts. | ||
| 0 | Shield | Strikes a target with a heavy blow, knocking them back 1 tile. The target cannot retaliate. | ||
| 1 | Knuckle | Uses Knuckles to attack a target, dealing 1.5x DMG. This attack prioritizes the Body. | ||
| 1 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.5x DMG. This attack prioritizes the Body. | ||
| 1 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.5x DMG. This attack prioritizes the Body. | ||
| 1 | Blade | Uses an Alter-Blade to attack a target, dealing 1.5x DMG. This attack prioritizes the Body. | ||
| 1 | Shot Gun | Uses a Shotgun to attack all targets within a 3x2-tile area ahead, dealing 0.25x AoE DMG. This attack prioritizes the Body. | ||
| 1 | 1 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.5x DMG. This attack prioritizes the Body. | |
| 1 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line or diagonal, and causes Pochy (Red) to self-destruct. | ||
| 1 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, causing Pochy (Yellow) to self-destruct. After combat, inflicts [Transmission Failure I] on targets hit, lasting for 1 turn. | ||
| 1 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile diagonal line, causing Pochy (Purple) to self-destruct. After combat, inflicts [Transmission Failure II] on targets hit, lasting for 2 turns. | ||
| 3 | Heavy Sniper | Enters [Aiming] Mode. Uses a Sniper Rifle to attack a target, dealing 1.1x DMG. After combat, inflicts [Disarm] on the target hit, lasting for 1 turn. After attacking, [Super Flare Shot] replaces the previous skill. | ||
| 3 | Heavy Sniper | Enters [Aiming] Mode. Uses a Sniper Rifle to attack a target, dealing 1.1x DMG. After combat, inflicts [Burning] on the target hit. After attacking, [Disarm Shot] replaces the previous skill. | ||
| 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.1x DMG. This attack prioritizes the Body. After combat, [Legs Fault] replaces the previous skill. | ||
| 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.1x DMG. This attack prioritizes Legs. After combat, [Direct Strike] replaces the previous skill. | ||
| 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.35x DMG. This attack prioritizes the Body. | ||
| 1 | Maintains buffs and battlefield status, reverting to status at the beginning of the battle. | |||
| 3 | Rod | Uses a Polearm to attack a target, dealing 1.2x DMG. This attack prioritizes Arms. If a part is destroyed, triggers [Re-Act Protocol]. | ||
| 3 | Uses Hooks to attack a target, pulling it closer and dealing [Fixed DMG] equal to 15% of Max HP. After combat, inflicts [Maneuver Locked] on the target hit, lasting for 2 turns. | |||
| 4 | Rod | Uses a Polearm to attack all targets within half ring, dealing 0.7x DMG, and knocking them back 1 tile. | ||
| 3 | 1 | Shield | Uses a Shield to attack a target, dealing 1x DMG. After combat, inflicts [Crash] on the target, lasting for 1 turn. | |
| 3 | Shield | Uses a Shield to attack a target, dealing 1x DMG and knocking them back 1 tile. Prevents retaliation. | ||
| 2 | Grants 3 AP to all allies across the map. | |||
| 2 | Grants [Armed Plunder] to all allies across the map, lasting for 1 turn. | |||
| 2 | Grants [Armament Overload] to all allies across the map, lasting for 1 turn. | |||
| 2 | Grants [Re-Act Override] to all allies across the map, lasting for 1 turn. | |||
| 2 | Grants [Maneuver Jamming] to all allies across the map, lasting for 1 turn. | |||
| 2 | Grants [Crisis Mode] to all allies across the map, lasting for 1 turn. | |||
| 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.5x DMG. This attack targets the part with the lowest HP. | ||
| 2 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, consuming all AP to deal 1x DMG. For each additional 1 AP consumed, Bullets +2. | ||
| 1 | Uses Hooks to attack a target, pulling it closer. This attack prioritizes Legs. If the target's legs are destroyed, prioritizes the Body. | |||
| 1 | Shield | Uses a Large Shield to thrust forward, dealing damage to the first target and knocking them back 4 tiles. This attack prioritizes Arms. If the target's arms are destroyed, prioritizes the Body. | ||
| 1 | Uses Hooks to attack a target, pulling it closer. | |||
| 1 | Rod | Uses a Polearm to thrust 4 tiles forward, dealing minimal damage to the first target hit, then knocking the target back 2 tiles. If the path is blocked, inflicts [Crash] on the target, lasting 1 turn. | ||
| 1 | Marks a tile within range as a Mine. This effect is invalid if the selected tile does not contain a mine. | |||
| 1 | Detects a tile within range to count the mines in 8 adjacent tiles. If the selected tile is a mine, triggers a large explosion across the map. | |||
| 1 | View the information for the selected 3x3-tile area to determine the number of mines within 8 tiles. If a mine tile is selected, triggers a large explosion. | |||
| 1 | View the information for the selected 5x5-tile area to determine the number of mines within 8 tiles. If a mine tile is selected, triggers a large explosion. | |||
| 4 | Heavy Sniper | Uses a Sniper Rifle to attack a target 2 times, with each shot dealing 0.7x DMG. | ||
| 3 | Rocket | Uses a Rocket Launcher to attack, dealing 0.3x DMG. Inflicts [Rupture] on targets hit, lasting for 1 turn. | ||
| 3 | Light Sniper | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. After combat, inflicts Hit Weighting +50 on the part hit, lasting for 1 turn. Non-dispellable. | ||
| 4 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.5x DMG. This attack prioritizes the Body. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.25x DMG. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack the target and other targets within 1 ring, dealing 0.6x DMG. | ||
| 2 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2x5-tile area in front, dealing 0.25x DMG to all parts of each target. | ||
| 1 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.44x DMG to all parts of each target. | |
| 2 | Manipulator | After executing, restores HP equal to 1.25x the Manipulator's Repair AMT to the Titan's body part. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing [Fixed DMG] equal to 15% of Max HP to all parts of each target. | ||
| 2 | Machine Gun | After 1 turn, uses two Machine Guns to attack the warning target. After combat, converts the target to the same faction. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within warning range, dealing 0.75x DMG to all parts of each target. After combat, inflicts [Reaction Hysteresis] on targets hit, lasting for 1 turn. | ||
| 2 | 1 | Fixed Arms | Attack all targets within 2 rings, dealing 1x AoE DMG. After combat, inflicts [Reaction Hysteresis] on targets hit, lasting for 1 turn. | |
| 3 | Rod | Uses a Polearm to attack all targets within half ring, dealing 1x DMG. After combat, inflicts [Magnetized] on targets hit, lasting 2 turns. | ||
| 5 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing [Fixed DMG] equal to 25% of Max HP to all parts of each target. | |
| 2 | Knuckle | Removes a target from Rosa's control. If the target is not controlled by Rosa, restores its HP. | ||
| 5 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing [Fixed DMG] equal to 25% of Max HP to all parts of each target. | |
| 1 | 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.44x DMG to all parts of each target. | |
| 3 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.5x DMG. If a part is destroyed, triggers [Flurry Strike] with the opposite Arm, dealing 0.5x DMG. | ||
| 3 | Rod | Uses a Polearm to attack a target, dealing 1.7x DMG. After combat, repairs undestroyed parts, restoring HP equal to 40% of damage dealt. | ||
| 0 | Illuminates the field within a 5x5-tile area to reveal any hidden mines. | |||
| 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1x DMG. This attack prioritizes the Body. | ||
| 3 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.2x DMG. After combat, inflicts [Maneuver Destruction] on targets hit, lasting 1 turn. | ||
| 2 | Machine Gun | Uses a Machine Gun to attack the target, converting it to the same faction. Removes control of ST upon destroying any Arm. | ||
| 4 | Machine Gun | Uses a Machine Gun to attack the target and other targets within 1 adjacent tile, dealing 0.6x DMG. After combat, inflicts a random debuff on targets hit, lasting for 1 turn. | ||
| 0 | Deals 670 [Fixed DMG] to all parts of each target within 1 ring, then self-destructs. | |||
| 2 | Pile Bunker | Duels a target with the Melee Weapon, dealing 1x DMG. The opponent can retaliate. Each subsequent duel cost 1 AP until AP runs out or the opponent can no longer retaliate. This skirmish will not be affected by external factors such as [Guard], [Link Attacks], or [Vigilant Shots]. | ||
| 3 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.2x DMG. This attack prioritizes Legs. After combat, inflicts [Maneuver Locked] on the target hit, lasting for 1 turn. | ||
| 0 | After 1 turn, uses two Machine Guns to attack the warning target. After combat, converts the target to the same faction. | |||
| 3 | 1 | Restores HP equal to 1.1x the Manipulator's Repair AMT to all parts of allies within 1 ring. Can repair 1 destroyed part. | ||
| 4 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG with 15% increased Hit Rate. This attack prioritizes Legs. After combat, inflicts [Movement Inhibition II] on the target hit, lasting for 2 turns. If this attack is dodged, gains [Hit Rate UP III] after combat, lasting for 1 turn. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets (including allied units) within a 3x3-tile area centered on the locked target, dealing 0.6x DMG to all parts of each target. | ||
| 3 | Grants 1 Ability Enhancement to the protagonist. | |||
| 2 | Grants Temporary Enhancement to the protagonist. | |||
| 2 | Rod | Uses a Polearm to attack a target, dealing 1x DMG. This attack prioritizes the Body. | ||
| 3 | Missile | Simultaneously uses two Missile Launchers to attack a target, dealing 0.65x DMG to the part hit 2 times and Splash DMG equal to 50% of this damage to other parts. | ||
| 1 | 1 | Fixed Arms | Deploys a [Reactive Mine] within a 1-tile area surrounding a target. Prioritizes targeting enemies affected by either [Movement Inhibition II] or [Maneuver Locked]. | |
| 0 | 2 | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing [Fixed DMG] equal to 15% of Max HP to all parts of each target hit. After combat, inflicts [Movement Inhibition II] on all targets hit, lasting for 1 turn. | ||
| 6 | 2 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.75x DMG to all parts of each target. | |
| 3 | 1 | Manipulator | Dispels all debuffs and restores HP to all parts of a single ST. Repair AMT is equal to 3x Manipulator Repair AMT. | |
| 2 | Rod | Uses a Polearm to attack a target, dealing 1.3x DMG. After combat, the target loses 1 AP. | ||
| 4 | Rod | Uses a Polearm to attack a target, dealing 2x DMG. If the target is destroyed, enemies within 2 adjacent tiles lose 5 AP. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all units within a 3x3-tile area centered on the locked-on target, dealing a total of 2.2x DMG, shared among targets hit. | ||
| 1 | 1 | Rocket | Uses a Rocket Launcher to attack a random target within 3 adjacent tiles, dealing 0.06x DMG to all parts. Fires 12 times, randomly selecting a target after each shot. | |
| 1 | 1 | Rail Gun | After 1 turn, uses a Rail Gun to attack all targets in a 2x5-tile line, dealing 1.3x DMG. | |
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.5x DMG. After combat, applies [Movement Inhibition II] to targets hit, lasting for 1 turn. | ||
| 3 | 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 0.65x DMG. This attack prioritizes the Body. After combat, inflicts [Crash] on the target hit, lasting for 1 turn. | |
| 3 | 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 0.65x DMG. This attack prioritizes Legs. After combat, inflicts [Burning] on the target hit, lasting for 1 turn. | |
| 3 | 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 0.65x DMG. This attack prioritizes Arms. After combat, inflicts [Brake Malfunction] on the target, lasting for 1 turn. | |
| 3 | 2 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 0.65x DMG. This attack prioritizes Arms. After combat, inflicts [Repair Restricted] on the target, lasting for 1 turn. | |
| 3 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked-on target, dealing 0.8x DMG to all parts of each target. | |
| 3 | 1 | Missile | After 1 turn, uses a Missile Launcher to attack all locked-on targets across the map, dealing 1.3x DMG to parts hit and Splash DMG equal to 130% of this damage to other parts. | |
| 1 | Heavy Machine Gun | Uses a Machine Gun Gunport to attack targets in a 4-tile area. Inflicts [Maneuver Failure] on the target hit, lasting for 1 turn. | ||
| 4 | 1 | Missile | Simultaneously uses two Missile Launchers to attack a target, dealing 1.0x DMG to the part hit 2 times and Splash DMG equal to 50% of this damage to other parts. | |
| 3 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.88x DMG. This attack prioritizes the Body. After combat, inflicts [Crash] on the target, lasting for 1 turn. | ||
| 2 | 1 | Manipulator | Restores HP to all parts of allies within a 3-tile diamond area. Repair amount is 1.5x Manipulator's Repair AMT. Can repair 1 destroyed part. | |
| 5 | 2 | Grants [Riot] to all allies within a 3-tile diamond area, lasting for 2 turns. | ||
| 3 | Pile Bunker | Uses a Pile Bunker to attack a target 4 times, each time dealing 0.4x DMG. | ||
| 3 | Missile | Simultaneously uses two Missile Launchers to attack a target, dealing 1.0x DMG 2 times. | ||
| 0 | Missile | Triggers the Vigilant Missile when an enemy enters the attack range. Can trigger up to 3 times per turn. | ||
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing [Fixed DMG] equal to 25% of Max HP to all parts of each target. | ||
| 0 | Restores HP to all parts of a single ST. Repair AMT is equal to 35% of Max Part HP. Can repair 1 destroyed part. | |||
| 1 | Restores HP to all parts of a single ST. Repair AMT is equal to 35% of Max Part HP. Can repair 1 destroyed part. | |||
| 2 | Grants [Pochy Help!] to an ally for 1 action. | |||
| 1 | Applies [Command Mark] to a target, lasting for 2 turns. Before combat, gains [Defensive Stance III], which can trigger once. | |||
| 1 | Inflicts [Deep Crash] on a target, lasting for 2 turns. | |||
| 1 | Restores HP equal to 35% of Max Part HP to all parts of a single ST. Can repair 1 destroyed part. | |||
| 0 | Executes on a single target, gaining control if it is an enemy Pochy. Triggers [Re-ATK] and cannot move before attacking. | |||
| 2 | Grants 2 AP and [Pochy Forward!] to an ally. | |||
| 3 | Missile | Simultaneously uses two Missile Launchers to attack a target, dealing 1.0x DMG to the part hit 2 times and Splash DMG equal to 50% of this damage to other parts. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.44x DMG to all parts of each target. | ||
| 4 | Machine Gun | Uses a Machine Gun to attack the target and other targets within 1 adjacent tile, dealing 0.75x DMG. For each 1 target hit, this attack's DMG Dealt +25%. | ||
| 0 | Missile | Simultaneously uses two Missile Launchers to attack a target anywhere on the battlefield, dealing 1.0x DMG to the part hit 2 times and Splash DMG equal to 50% of this damage to other parts. | ||
| 1 | Missile | Uses a Missile Launcher to attack a target anywhere on the battlefield, dealing 2.0x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. | ||
| 0 | 1 | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing [Fixed DMG] equal to 15% of Max HP to all parts of each target. This attack is non-interceptable. After combat, inflicts [Movement Inhibition II] on all targets hit, lasting for 1 turn. | ||
| 0 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1x DMG and dealing 20% [Flame DMG] to other targets in the path. After combat, applies [Blazing Terrain S] to tiles along the attack path, lasting for 2 turns. When HP is below 40%, uses Whirling Fire Stream S. | ||
| 0 | Flamethrower | Simultaneously uses two Flamethrowers to attack all targets within 2 rings around this unit, dealing 0.5x DMG. After combat, applies [Recovery Restricted] to enemies hit, lasting for 2 turns. After combat, applies [Blazing Terrain S] to tiles along the attack path, lasting for 2 turns. | ||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within range, dealing 1x AoE DMG. After combat, if the target is afflicted with [Vengeance Mark], inflicts [Vengeance Mark] on enemies within 3 adjacent tiles, lasting for 1 turn. | ||
| 1 | Knocks all targets in a 3x4-tile line back 2 tiles. | |||
| 0 | Designates 1 enemy unit on the battlefield, transforming it into a manipulable ally for 1 turn. Can only be used 1 time per turn. | |||
| 0 | 2 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked target, dealing 0.35x DMG to all parts of each target. After combat, inflicts [Incineration I] on tiles hit, which is permanent. | |
| 0 | 2 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked target, dealing 0.35x DMG to all parts of each target. After combat, inflicts [Incineration III] on tiles hit, which is permanent. | |
| 2 | 2 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 3 times per turn. Lasts for 2 turns. | ||
| 2 | Manipulator | Restores HP to all allies within a selected 2-tile diamond area. Repair amount is 1.75x Manipulator's Repair AMT. Can repair 1 destroyed part. | ||
| 0 | 2 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked target, dealing 0.35x DMG to all parts of each target. After combat, inflicts [Incineration IV] on tiles hit, which is permanent. | |
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked-on target, dealing 0.35x DMG to all parts of each target. After combat, restores HP to undestroyed parts equal to 50% of the damage dealt. | ||
| 3 | Machine Gun | Simultaneously uses two Machine Guns to attack the target and other targets within 1 adjacent tile, dealing 0.5x DMG 2 times. After combat, inflicts 2 stacks of [Hackin] on targets hit. | ||
| 0 | Uses the Control Device to hack enemy STs, inflicting 1 stack of [Hackin] on all targets across the map. | |||
| 0 | 2 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked target, dealing 0.35x damage to all parts of each target. After combat, inflicts [Incineration II] on tiles hit, which is permanent. | |
| 3 | Machine Gun | Simultaneously uses two Machine Guns to attack the target and other targets within 1 adjacent tile, dealing 0.5x DMG 2 times. After combat, inflicts 1 stack of [Hackin] on targets hit. | ||
| 2 | 1 | Restores HP equal to 1.75x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Also, restores the same amount of HP to 2 allies with the lowest HP percentage, and can repair 1 destroyed part for each affected ally. | ||
| 2 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. After combat, applies the permanent [Ablation II] terrain effect to tiles hit. | ||
| 2 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. After combat, applies the permanent [Ablation I] terrain effect to tiles hit. | ||
| 2 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. After combat, applies the permanent [Ablation III] terrain effect to tiles hit. | ||
| 1 | 1 | Rail Gun | Uses a Rail Gun to attack all targets within a 4-tile diagonal area, dealing 1x DMG. | |
| 1 | 1 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1x DMG. | |
| 2 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 1.2x DMG. After combat, inflicts [Maneuver Locked] on targets hit, lasting 1 turn. | ||
| 2 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.85x DMG 2 times. | ||
| 3 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.5x DMG to 1 part and Splash DMG equal to 30% of this damage to other parts. Enters [Aiming] Mode before attacking. | ||
| 8 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 2x DMG. | ||
| 3 | 1 | Rod | Uses a Polearm to attack all targets within half ring, dealing 1.2x DMG. After combat, inflicts [Crash] for 1 turn and [Armor Down II] for 2 turns on targets hit. | |
| 2 | Rocket | Can attack across the entire map. Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.44x DMG to all parts of each target. After combat, inflicts [Maneuver Locked] on targets hit, lasting for 1 turn. | ||
| 1 | 1 | Deploys Carrack to assist. | ||
| 2 | Restores HP equal to 2x Deployer's Repair AMT to all allies within a 2-tile diamond area. | |||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.35x DMG. Before combat, gains [Armor UP II], lasting 2 turns. | ||
| 1 | Fixed Arms | Places a mine within 1 adjacent tile of the target. | ||
| 1 | Machine Gun | [Assault] Uses a Machine Gun to attack a target, dealing 1.35x DMG. For every enemy with the [Suppressing] across the map, DMG +75%, up to 375%. After combat, inflicts [Suppressing] on the hit target, lasting for 3 turns. | ||
| 3 | Rod | Uses a Polearm to thrust 4 tiles forward, dealing 1.2x DMG to the first target hit. | ||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within 3 adjacent tiles, dealing 0.7x DMG. After combat, inflicts [Calibration Failure] on targets hit, lasting for 2 turns. | ||
| 3 | 2 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.2x DMG to all parts of each target hit. After combat, inflicts [Rupture] on targets hit, lasting for 1 turn. | |
| 1 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.7x DMG. After combat, inflicts [Calibration Failure] on targets hit, lasting for 2 turns. | |
| 0 | Overdrive Amplifier: Grants [Aim Guidance] and [Armament Overload] to all allies within 1 adjacent tile, lasting for 2 turns. | |||
| 0 | Heavy Sniper | Triggers [Vigilant Shot] when equipped with a Ranged Weapon. Can trigger up to 3 times per turn. Deals 0.35x DMG. | ||
| 0 | Grants [Rocket Assist] to all allies within 1 adjacent tile for 2 turns and immediately gains 3 AP. | |||
| 1 | 1 | Heavy Machine Gun | Exits [Rack] Mode and triggers [Re-Move]. | |
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.7x DMG. | ||
| 2 | 1 | Machine Gun | Releases [Smoke] within 1 ring, lasting for 1 turn. | |
| 2 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.5x DMG. | ||
| 1 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1x DMG. After combat, inflicts [Super Overloaded] to the targets hit, lasting for 2 turns | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked-on target, dealing 1x DMG to all parts of each target, for 4x Total DMG. If more than 1 target is within the area, reduces Total DMG by 1.25x for each additional target. This skill deals a minimum of 1x Total DMG. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.2x DMG. After combat, inflicts [Primary Target] on the target hit, lasting for 1 turn. | ||
| 1 | Fixed Arms | Deploys 1 Marching Crab. | ||
| 0 | Deals [Fixed DMG] equal to 1x Max HP to all parts of all units within 1 ring and inflicts [Line Failure] on targets hit. Can only trigger 1 time. | |||
| 3 | 1 | Rail Gun | Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 0.75x AoE DMG. | |
| 3 | 1 | Missile | Uses a Missile Launcher to attack a target, dealing 1.0x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. After combat, deals [Fixed DMG] equal to 0.5x DMG to the target hit and units within 1 adjacent tile. | |
| 1 | 2 | Restores HP equal to 2x Manipulator's Repair AMT to all parts of an ally. Can repair 1 destroyed part and dispel 2 debuffs. | ||
| 2 | Heavy Sniper | Enters [Aiming] Mode. Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. This attack cannot be retaliated. | ||
| 1 | Heavy Sniper | Enters [Aiming] Mode. Uses a Sniper Rifle to attack a target, dealing 1.0x DMG. This attack cannot be retaliated. | ||
| 3 | 1 | Fixed Arms | Attacks a target with a Lightning Orb, dealing 2x DMG. The Lightning Orb is automatically passed to all enemies within 1 ring of each target, with the damage reduced by 10% for each additional ring it passes through. Each unit only receives damage once. | |
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within range, dealing 0.5x AoE DMG. After combat, if the target has [Vengeance Mark], inflicts [Vengeance Mark] on enemies within 3 adjacent tiles, lasting for 1 turn. | ||
| 2 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.6x AoE DMG. | |
| 2 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.5x DMG. Additionally, can command all Tracers to launch [Link Attack]. | ||
| 1 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.0x DMG. Enters [Aiming] Mode before attacking and gains Hit Rate +15%. | ||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 0.85x AoE DMG, knocking targets back 2 tiles, and inflicting [Movement Inhibition II] for 1 turn. If the path is blocked, inflicts [Crash], lasting for 1 turn. | ||
| 0 | Heavy Sniper | Triggers Vigilant Shot. Deals 0.45x AoE DMG to the target hit and other targets within 1 ring. | ||
| 1 | 1 | Missile | After 1 turn, uses a Missile Launcher to lock onto a random target on the battlefield, dealing 1x DMG to 1 part and Splash DMG equal to 50% of this damage to other parts. | |
| 3 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within 2 rings, dealing 0.5x AoE DMG to all parts of each target. | ||
| 4 | Knuckle | Uses two Melee Weapons to continuously strike a target 4 times, dealing 1.0x DMG 4 times. Prioritizes targeting unattacked parts. If a part is destroyed or the target is defeated, restores 10% of Max HP. Cannot repair destroyed parts. | ||
| 3 | Manipulator | Restores HP equal to 1.1x Manipulator Repair AMT to all parts of a single ST. Can repair 2 destroyed parts. Applies [Arm Care], lasting for 1 turn. | ||
| 3 | Rail Gun | Uses a Rail Gun to attack all targets within a 3x5-tile area ahead, dealing 1x AoE DMG. If possessing 4 or more stacks of [Charging], consumes 4 stacks to instead deal 1x AoE DMG to each part of each target. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a random target within a 3x5-tile area ahead, dealing 1.2x DMG. Fires 5 times, prioritizing targets that have not yet been attacked. | ||
| 0 | Machine Gun | Simultaneously uses two Machine Guns to attack the target and enemies within 1 adjacent tile, dealing 0.35x AoE DMG 2 times. | ||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.75x DMG 2 times. | ||
| 4 | 1 | Machine Gun | Simultaneously uses two Machine Guns to attack all targets within a 3x3-tile area ahead, dealing 0.38x AoE DMG 2 times. | |
| 1 | Rod | Uses a Polearm to thrust 5 tiles forward, dealing 1.5x DMG. If possessing [Suspensor-Nullification Shield], damage multiplier increases to 1.8x, and this attack cannot be dodged. | ||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 1.5x DMG and inflicting [FCS Failure] on targets hit for 1 turn. | ||
| 3 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.2x DMG. Inflicts 20 stacks of [Spin] on the target hit, lasting for 2 turns. | ||
| 0 | Machine Gun | Uses two Machine Guns to attack all targets within a 2x3-tile area ahead, dealing 0.7x AoE DMG 2 times. | ||
| 1 | Missile | Uses a Missile Launcher to attack a target, dealing 0.6x DMG to 1 part and Splash DMG equal to 30% of this damage to other parts. After combat, inflicts [Repair AMT Received Down V] on the target, lasting for 2 turns. | ||
| 10 | Rail Gun | Consumes 3 rounds of Ammo. Uses a Rail Gun to attack all targets within a 3x5-tile area ahead or a 3x5-tile diagonal area, dealing 3x AoE DMG. After attacking, triggers [Re-Act]. | ||
| 1 | Fixed Arms | Uses a Main Cannon to attack a target, dealing 1x DMG. Inflicts [DMG Down V] on the target hit, lasting for 2 turns. | ||
| 1 | Fixed Arms | Uses a Machine Gun to attack a target, dealing 1x DMG and inflicting [Movement Inhibition III] on the target hit for 2 turns. | ||
| 0 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.3x DMG to all parts of each target. Inflicts [Lost] on targets hit, lasting for 2 turns. | ||
| 0 | Missile | Uses a Missile Launcher to attack a random target, dealing 1x DMG to 1 part and Splash DMG equal to 50% of this damage to other parts. If the target hit is afflicted with [Spin], inflicts 10 stacks of [Spin] on the target for 2 turns. | ||
| 0 | 1 | Immediately triggers all [Explosive], then continues with action. | ||
| 1 | 1 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.25x DMG. This attack prioritizes Arms. | |
| 2 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 0.9x DMG. | ||
| 1 | 1 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.5x DMG. After combat, gains [Core Destruction], [Repair Destruction], [Weapon Destruction], and [Actuator Failure] based on the number of parts hit, lasting for 1 turn. | |
| 1 | 1 | Rail Gun | Uses a Rail Gun to attack all targets in a 3x5-tile area ahead, dealing 1x AoE DMG. For each target hit, gains 1 stack of [ATK UP III] after combat, lasting for 1 turn. | |
| 1 | Manipulator | Restores HP to all parts of an ally. Repair amount is equal to 1.8x Manipulator Repair AMT. Can repair 1 destroyed part. Also, applies [Power Reboot]. | ||
| 2 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.2x DMG. | ||
| 1 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. After combat, inflicts [Movement Inhibition II] on the target hit, lasting for 1 turn. | ||
| 0 | At end of action, summons 2 Enhanced Tracers. (Passive) When Body HP is below 50%, summons 4 Enhanced Tracers instead. | |||
| 1 | Rocket | Uses a Rocket Launcher to attack targets with [World's Most Wanted], dealing 0.25x DMG to all parts of all targets within 1 adjacent tile. | ||
| 0 | 1 | Activates this skill when the UAV Bay's HP is below 80%: Immediately retrieves all Tracers, each one restoring 10% HP. | ||
| 1 | 1 | Flamethrower | Uses two Flamethrowers to attack all targets within attack range, dealing 1.0x DMG 2 times. After combat, applies [Burning Terrain] to all tiles within range, lasting for 3 turns. | |
| 3 | Saw | Uses a Chainsaw to attack a target, dealing 1.5x DMG. This attack targets the part with the lowest HP. | ||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.55x AoE DMG. Dispels all buff effects possessed by the target. | ||
| 1 | 1 | Deploys a [Defense Field] within a 1-ring area at the designated tile, lasting for 2 turns. Can perform [Re-Mv] with remaining Movement. When enemy units pass through and within 1 tile around the [Defense Field], they consume an additional 1 Movement. At the end of [Defense Field]'s duration, deals [Fixed DMG] equal to 15% of Max HP to all parts of each enemy within the field and its surrounding 1-ring area. | ||
| 3 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.2x DMG, and randomly attacks 1 other target within range with the Flamethrower on the opposite Arm, dealing 100% [Flame DMG] to other targets in the path. Before combat, inflicts 2 stacks of [Pump] on the main target, lasting for 2 turns. | ||
| Machine Gun | Uses two Machine Guns to attack all targets within a 3x2-tile area ahead, dealing 0.35x AoE DMG 2 times. After combat, inflicts [Pump] on targets hit, lasting for 2 turns. | |||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.3x DMG. After combat, inflicts [Primary Goal] on the target, lasting for 1 turn. | ||
| 1 | Blade | Uses two Alter-Blades to Attack in a specified direction, dealing 1x DMG to the target. If there are adjacent enemies in that direction, can continue to attack adjacent units, hitting up to 3 enemy units, then stopping on the opposite side of the farthest target. | ||
| 0 | Missile | Fires all Missile Launcher Ammo to attack all targets within range. Each missile deals 1x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. Each missile fired consumes 1 AP, until Ammo or AP is exhausted. A single target can be attacked a maximum of 5 times. | ||
| 1 | 2 | Deploys a [Defense Field] within a 1-ring area at the designated tile, lasting for 2 turns. Can continue action with remaining Movement. Deployed [Defense Field] have the [Magnetoresistive Field] effect. | ||
| 0 | Can be executed when Legs are undestroyed. Selects 1 empty tile within range and jumps to the selected tile. The selectable range is equal to current Movement. Triggers [Re-ATK] afterward. Cannot move before attacking. | |||
| 0 | 1 | Uses Hooks to attack a target, pulling it in front of the unit and dealing [Fixed DMG] equal to 15% of its Max HP. After combat, inflicts [Movement Inhibition I] and [Guard Block] on the target hit, lasting for 2 turns, and can then perform [Re-ATK] in place. | ||
| 1 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.0x DMG. Before combat, if the target's part is undestroyed, applies [Weakness Data] to it. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.5x DMG. After combat, inflicts [DMG Taken UP V] on targets hit, lasting for 2 turns. | ||
| 0 | Missile | Attacks a target with a Missile Launcher, prioritizing the Legs, dealing 0.8x DMG. Deals Splash DMG equal to 50% of this damage to other parts. | ||
| 2 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. After combat, inflicts [Maneuver Failure] on targets hit, lasting for 1 turn. | |
| 2 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.8x DMG. After combat, inflicts [Maneuver Locked] on targets hit, lasting for 1 turn. | |
| 2 | Repairs the broken bridge at the designated location. | |||
| 1 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked target, dealing 0.2x DMG to all parts of each target. After combat, inflicts [Decaying Armor] on targets hit, lasting for 1 turn. | |
| 0 | 99 | For the next two turns, commands the Prowler to continue attacking the Rhino Squad. | ||
| 0 | 99 | For the next two turns, commands the Prowler to continue attacking the Seawolf Squad. | ||
| 0 | 99 | For the next two turns, commands the Prowler to continue attacking the Eagle Squad. | ||
| 1 | Missile | Uses a Missile Launcher to attack a target, regardless of distance, dealing 0.8x DMG to 1 random part. | ||
| 1 | Manipulator | Restores HP equal to 1x Manipulator Repair AMT to all parts of all allies. Can repair 1 destroyed part. | ||
| 0 | At the start of each turn, enhances all Predator units on the battlefield, granting [Movement UP] and [Combat Boost]. | |||
| 1 | Manipulator | Restores HP equal to 1x Manipulator Repair AMT to all parts of all allies. Can repair 1 destroyed part. When any ally's Body part suffers overdamage, triggers [Guts], locking at 1 HP. Can trigger 1 time per turn. | ||
| 1 | Manipulator | Restores HP equal to 1x Manipulator Repair AMT to all parts of all allies. Can repair 1 destroyed part. Grants [Guts] and [DMG Immunity] to all allies' Body parts. Each effect can trigger 1 time per turn. | ||
| 0 | Rail Gun | After 1 turn, uses a Rail Gun to destroy all targets (including allies) in a 2x5-tile line. | ||
| 0 | Applies [Particle Barrier] to the [Jammer]. Lasts until destroyed. | |||
| 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. | ||
| 0 | Manipulates the designated Signal Transmitter. | |||
| 2 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. After combat, applies [Burning Terrain] to tiles hit, lasting for 2 turns. | ||
| 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. After combat, applies [Burning Terrain] to tiles hit, lasting for 2 turns. | ||
| 3 | 1 | Flamethrower | Uses a Flamethrower to attack all targets within a 3-tile area ahead, dealing 1x AoE DMG. After combat, applies [Malfunction] to targets hit, lasting for 2 turns. | |
| 3 | Rail Gun | Uses a Rail Gun to attack all targets within a 3x5-tile area ahead, dealing 1x DMG. Before combat, gains [Rail Gun Hit Rate UP]. Deals an additional 50% DMG to targets with [Malfunction]. This skill does not consume any Ammo. | ||
| 3 | Heavy Sniper | Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 1x DMG. The first shot hits the part with the lowest HP, while the second shot hits a random part. If the target has destroyed parts, DMG Dealt +100%. After combat, applies [Decoy] to the target hit. | ||
| 3 | 1 | Heavy Sniper | Enters [Aiming] Mode. Uses a Sniper Rifle to attack all targets in a 1x4-tile line ahead, dealing 1x DMG to the same part of each target. | |
| 2 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1x DMG. Gains [DMG Taken Down I], lasting for 2 turns. | ||
| 4 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 1x AoE DMG. Inflicts [Movement Inhibition I] on targets hit, lasting for 2 turns. | |
| 4 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 3x AoE DMG. Applies [Movement Inhibition I] to targets hit, lasting for 2 turns. | |
| 4 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within a 1x5-tile area ahead, dealing 1x AoE DMG. Inflicts [FCS Failure] on targets hit. Applies [Electric Surge Terrain] to tiles hit, lasting for 1 turn. | |
| 4 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 2x AoE DMG. Inflicts [FCS Failure] on targets hit. Applies [Electric Surge Terrain] to tiles hit, lasting for 1 turn. | |
| 3 | Rocket | Uses a Rocket Launcher to attack a random target and its allies within 2 adjacent tiles, dealing a total of 8x AoE DMG, shared among all targets. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1x DMG. When Legs are not destroyed, DMG +10%. | ||
| 3 | 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. Also, deals 10% extra DMG to units with destroyed parts. | |
| 4 | Rail Gun | Uses a Rail Gun to attack all targets within a 2x5-tile area ahead, dealing 1x AoE DMG. If the Legs are destroyed, upgrades this skill to [Thunderstorm], and the attack range expands to a 4x5-tile area. | ||
| 4 | Rail Gun | Uses a Rail Gun to attack all targets within a 4x5-tile area ahead, dealing 1x AoE DMG. | ||
| 6 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 6x DMG. After combat, inflicts [Timidity I] on the target hit, lasting for 1 turn. | ||
| 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x AoE DMG to all parts of each target. Restores 1 AP for each target within attack range. | ||
| 0 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.2x DMG. Ignores the Large Shield [Target Shift] effect. This attack targets the part with the lowest HP. | ||
| 0 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.3x DMG. After combat, inflicts [Attack Ban] on targets hit, lasting for 1 turn. | ||
| 0 | 1 | Machine Gun | Uses two Machine Guns to attack all targets within a 3x3-tile area ahead, dealing 0.65x AoE DMG 2 times. | |
| 0 | 2 | Manipulator | Restores HP equal to 2x Manipulator Repair AMT to all parts. Can repair all destroyed parts. After executing repairs, triggers [Re-Act]. | |
| 3 | Fixed Arms | Uses a Blaster to attack all enemies within a 3x3-tile area, dealing 1.8x AoE DMG and knocking them back 2 tiles. If the path is blocked, inflicts [Crash] on the target, lasting for 1 turn. This skill is guaranteed to hit. | ||
| 0 | Heavy Sniper | Enters [Aiming] Mode. Uses a Sniper Rifle to attack a target, dealing 1.6x DMG. If possessing 5 stacks of Anger, this skill is guaranteed to hit. | ||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.7x DMG. After combat, applies [Firepower Limitation] to targets hit, lasting for 1 turn. | ||
| 3 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.5x DMG to all parts of each target. If possessing [Bloodline Barrier], inflicts [Disarm] on targets hit after combat, lasting for 1 turn. | ||
| 3 | Rod | Uses a Polearm to attack a target, dealing 1x DMG to 1 random part and Splash DMG equal to 20% of this damage to 1 other part. Before combat, gains [Hit Rate UP V], lasting for 1 turn. | ||
| 0 | 1 | Rod | Jumps to any empty tile within 4 adjacent tiles, then uses a Polearm to deal 0.5x AoE DMG to all enemies within 1 ring. Applies [Top Target] to all targets hit, lasting for 2 turns. Can only be executed when equipped with a Jetpack. | |
| 1 | Blade | Uses an Alter-Blade to attack a target, dealing 1.3x DMG. This attack targets the part with the lowest HP. If a part is destroyed, triggers [Flurry Strike] with the opposite Arm's Alter-Blade, dealing 0.5x DMG. | ||
| 2 | Blade | Uses two Alter-Blades to thrust 5 tiles forward, dealing 1x AoE DMG to all enemies in the path. Applies [Load Anomaly] to targets hit, lasting for 1 turn. If possessing [Energy Replenishment], additionally deals the same AoE DMG to all enemies within 1 tile on both sides of the attack path. | ||
| 0 | Missile | Uses a Missile Launcher to attack a target, dealing 0.7x DMG to the part hit and Splash DMG equal to 35% of this damage to other parts. If the target is afflicted with [Acid], immediately triggers the [Acid] effect 1 time. | ||
| 1 | 2 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.5x AoE DMG. Inflicts 3 stacks of [Acid] on targets hit. | |
| 0 | Missile | Uses a Missile Launcher to attack a target, dealing 0.7x DMG to the part hit and Splash DMG equal to 35% of this damage to other parts. If the target is afflicted with [Acid II], immediately triggers the [Acid II] effect 1 time. | ||
| 1 | 2 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.5x AoE DMG. Inflicts 3 stacks of [Acid II] on targets hit. | |
| 1 | 1 | Rail Gun | Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.0x AoE DMG. Gains an additional 50% DMG Bonus for units with HP below 50%. Inflicts [Suppression] on targets hit, lasting for 1 turn. | |
| 1 | 1 | Machine Gun | Uses two Machine Guns to attack all targets within a 5x3-tile area ahead, dealing 0.5x AoE DMG 2 times. If possessing [Predatorial Aid], this attack cannot be dodged. | |
| 4 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.2x DMG and dealing 50% [Flame DMG] to other targets in the path. After combat, applies [Thermite] to all targets hit, lasting for 1 turn. If the target is already afflicted with [Cold Seal], converts it to [Burning II]. | ||
| 5 | 2 | Flamethrower | Simultaneously uses two Flamethrowers to attack all targets within range, dealing 0.35x DMG 2 times. If the target hit is not afflicted with [Cold Seal], applies [Thermite]. If the target hit is afflicted with [Cold Seal], applies [Burning II]. Lasts for 1 turn. | |
| 1 | Rocket | Uses two Rocket Launchers to attack 2 targets, dealing 0.25x DMG to each part of all units within range. After combat, applies [Sticky Grenade] to targets, lasting for 2 turns, and inflicts [Burning Terrain] on tiles hit after combat, lasting for 2 turns. | ||
| 3 | 1 | Flamethrower | Simultaneously uses two Flamethrowers to attack all targets within range, dealing 0.35x DMG 2 times. If the target hit has Movement less than or equal to 2, additionally applies [Temperature Control], lasting for 1 turn. | |
| 3 | Shot Gun | Simultaneously uses two Shotguns to attack a target, dealing 0.6x DMG 2 times. Upon destroying a part, triggers [Re-Act]. | ||
| 4 | 1 | Shot Gun | Simultaneously uses two Shotguns to attack all targets within a 3x2-tile area ahead, dealing 0.35x AoE DMG 2 times. | |
| 0 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing AoE DMG to all parts of each target equal to 7.5% their Max HP. | ||
| 0 | 1 | Machine Gun | Uses two Machine Guns to attack all targets within a 3x2-tile area ahead, dealing 0.65x AoE DMG 2 times. After the skill ends, triggers [Re-Act]. | |
| 0 | 2 | Manipulator | Restores HP equal to 2x Manipulator Repair AMT to all parts. Can repair all destroyed parts. After the skill ends, triggers [Re-Act]. | |
| 2 | Rocket | Simultaneously uses two Rocket Launchers to attack all targets within a 3x3-tile area, dealing 0.1x DMG to each part of targets hit, and applying 1 stack of [Calibration Damage] to all targets within the area. Lasts for 2 turns. Gains 1 stack of [Infiltrator] for each target hit. Can only be executed 1 time per turn. This attack is non-interceptable. | ||
| 2 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x AoE DMG. | ||
| 1 | Light Sniper | Uses a Light Rifle to deal 1x DMG. All units afflicted with [Blackout] take [Fixed DMG] equal to 15% of their Max HP. | ||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1x DMG. All units afflicted with [Weak Armor] take [Fixed DMG] equal to 15% of their Max HP. | ||
| 1 | 2 | Machine Gun | Uses a Machine Gun to attack all targets in a 3-tile line, dealing 1.2x AoE DMG. This attack ignores 100% of the target's Armor. | |
| 0 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.5x DMG. After combat, pushes the target back 1 tile. If the path is blocked, inflicts [Crash] on the target, lasting for 1 turn. | ||
| 2 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.7x DMG. DMG +100% against enemies with [Pollution]. | ||
| 2 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1x DMG. After combat, gains 2 stacks of [Swampwalker]. | |
| 1 | Manipulator | Repairs all units (including enemy units) within [Field Shelter] range. Repair AMT is equal to 2x Manipulator Repair AMT. Can trigger [Re-ATK] after combat. For each other allied unit repaired, gains 1 stack of [Reduction Boost - α], lasting for 1 turn. Stacks up to 8 times. Other repaired allied units gain [Reduction Boost - β], lasting for 1 turn. Does not stack. Repaired enemy units gain [Intensive Fix], lasting until the end of the player's turn. Does not stack. | ||
| 2 | Machine Gun | Uses two Machine Guns to attack all targets within a 3x2-tile area ahead, dealing 2x DMG 2 times. | ||
| 1 | Manipulator | Repairs all units (including enemy units) within [Field Shelter] range. Repair AMT is equal to 2.5x Manipulator Repair AMT. Can trigger [Re-ATK] after combat. For each other allied unit repaired, gains 1 stack of [Reduction Boost - α], lasting for 1 turn. Stacks up to 8 times. Other repaired allied units gain [Reduction Boost - β], lasting for 1 turn. Does not stack. Repaired enemy units gain [Intensive Fix], lasting until the end of the player's turn. Does not stack. | ||
| 2 | 2 | Machine Gun | Uses a Machine Gun to attack 2 random targets within range, dealing 1.2x DMG to each. After combat, inflicts [Backfire Mark] on targets hit, lasting for 2 turns. | |
| 2 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.2x DMG. Inflicts [Backfire Mark] on targets hit, lasting for 2 turns. | ||
| 1 | Rocket | Uses a Missile Launcher to attack a target, dealing 0.5x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. Applies 1 stack of [Enfeebled] to the target hit for 2 turns. Can stack. Cannot be intercepted. If the user is in the [Self-Sustain] state, this effect is enhanced to [High-Explosive Bombing - EX]. | ||
| 0 | Rocket | Locks onto a target. After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the selected target, dealing 0.25x AoE DMG to each part. Inflicts 2 stacks of [Daze II] on targets hit, lasting for 2 turns. If the user is under the effect of [Self-Sustain], this effect is enhanced to [Megastorm - EX]. | ||
| 3 | Light Sniper | When the Legs are undestroyed, can use a Light Rifle to attack a target, dealing 1.55x DMG. Targets the part with the lowest HP. | ||
| 3 | Light Sniper | When Legs are destroyed and possessing 1 or more stacks of [Path of Vengeance], can use a Light Rifle to attack a random target within a 3x5-tile area ahead, dealing 0.6x DMG. This attack cannot be guarded. Fires 5 times, with each additional stack of [Path of Vengeance] allowing 1 extra shot, up to a maximum of 7 times. Prioritizes targets that have not been attacked before. | ||
| 10 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 3x DMG. After combat, removes all [Encrypted Virus] stacks from the target. For each 1 stack removed, restores 2 AP and 5% of their Max HP. Can repair all destroyed parts. After this, restores 5 AP. | ||
| 2 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1x DMG. After combat, removes all [Encrypted Virus] stacks from the target. For each 1stack removed, restores 2 AP and 5% of their Max HP. Can repair all destroyed parts. After this, applies [DMG Down V] to the target hit for 2 turns. | ||
| 10 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 3x DMG. After combat, removes all [Encrypted Virus] stacks from the target. For each 1 stack removed, restores 2 AP and 8% of their Max HP. Can repair all destroyed parts. After this, restores 5 AP. | ||
| 2 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1x DMG. After combat, removes all [Encrypted Virus] stacks from the target. For each 1stack removed, restores 2 AP and 8% of their Max HP. Can repair all destroyed parts. After this, applies [DMG Down V] to the target hit for 2 turns. | ||
| 1 | Blade | Uses an Alter-Blade to attack a target, dealing 1.2x DMG. This attack prioritizes the Body. | ||
| 1 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.7x DMG 2 times. This attack ignores 50% of the target's Armor. | ||
| 6 | Uses a Rocket Launcher to attack all targets within the selected 3x3-tile area, dealing [Fixed DMG] equal to 10% of their Max HP to each part. Removes the target's [Pretense] after combat. | |||
| 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x AoE DMG to all parts. If the target has 2 or more stacks of [Acid Erosion] or [Alkali Impact], inflicts [Transmission Impairment] after combat. Lasts for 1 turn. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to deal 0.6x AoE DMG to all parts of all targets within 2-3 rings 2 times. For each enemy unit within the attack range, this attack gains DMG +20%. | ||
| 3 | 1 | Rail Gun | Uses a Rail Gun to deal 1.0x AoE DMG to all targets within a 4x6-tile line or diagonal area, always attacking the part with the lowest HP. Applies [System Overload] to the target after combat, lasting for 2 turns. | |
| 1 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.85x AoE DMG. When possessing [Linebreaker], applies [Electric Surge Terrain] to the tile hit after combat, lasting for 1 turn, then can activate [Re-ATK]. | |
| 1 | 1 | Grants all allies [Body of Steel] and [Steel Defense], lasting for 2 turns. Then can activate [Re-ATK]. When possessing [Overcharged Defense], gains [Battlefield Shield] for 1 turn. | ||
| 1 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.0x DMG, prioritizing the target with the highest [Collapse Damage] stacks. After combat, applies 1 stack of [Collapse Damage] to the target hit, lasting for 2 turns, then can continue moving with remaining Movement. | ||
| 0 | Shot Gun | Simultaneously uses two Shotguns to attack the target and all targets within a 1-tile cross-shaped area, dealing 1.0x AoE DMG 2 times. If the difference between the maximum and minimum stacks of [Collapse Damage] possessed by the enemy unit exceeds 3, each excess stack increases the skill multiplier of this attack by 0.5 (considered as 0 stacks if not possessing [Collapse Damage]). | ||
| 1 | 1 | Blade | Uses two Alter-Blades to thrust 5 tiles forward, dealing 1x AoE DMG to all enemies in the path. Restores HP of undestroyed parts after combat. Repair AMT is equal to 100% of damage dealt. Gains 1 stack of [Sword Stance] for each enemy unit hit. | |
| 1 | Blade | Uses an Alter-Blade to attack a target, dealing 1x DMG. This attack targets the part with the lowest HP. If possessing 3 or more stacks of [Sword Stance], after combat, inflicts [Crash] on the target, lasting for 1 turn. | ||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 0.8x DMG. If the target possesses [Ambition], this attack's DMG is increased by 100%. | ||
| 1 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack a random single target within a 3x3-tile area centered on the locked-on target, dealing 0.06x DMG to all parts of the target. Triggers 16 times, with the target being randomly selected each time. After combat, applies 2 stacks of [Ambition] to all targets hit. | |
| 1 | Rail Gun | After 1 turn, uses a Rail Gun to attack all targets in 2 warning directions within a 1x5-tile line, dealing 0.9x AoE DMG. After combat, applies 2 stacks of [Ambition] to all targets hit. | ||
| 1 | Pulls all targets in a 3x5 vertical area to the front of this unit. | |||
| 1 | Knocks all targets in a 1x3x5-tile line back 2 tiles. | |||
| 0 | Saw | Uses a Chainsaw to attack a target, dealing 1.5x DMG. The lower the target's HP, the higher the Final DMG dealt, up to 200%. This attack is guaranteed to hit the part with the lowest HP. | ||
| 0 | Saw | Uses a Chainsaw to attack a target, dealing 1.5x DMG. The lower the target's HP, the higher the final damage, up to an increase of 200%. Always hits the part with the lowest HP. This attack ignores 80% of the target's Armor. | ||
| 1 | 1 | Machine Gun | Prioritizes using this skill. Simultaneously uses two Machine Guns to attack the target and other targets within 1 adjacent tile, prioritizing Superconductive Pochy and dealing 1.5x DMG 2 times, with damage shared among all targets hit. Inflicts 5 stacks of [Nullify Buff] on targets hit. | |
| 0 | Machine Gun | Uses a Machine Gun to attack a target, prioritizing targets other than Superconductive Pochy, dealing 1.3x DMG. Inflicts 3 stacks of [Nullify Buff] on the target hit. Can [Re-ATK] after the attack, up to 1 time per turn. | ||
| 0 | Restores HP to all parts of a single ST. Repair AMT is equal to 10% of target's Max HP. Applies 2 random buffs to the target after combat. | |||
| 0 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 1x DMG. | ||
| 0 | Rail Gun | Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.0x AoE DMG. | ||
| 0 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. Before the attack, clears all [Mist Terrain] on the battlefield and applies [Mist Terrain] to tiles hit (lasts for 2 turns). Does not consume Ammo. This attack is non-interceptable. | ||
| 1 | 1 | Rail Gun | After 1 turn, uses a Rail Gun to attack all targets in a 3-tile designated direction, dealing 1x DMG. | |
| 0 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.2x DMG and dealing 20% [Flame DMG] to other targets in the path. After this, randomly attacks 1 other target within range with the Flamethrower on the opposite Arm, dealing 0.15x DMG. After combat, applies [Attrition Strike] to the unit hit: After taking action, takes DMG equal to 5% of Max HP. Destroying the Titan clears this effect. | ||
| 0 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. Adds an equal number of [Full-System Repair] stacks to Kaylen based on the number of units hit. This attack is non-interceptable. | ||
| 1 | 1 | Shot Gun | Uses a Shotgun to attack a target, dealing 1x DMG. Applies [Drive Overload] to the target hit, lasting for 2 turns. If there are other enemy units within 1 ring around the target, uses the opposite Arm to execute this skill on them again. This attack cannot be [Guarded]. | |
| 1 | Shot Gun | Uses a Shotgun to attack a target, dealing 1x DMG. Applies [Drive Overload] to the target hit, lasting for 2 turns. If there are other enemy units within 1 ring around the target, uses the opposite Arm to execute this skill on them again. This attack cannot be [Guarded]. | ||
| 1 | Rail Gun | After 1 turn, uses a Rail Gun to attack all targets within a 3x5-tile area ahead, dealing 1.0x AoE DMG. Inflicts [Weapon Inhibition] on targets hit. Deals an additional 50% DMG to targets with [Prey Brand]. | ||
| 1 | Rail Gun | Can only trigger Flurry Strike with [Berserk Mode]. Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.0x AoE DMG. Inflicts [Weapon Inhibition] on targets hit. Deals 50% increased damage to targets with [Prey Brand]. | ||
| 1 | Knocks all targets in a 3x5-tile line back 2 tiles, applying [Maneuver Failure] to targets hit. | |||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1x DMG. After hitting the target, gains 1 stack of [Arashi Barrier]. If the target cannot retaliate, gains an additional 1 stack of [Arashi Barrier]. If both Arms are undestroyed, uses both Arms to activate this skill, increasing DMG to 2x. | ||
| 1 | Rail Gun | After 1 turn, uses a Rail Gun to deal 1.0x AoE DMG to all targets in a straight line, always attacking the part with the lowest HP. For each enemy within range, applies 1 stack of [Arashi Barrier] to self. | ||
| Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x AoE DMG to all parts. For each enemy within the attack range, applies 1 stack of [Arashi Barrier] to self. | |||
| 0 | Can choose 1 ally unit across the entire map and swap positions with them, then triggers [Re-Act]. | |||
| 3 | Light Sniper | Uses a Light Rifle to fire 2 times, attacking a single target and dealing 0.75x DMG 2 times. If a part is destroyed, repairs Sunny's Body part for 10% of its HP after combat. | ||
| 3 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.2x DMG. If a part is destroyed, Hayato's Arms recover 10% HP, and Hayato uses a Light Rifle to execute a Link Attack, ignoring distance. | ||
| 1 | Can choose 1 ally unit across the entire map and swap positions with them, then triggers [Re-Act]. | |||
| 1 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.0x DMG. Inflicts 1 stack of [Crimson Mark] on targets hit, lasting for 2 turns. Gains [Re-Act] after use, up to 1 time per turn. | ||
| 1 | 1 | Machine Gun | Simultaneously uses 2 Machine Guns to attack all targets within a 3x4-tile area, dealing 0.8x AoE DMG 2 times, and gains the corresponding number of [Bloody Echo] based on total stacks of [Crimson Mark] possessed by all enemy units within skill range. | |
| 1 | 1 | Blade | Uses two Alter-Blades to thrust 4 tiles forward, dealing 1x AoE DMG to all enemies in the path. Applies [Deceleration] to units hit, lasting for 2 turns, and absorbs remaining AP from all enemies within attack range. After absorption, increases own AP. | |
| 1 | Blade | Uses two Alter-Blades to thrust 4 tiles forward, dealing 2x AoE DMG to all enemies in the path. Applies [Deceleration] to targets hit, lasting for 2 turns, and absorbs remaining AP from all enemies within the attack range. Increases own AP after absorption and gains Re-Act after use. | ||
| 2 | Blade | Uses two Alter-Blades to strike a single target in rapid succession, hitting at least 4 times. Each attack deals 1.0x DMG. After that, each additional 1 attack costs 1 AP until AP runs out. Ignores the Large Shield [Target Shift] effect. | ||
| 2 | Heavy Sniper | Deals 1.2x DMG to a single enemy and applies [Priority Target] to the target for 1 turn. Immediately makes an ally perform a [Link Attack] on the target. | ||
| 3 | Heavy Sniper | Can use a Sniper Rifle to attack a random target within a 3x5-tile area ahead, dealing 0.55x DMG. Guaranteed to hit the part with the lowest HP. Cannot be protected by [Guard]. Fires 5 times, prioritizing targets that have not been attacked before. When [Presence] is at full stacks, skill multiplier is increased by 0.15. When [Morale] is at full stacks, applies [Interference FCS] to the target hit. | ||
| 2 | Saw | Deals 1x damage. Guaranteed to hit the Body, and applies [Re-Act Disabled] to the target hit, lasting for 1 turn. | ||
| 2 | Manipulator | Restores the HP of all allies within the selected 2-tile diamond area. Repair amount is equal to 1.0x Manipulator Repair AMT. Can repair 1 destroyed part, and applies 1 stack of [Presence] and [Morale] to affected targets. | ||
| 2 | Machine Gun | Uses a Machine Gun to deal 1.6x DMG to the target, prioritizing hits on weapon-bearing parts, and applying [FCS Malfunction] to the target hit. | ||
| 2 | Blade | Uses two Alter-Blades to attack all targets within an I-shaped (3x1-tile) or L-shaped (3x1-tile) area ahead, dealing 1.0x AoE DMG, and gaining [Armor Construct] based on targets hit. | ||
| 1 | 1 | Rail Gun | After 1 turn, uses a Rail Gun to attack all targets in a 3-tile-wide line forward, dealing 1x DMG. Upon hit, inflicts [Reverse Incentive]. | |
| 1 | 1 | Rail Gun | After 1 turn, uses a Rail Gun to attack all targets in a 3-tile-wide line forward, dealing 1x DMG. Upon hit, inflicts [Reverse Incentive β]. | |
| 1 | 1 | Blade | Uses two Alter-Blades to attack all targets within 1 ring, dealing 1x AoE DMG. Upon hit, inflicts [Drive Overload] on the target, lasting for 2 turns. | |
| 1 | Blade | Uses Alter-Blades to attack a target, dealing 1.5x DMG. Targets the part with the lowest HP. | ||
| Blade | Will not be actively cast. Uses two Alter-Blades to thrust 3x5 tiles forward, dealing 2.5x AoE DMG to all enemies in the path. | |||
| 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1x DMG. Enables allies to launch [Link Attacks] against this target. These [Link Attacks] do not require allies to possess a specific skill and do not consume any Link chances. | ||
| 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.5x AoE DMG to all parts of each target. Upon hit, applies [FCS Failure], lasting for 1 turn. | ||
| 1 | 1 | Rail Gun | Uses a Rail Gun to attack all targets within a 2x5-tile area ahead, dealing 1x DMG. This attack prioritizes Arms. | |
| Rail Gun | Will not be actively cast. After 1 turn, uses a Rail Gun to attack all targets within a 4x5-tile area ahead, dealing 1x DMG. Inflicts [Disarm] on targets hit. Gains [Desperate Tension] after use. | |||
| 1 | Rocket | After 1 turn, deals [Fixed DMG] equal to 25% of the Max HP to all parts of each target. After combat, inflicts [Maneuver Locked] on targets hit, lasting for 1 turn. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.45x DMG. After combat, inflicts [Vulnerable] on the target hit, lasting for 1 turn. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within warning range, dealing 0.75x DMG to all parts of each target. Inflicts [Reaction Hysteresis] on targets hit, lasting for 1 turn. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked-on target, dealing 0.3x DMG to all parts of each target. After combat, restores HP to undestroyed parts equal to 50% of the damage dealt. | ||
| 1 | 1 | Fixed Arms | Uses a Main Cannon to attack a target, dealing 1.2x DMG to one part and Splash DMG equal to 50% of this damage to all other parts. This attack prioritizes Legs. | |
| 5 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing [Fixed DMG] equal to 25% of Max HP to all parts of each target. After combat, inflicts [Maneuver Locked] on targets hit, lasting for 1 turn. | |
| 0 | Illuminates the field within a 3x3-tile area to reveal any hidden mines. | |||
| 2 | Manipulator | Restores HP equal to 3x Manipulator Repair AMT to all parts of an ally. Can repair 1 destroyed part. Applies 2 stacks of [Module Plating] to the target. | ||
| 0 | Deals 1,115 [Fixed DMG] to all parts of each target within 1 ring, then self-destructs. | |||
| 3 | 1 | Restores HP equal to 0.5x Manipulator Repair AMT to all parts of all allies within 1 ring. Can repair 1 destroyed part. After being repaired, grants [DMG UP III] to the repaired unit, lasting for 1 turn. | ||
| 1 | Fixed Arms | Deploys mines within 1 adjacent tile of the target. Deals damage equal to 45% of Max HP to units that remain on mine tiles. Prioritizes targets with [Movement Inhibition II], [Maneuver Locked], or [Maneuver Destruction]. | ||
| 4 | Rod | Uses a Polearm to attack a target, dealing 2x DMG. Guaranteed to attack the Body. If the target is destroyed, enemies within 2 tiles lose 3 AP. | ||
| 3 | Manipulator | Restores HP equal to 3x Manipulator Repair AMT to all parts of a single ST. The target also gains 1 AP. | ||
| 2 | Manipulator | Restores HP equal to 2x Manipulator Repair AMT to the Body of a single ST. | ||
| 0 | Missile | Provides covering fire for allies. Triggers a missile attack before the enemy attacks or enters Standby, dealing 1x DMG. Units hit by a Vigilant Attack take 100% increased damage from all Tactical Weapons. | ||
| 0 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 2.5x AoE DMG. Inflicts 1 stack of [Deceleration Mark] on targets hit, lasting for 2 turns. | ||
| Vigilant Shot | 0 | Light Sniper | Deals 3x damage and targets the part with the lowest HP. | |
| 0 | Blade | Deals 1.2x DMG to the target, prioritizing the weapon-carrying Arm. | ||
| 0 | Blade | Deals 1.2x DMG to the target, prioritizing the weapon-carrying Arm. | ||
| 0 | Heavy Sniper | Deals 0.5x damage, targeting the part with the lowest HP. | ||
| 4 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 1.4x AoE DMG. Inflicts [FCS Failure] on targets hit. Applies [Electric Surge Terrain] to tiles hit, lasting for 1 turn. | |
| 3 | 3 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked target, dealing 0.35x DMG to all parts of each target. | |
| 2 | Rail Gun | Uses a Rail Gun to attack the same part of all targets in a 1x5-tile line or a 4-tile diagonal area, dealing 1.0x AoE DMG. | ||
| 2 | Fixed Arms | Uses a Main Cannon to attack a target, guaranteed to hit the Body, dealing 1.0x DMG and Splash DMG equal to 50% of this damage to other parts. | ||
| 2 | Rocket | Uses a Rocket Gunport to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. | ||
| 2 | Rocket | Uses a Rocket Gunport to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. After combat, inflicts [Armor Down II] on targets hit. Stacks up to 3 times. Lasts for 2 turns. | ||
| 2 | Rail Gun | Uses a Rail Gun Gunport to attack the same part of all targets in a 1x5-tile line, dealing 1.0x AoE DMG. | ||
| 1 | 1 | Fixed Arms | Deploys a [Reactive Mine] within 1 adjacent tile of the target. | |
| 0 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 0.4x DMG to all parts of each target. | |
| 0 | Deals [Fixed DMG] equal to 30% of Max HP to all targets within 1 ring and destroys self. | |||
| 4 | Saw | Attacks a target with a Chainsaw, dealing 1.65x DMG. If possessing [Overwhelm], deals 2x DMG, cannot be dodged, and is guaranteed to land a critical hit. | ||
| 4 | Saw | Attacks a target with a Chainsaw, dealing 2x DMG. Cannot be dodged, and is guaranteed to land a critical hit. | ||
| 2 | Manipulator | Restores HP equal to 2x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Also, applies [Powerhouse], lasting for 2 turns, and [Guts], lasting for 1 turn. | ||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack all targets within a 1-tile area, dealing 0.75x DMG. For every 1 target within range, this attack's DMG Dealt +25%, up to 100%. | ||
| 0 | Deals damage equal to 60% of Max HP to each part of all targets within 1 ring. | |||
| 1 | 5 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 5x5-tile area, dealing 0.25x DMG to all parts of each target. | |
| 2 | Machine Gun | Uses two Machine Guns to attack targets within 1 adjacent tile, dealing 0.6x DMG 2 times. After combat, transforms tiles hit into [Burning Terrain], lasting for 5 turns. | ||
| 0 | Applies [Particle Barrier] to the [Microwave Jammer]. Lasts until destroyed. | |||
| 3 | Light Sniper | Uses a Light Rifle to attack a random target within a 3x5-tile area ahead, dealing 0.6x DMG. Fires 5 times, prioritizing targets that have not been attacked before. | ||
| 1 | 1 | Can pull self to the target, then continue attacking in place. | ||
| 1 | 1 | Rod | Uses a Polearm to attack all targets within 1 ring, dealing 0.25x DMG. After combat, inflicts [Disarm] on targets hit, lasting for 1 turn. | |
| 0 | Grants a permanent [Energy Shield] effect to allies. Removes [Energy Shield] when destroyed. | |||
| 0 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1x DMG. | ||
| 2 | 2 | Blade | Uses two Alter-Blades to thrust 5 tiles forward or 4 tiles diagonally, dealing 1x AoE DMG to all enemies in the path and knocking them back 1 tile. | |
| 0 | Back Pack | Activates the Auto Laying Device to repair the destroyed bridge. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 1.4x DMG to all parts of each target, totaling 5.6x overall DMG. If there is more than 1 target within the area, each additional target reduces this attack's total DMG by 1.25x, down to a minimum of 1x total DMG. After combat, inflicts [DMG Taken UP II] on targets hit. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 1.4x DMG to all parts of each target, totaling 5.6x overall DMG. If there is more than 1 target within the area, each additional target reduces this attack's total DMG by 1.25x, down to a minimum of 1x total DMG. After combat, inflicts [DMG Taken UP II] on targets hit. | ||
| 1 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1x DMG and dealing 20% [Flame DMG] to other targets in the path. After combat, applies [Burning Terrain] to tiles along the attack path, lasting for 2 turns. | ||
| 1 | 2 | Flamethrower | Simultaneously uses two Flamethrowers to attack all targets within 1 ring around this unit, dealing 0.5x DMG. After combat, applies [Burning Terrain] to all tiles within range, lasting for 2 turns. | |
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 0.25x DMG to all parts of each target. When Arthur is on the battlefield, after combat, inflicts [Internal Overheating] on targets hit, lasting for 2 turns. | ||
| 3 | Light Sniper | Uses a Light Rifle to shoot a target 2 times, each shot dealing 0.7x DMG. After combat, inflicts [Leakage III] on the target, lasting for 1 turn. | ||
| 0 | Deals 3,941 [Fixed DMG] to all parts of each target within 1 ring, then self-destructs. | |||
| 0 | 1 | Blade | Uses two Alter-Blades to thrust 5 tiles forward, dealing 1x AoE DMG to all enemies within a 1-tile area on both sides of the path. Applies [Meteoric Impact] to targets hit, lasting for 1 turn. If the target is afflicted with [Descend], applies [Disarm] to it, lasting for 1 turn. | |
| 0 | 1 | Blade | Uses two Alter-Blades to thrust 5 tiles forward or 4 tiles diagonally, dealing 1.2x AoE DMG to all enemies in the path. Applies [Comet Strike - EX] to targets hit. If the target is afflicted with [Meteoric Impact], applies [Crash] to it, lasting for 1 turn. | |
| 0 | 1 | Blade | Uses two Alter-Blades to attack a target, dealing 0.7x DMG 2 times. After combat, deals Fixed DMG equal to 100% of Weapon ATK to all units afflicted with [Comet Strike - EX]. Applies [Descend] to targets hit, lasting for 2 turns. | |
| 0 | Missile | After 1 turn, uses a Missile Launcher to attack a locked-on target anywhere on the battlefield, dealing 0.8x DMG to all parts of the target. If there are 5 or more allied vehicles on the battlefield, additionally applies [Pulse Oscillation] to the target hit, lasting for 1 turn. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.8x DMG. Each target hit receives 10 consecutive hits and is afflicted with 1 stack of [Comprehensive Settlement], lasting for 1 turn. | ||
| 1 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all enemies within 1 ring of a locked-on target, dealing 0.25x AoE DMG to each part. After combat, inflicts [Thermite] on targets hit, lasting for 1 turn. | |
| 0 | Deploys a [Defense Field] within a 1-ring area at the designated tile, lasting for 2 turns, then can [Re-Act]. Enemy units passing through and within 1 tile around the [Defense Field] incur an additional 1 Movement cost. Upon defeat, deployed [Defense Field] dissolves. | |||
| 0 | Blade | Uses an Alter-Blade to attack a target, dealing 1.3x DMG. This attack targets the part with the lowest HP. If a part is destroyed, triggers [Flurry Strike] with the opposite Arm's Alter-Blade, dealing 0.5x DMG. After combat, inflicts [Movement Inhibition I] on the target. | ||
| 1 | 1 | Blade | Uses two Alter-Blades to thrust 5 tiles forward, dealing 1x AoE DMG to all enemies in the path. Applies [Load Anomaly] to targets hit, lasting for 1 turn. | |
| 0 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1x DMG and dealing 20% [Flame DMG] to other targets in the path. After combat, applies [Burning Terrain] to tiles along the attack path, lasting for 2 turns. | ||
| 0 | Flamethrower | Simultaneously uses two Flamethrowers to attack all targets within 1 ring around this unit, dealing 0.5x DMG. After combat, applies [Recovery Restricted] to hit enemies within range, lasting for 2 turns. | ||
| 3 | Light Sniper | Uses a Light Rifle to deal 1.2x DMG. After combat, deals [Fixed DMG] equal to 15% of the target's Max HP. | ||
| 3 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.2x DMG. After combat, deals [Fixed DMG] equal to 15% of the target's Max HP. | ||
| 0 | Applies [Particle Barrier] to the [Particle Spreader]. Lasts until destroyed. | |||
| 2 | Blade | Uses an Alter-Blade to attack a target, dealing 1.3x DMG. This attack targets the part with the lowest HP and inflicts [Deterrence] for 3 turns. If a part is destroyed, triggers [Flurry Strike] with the opposite Arm's Alter-Blade, dealing 0.5x DMG. | ||
| 3 | Blade | Uses two Alter-Blades to thrust 5 tiles forward or 4 tiles diagonally, dealing 0.9x AoE DMG to all enemies in the path. Applies a [Deterrence] lasting for 3 turns to targets hit. After the attack, deals 0.5x Weapon ATK as [Fixed DMG] to all parts of the target. | ||
| 2 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.2x DMG. Targets the part with the lowest HP. After combat, inflicts [Hit Rate Down IV] on the target hit, lasting for 1 turn. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a random target within a 3x5-tile area ahead, dealing 0.9x DMG. This attack cannot be [Guarded]. The attack will continue for 5 times, prioritizing targets that have not been attacked before. | ||
| 0 | Shut Down Particle Spreader | |||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked-on target, dealing 1x AoE DMG to all parts. If other targets are within the area, reduces AoE DMG by 0.25x for each additional target, to a minimum of 0.025x AoE DMG. | ||
| 1 | 1 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1.3x AoE DMG. | |
| 2 | Missile | Uses a Missile Launcher to attack a target, dealing [Fixed DMG] equal to 40% of Max Part HP to each part. | ||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area, dealing 1.2x AoE DMG and knocking them back 2 tiles. If the path is blocked, inflicts [Crash] on the target, lasting for 1 turn. | ||
| 4 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. Hit Rate +15%. This attack prioritizes Legs. After combat, inflicts [Movement Inhibition II] on the target hit, lasting for 1 turn. If this attack is dodged, gains [Hit Rate UP III] after combat, lasting for 1 turn. | ||
| 0 | Restores 50% of Max HP to the Test Subject, and repairs all destroyed parts. Applies [Defensive Stance III] to the target, lasting for 1 turn. | |||
| 0 | Converts Test Subjects into maneuverable units, granting them [Predator Self-Destruction] and +2 Movement. | |||
| 3 | Rod | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 1.2x AoE DMG and knocking them back 2 tiles. If the path is blocked, inflicts [Movement Inhibition II] on the target, lasting for 1 turn. | ||
| 0 | Deals [Fixed DMG] equal to 50% of Max HP to all units within 1 ring. Inflicts [Movement Inhibition II]. | |||
| 0 | Deals [Fixed DMG] equal to 20% of Max HP to all units (including allies) within 1 ring. Inflicts [Movement Inhibition II]. | |||
| 4 | Rod | Uses a Polearm to attack a target 2 times, with each hit dealing 1.1x DMG. Targets the part with the lowest HP. | ||
| 0 | Restores 20% of Max HP to all parts and repairs 1 destroyed part. Also, applies the same repair effect to an ally with the lowest HP percentage. | |||
| 0 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within 2 adjacent tiles centered on the locked-on target, dealing 0.25x DMG to all parts of each target and inflicting [Movement Inhibition II] for 1 turn. | |
| 0 | 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.4x DMG to all parts of each target. Gains [Charging Protocol] when hitting at least 2 enemies. | |
| 0 | 1 | Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 2.2x DMG, restoring 40% of the damage dealt as HP, and repairing 1 destroyed part. Removes [Charging Protocol] at the end of the skill. | |
| 2 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.3x DMG to all parts of each target. | ||
| 0 | 1 | Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 3.4x DMG, restoring 40% of the damage dealt as HP, and repairing 1 destroyed part. Removes [Charging Protocol] at the end of the skill. | |
| 0 | 1 | Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 4.3x DMG, restoring 40% of the damage dealt as HP, and repairing 1 destroyed part. Removes [Charging Protocol] at the end of the skill. | |
| 0 | Applies 5 stacks of [Hardened Plating] to the target, then destroys itself. Only usable within a 1-tile range of Titan. | |||
| 0 | Restores HP to all parts of a single ST. Repair AMT is equal to 35% of Max Part HP. Can repair 1 destroyed part. | |||
| 0 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked-on target, dealing 6x Total DMG, shared among all parts of each target. | |
| 0 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 0.4x DMG to all parts of each target. | |
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 1-tile diamond area centered on the locked-on target, dealing 6x Total DMG, shared among all parts of each target. | ||
| 0 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 5x5-tile area centered on the locked-on target, dealing 0.4x DMG to all parts of each target. | |
| 0 | 6 | Uses a Rocket Launcher to attack a target and all targets within 1 tile of it, dealing 4,100 [Fixed DMG] to all parts of each target hit. | ||
| 0 | 5 | Uses a Rocket Launcher to attack a target and all targets within 1 tile of it, dealing 4,600 [Fixed DMG] to all parts of each target hit. | ||
| 0 | 5 | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 5,200 [Fixed DMG] to all parts of each target hit. | ||
| 0 | 5 | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 5,800 [Fixed DMG] to all parts of each target hit. | ||
| 0 | 5 | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 6,400 [Fixed DMG] to all parts of each target hit. After combat, inflicts [Burning Terrain] on tiles hit, lasting for 2 turns. | ||
| 0 | 4 | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 7,100 [Fixed DMG] to all parts of each target hit. After combat, inflicts [Burning Terrain] on tiles hit, lasting for 2 turns. | ||
| 0 | 4 | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 7,800 [Fixed DMG] to all parts of each target hit, and inflicts [Disarm], lasting for 1 turn. After combat, applies [Burning Terrain] to tiles hit, lasting for 2 turns. | ||
| 0 | 4 | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 8,700 [Fixed DMG] to all parts of each target hit, and inflicts [Disarm], lasting for 1 turn. After combat, applies [Burning Terrain] to tiles hit, lasting for 2 turns. | ||
| 0 | 3 | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 9,500 [Fixed DMG] to all parts of each target hit, and inflicts [Crash], lasting for 1 turn. After combat, applies [Burning Terrain] to tiles hit, lasting for 2 turns. | ||
| 0 | 6 | Gains a shield effect equal to 20% of Max HP. Lasts for 1 turn. | ||
| 0 | 6 | Gains a shield effect equal to 30% of Max HP. Lasts for 1 turn. | ||
| 0 | 5 | Gains a shield effect equal to 30% of Max HP. Lasts for 2 turns. | ||
| 0 | 5 | Gains a shield effect equal to 35% of Max HP. Lasts for 2 turns. | ||
| 0 | 5 | Gains a shield effect equal to 40% of Max HP. Lasts for 2 turns. | ||
| 0 | 5 | Gains a shield effect equal to 45% of Max HP. Lasts for 2 turns. | ||
| 0 | 4 | Gains a shield effect equal to 50% of Max HP. Lasts for 2 turns. | ||
| 0 | 4 | Gains a shield effect equal to 60% of Max HP. Lasts for 2 turns. | ||
| 0 | 3 | Gains a shield effect equal to 70% of Max HP. Lasts for 2 turns. | ||
| 1 | Manipulator | Restores HP equal to 2.5x Manipulator Repair AMT to all parts of the target. Can repair all destroyed parts and deals damage equal to 1x Repair AMT to all enemy units. Applies repairs equal to 8x Manipulator Repair AMT to 2 random [Phonographs]. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack a target, dealing 1.4x DMG. After combat, restores HP to undestroyed parts equal to 1x Manipulator Repair AMT. Cannot repair destroyed parts. | ||
| 1 | Manipulator | Restores HP equal to 2.5x Manipulator Repair AMT to all parts of the target. Can repair all destroyed parts. Also repairs 3 random [HF Oscillators] for 8x Manipulator Repair AMT, then deals damage equal to 0.75x the Repair AMT to all enemy units. | ||
| 3 | 1 | Heavy Sniper | Consumes all AP to attack different enemy units within range 5 times using a Sniper Rifle, in order from lowest to highest HP, dealing 0.55x DMG. Guaranteed to hit the part with the lowest HP. If there are fewer than 5 enemy units, excess attacks target random units and parts. For each additional 1 AP consumed, skill multiplier +0.15. | |
| 3 | Machine Gun, Shot Gun | Uses a Machine Gun or Shotgun to attack a target, dealing 1.3x DMG. If a part is destroyed, can trigger [Re-ATK] after combat, but cannot move before attacking. Can be activated 1 time per turn. | ||
| 4 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.2x DMG. Targets the part with the lowest HP. If a part is destroyed, triggers [Flurry Strike] with the opposite Arm, dealing 1.0x DMG. | ||
| 3 | Shot Gun | Uses a Shotgun to attack a target, dealing 1.3x DMG. Inflicts [Movement Inhibition II] on the target hit, lasting for 1 turn. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a target, dealing 1.2x DMG. If the target hit is afflicted with [EMP], after combat, deals [Fixed DMG] equal to 15% of their Max HP and applies 1 stack of [EMP]. | ||
| 0 | 1 | Rocket | Uses a Rocket Gunport to attack all targets within a 3x3-tile area, dealing 0.35x AoE DMG to all parts of each target. This attack is non-interceptable. | |
| 0 | Designates 1 Gunport, transforming it into a manipulable ally, lasting for 1 turn. | |||
| 0 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.35x AoE DMG to all parts of each target. This attack is non-interceptable. | |
| 0 | 1 | Rocket | Uses a Rocket Gunport to attack all units within a 3x3-tile area, dealing 2,500 [Fixed DMG] to each part. This attack is non-interceptable. | |
| 1 | Manipulator | Restores HP equal to 2x Manipulator Repair AMT to all parts of units within 1 ring. Can repair 1 destroyed part. | ||
| 3 | Saw | Uses a Chainsaw to attack a target, dealing 1.35x DMG. Always attacks the Body. Before combat, deducts HP from all of own parts equal to 20% of Max HP, and deals [Fixed DMG] to all target parts equal to 20% of their Max HP. This HP deduction and Fixed DMG cannot destroy parts. After combat, immediately triggers Manipulator repair effect 1 time. | ||
| 0 | 1 | Rocket | Uses a Rocket Gunport to attack all units within a 3x3-tile area, dealing 500 [Fixed DMG] to each part and applying [Total Destruction] to the target. This attack is non-interceptable and cannot be dodged. | |
| 1 | Missile | Uses a Missile Launcher to attack a single target, dealing 1.4x DMG and Splash DMG equal to 50% of this damage to other parts. If the unit is affected by [Lock], all Pterodactyl Launcher - M units can launch Link Attacks against the target regardless of distance. | ||
| 0 | Deploys 1 [Tracer]. After deployment, triggers [Re-Act]. | |||
| 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target. Ignores weapon range limit, dealing 2.3x Total DMG shared among all targets. Inflicts [Weapon Inhibition] on targets hit, lasting for 1 turn. This attack is guaranteed to hit. | ||
| 0 | Deploys 1 [Tracer]. If Body HP is below 50%, deploys an additional [Tracer]. After deployment, triggers [Re-Act]. | |||
| 4 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.7x DMG 2 times. After combat, repairs undestroyed parts, restoring HP to equal to 40% of damage dealt. | ||
| 6 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.95x DMG 2 times. | ||
| 4 | Machine Gun | Uses two Machine Guns to attack all targets within a 3x2-tile area ahead, dealing 0.35x AoE DMG 2 times. | ||
| 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target. Ignores weapon range limit, dealing 2.3x Total DMG shared among all targets. Inflicts [FCS Failure] on targets hit, lasting for 1 turn. This attack is guaranteed to hit. | ||
| 0 | Rocket | Uses a Rocket Launcher to attack all targets within the selected 5x5-tile area, dealing [Fixed DMG] equal to 100% of Max HP to STs remaining on these tiles. | ||
| 0 | Rocket | Uses a Rocket Launcher to attack all targets within the selected 3x3-tile area, dealing [Fixed DMG] equal to 100% of Max HP to STs remaining on these tiles. | ||
| 3 | 1 | Blade | Uses an Alter-Blade to attack a target, dealing 1.2x DMG. Then uses a Machine Gun to launch a [Flurry Strike], dealing 0.4x DMG. | |
| 2 | 1 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.2x DMG, and recovering 0.3x the DMG dealt as HP after the attack. | |
| 3 | Light Sniper | Uses a Light Rifle to fire 2 times, attacking a single target and dealing 0.75x DMG 2 times. If a part is destroyed, repairs Mourning Wraith's Body part for 10% of its HP after combat. | ||
| 3 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.2x DMG. If a part is destroyed, Wailing Wraith's Arms recover 10% HP. After the attack, Wailing Wraith uses a Light Rifle to execute a Link Attack, ignoring distance. | ||
| 0 | When entering a 1-ring range of the MedEvac Transport, triggers self-destruction, dealing damage equal to 100% of Max HP to all targets within 1 ring. | |||
| 0 | Can be used on a Restraining Device to gain control over it. | |||
| 0 | Rail Gun | After the warning ends, uses a Rail Gun to destroy all enemy targets within a linear range. | ||
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all enemy targets within a 3x3-tile area, dealing [Fixed DMG] equal to 25% of Max HP to all parts of each target. | ||
| 0 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.8x AoE DMG. Instantly triggers the [Infection] effect on targets hit 1 time. | ||
| 0 | 2 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 1.0x DMG. After combat, if the target hit has at least 3 stacks of [Infection], applies [Parasite] to it. | |
| 3 | 1 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.9x DMG 2 times. | |
| 3 | Restores the HP of all allies within the selected 3-tile diamond area. Repair AMT is equal to 3.0x Manipulator Repair AMT. Can repair 1 destroyed part. Deals damage to enemy units within the area equal to 0.75x the Repair AMT. | |||
| 0 | 2 | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing damage equal to 35% of Max HP to all parts of each target. After combat, inflicts [Burning Terrain] on tiles hit, lasting for 2 turns. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to deal 0.65x AoE DMG to all parts of all targets within 2-3 rings. | ||
| 3 | Rail Gun | Uses a Rail Gun to deal 1.0x AoE DMG to all targets in a straight or diagonal line, always attacking the part with the lowest durability. | ||
| 0 | Uses a Railgun calibrated with full charge to attack Leviathan. | |||
| 2 | 2 | Blade | Requires Alter-Blades in both hands to activate. Uses an Alter-Blade to attack a target, dealing 1.3x DMG. This attack targets the part with the lowest HP and inflicts [Misalignment] for 1 turn. If a part is destroyed, triggers [Flurry Strike] with the other Alter-Blade, dealing 0.5x DMG. | |
| 1 | 2 | Blade | Attacks a target with a two Alter-Blades, dealing 1.5x DMG, and inflicting [Movement Inhibition II] on the target hit, lasting for 1 turn. | |
| 3 | 2 | Machine Gun | Uses a Machine Gun to attack a target, dealing 1.3x DMG. If a part is destroyed, inflicts [Crash] on the target, lasting for 1 turn. | |
| 1 | 2 | Machine Gun | Uses two Machine Guns to attack all targets within a 5x3-tile area ahead, dealing 0.35x AoE DMG 2 times. If the targets' buff stacks are less than 3, applies [Stagnation] to targets hit for 1 turn. | |
| 0 | Summons 3 Beacon Drones. | |||
| 0 | 1 | Retrieves all Beacon Drones on the battlefield, each one restoring 15% HP. | ||
| 2 | 1 | Applies [Soul Harvest] to all targets within 1 ring around self, lasting for 1 turn, and [Burnout]. | ||
| 0 | Inflicts [Manual Control] on all enemy units, lasting for 2 turns. When switching to [Autonomous Mode I], removes all [Manual Control] and inflicts 1 additional active effect. After a part is destroyed, transforms into [Manual Mode I]. | |||
| 0 | Fixed Arms | Uses a Main Cannon to attack a target, dealing 1.5x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. After combat, applies [Manual Control] to the target, lasting for 2 turns. When switching to [Manual Mode I], removes all [Manual Control] and applies [Manual Control] to the nearest 1 unit, lasting for 2 turns. When all parts are undestroyed, converts to [Autonomous Mode I]. | ||
| 0 | Heavy Machine Gun | After 1 turn, uses a Heavy Machine Gun to attack the locked-on target, dealing 1.5x DMG. After a part is destroyed, converts to [Manual Mode II]. | ||
| 0 | Applies [Abnormal Detonation I] to all enemy units. When all parts are undestroyed, converts to [Autonomous Mode II]. | |||
| 0 | Heavy Machine Gun | After 1 turn, uses a Heavy Machine Gun to attack locked-on targets, dealing 1.5x total DMG. Guaranteed to hit the Body. When a part is destroyed, converts to [Manual Mode II - EX]. | ||
| 0 | Applies [Abnormal Detonation II] to all enemy units. When parts are undestroyed, converts to [Autonomous Mode II - EX]. | |||
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 5x AoE DMG, shared by all units hit. When any enemy unit takes [Burning Terrain] damage, gains [Extended Reach], which is removed after taking action. After a part is destroyed, converts to [Manual Mode IV]. | ||
| 0 | Calls in a rocket strike to attack all targets within a 3x3-tile area, dealing [Fixed DMG] equal to 20% of Max HP. This attack is guaranteed to hit. After combat, applies [Burning Terrain] to hit tiles, lasting for 4 turns. When any enemy unit takes [Burning Terrain] damage, gains [Extended Reach], which is removed after taking action. If all parts are undestroyed, converts to [Autonomous Mode IV]. | |||
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 6x AoE damage, shared by all units hit. After combat, applies [Armor Disintegration] to all units within the attack range. When any enemy unit takes [Burning Terrain] damage, gains [Extended Reach], which is removed after taking action. After a part is destroyed, converts to [Manual Mode IV - EX]. | ||
| 0 | Summons a Rocket Strike to attack all targets within a 2-tile diamond area, dealing [Fixed Damage] equal to 25% of max durability. This attack is guaranteed to hit and inflicts [Burning Terrain] on tiles hit, lasting for 4 turns. When any enemy unit takes [Burning Terrain] damage, gains [Extended Reach], which is removed after taking action. When all parts are undestroyed, converts to [Autonomous Mode IV - EX]. | |||
| 0 | Switches the direction of [Unilateral T-Sphere]. | |||
| 7 | 1 | Heavy Sniper | Uses a Sniper Rifle to attack a random target within a 3x5-tile area ahead, dealing 0.5x DMG. This attack cannot be guarded. Fires 5 times, prioritizing targets that have not been attacked before. | |
| 1 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x AoE DMG to each part. For each 1 stack of [Hardened Plating], skill damage multiplier is increased by 0.15. | |
| 0 | Heavy Sniper | |||
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within early warning range. This attack is guaranteed to hit and deals 0.25x DMG to each part of each target. After combat, inflicts [Impending Doom] on targets hit. | ||
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within early warning range. This attack is guaranteed to hit and deals 0.25x DMG to each part of each target. After combat, inflicts [Impending Doom] on targets hit. | ||
| 0 | 1 | Uses [ST Replicator] to deploy an ST. | ||
| 2 | Rod | Uses a Polearm to attack, dealing 1.5x Weapon DMG. If a part is destroyed, triggers [Re-ATK]. Can use remaining Movement to move before attacking. | ||
| 0 | 3 | Applies [Tactical Shutout] to the designated unit, lasting for 1 turn, then uses remaining Movement to activate [Re-Act]. | ||
| 0 | Remotely deactivates the specified [ST Replicator]. | |||
| 2 | Remotely uses the [ST Replicator] to deploy an ST. | |||
| 0 | 2 | Uses [ST Replicator] to deploy an ST. | ||
| 0 | 1 | When a part is destroyed, deals [Fixed DMG] equal to 50% of Max HP to each part of targets within 1 ring and destroys itself. | ||
| 2 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within 1 ring of a locked-on target, dealing 0.3x DMG to each part. Inflicts [Rupture] on targets hit, lasting for 1 turn. | ||
| 2 | Shuts down and dismantles the [α Matter Detonator]. Only effective after the [α Matter Detonator] is activated. | |||
| 1 | Rail Gun | Uses a Rail Gun to attack all targets within a 3x5-tile area ahead, dealing 1.0x AoE DMG. This attack is guaranteed to hit. Inflicts [Disarm] on targets hit, lasting for 1 turn. | ||
| 2 | Fixed Arms | Uses a Main Cannon to attack a target, dealing 1.0x DMG and Splash DMG equal to 50% of this damage to other parts. | ||
| 0 | Shut Down Jamming Device | |||
| 1 | Missile | Uses a Missile Launcher to attack a target anywhere on the map, dealing 1.0x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. | ||
| 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area on the entire map, dealing 0.25x AoE DMG to all parts. | ||
| 2 | 1 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets in a cone ahead, dealing 0.5x AoE DMG. | |
| 4 | Rocket | Uses a Rocket to attack all enemies on the battlefield, dealing 0.25x AoE DMG to each part. After combat, deals [Fixed DMG] equal to 60% of Max HP to all parts of each target. This attack is non-interceptable. Gunports and units within [Anti-Air Matrix] will not be targeted. This skill only activates on odd-numbered turns. | ||
| 3 | Heavy Sniper | Can use a Sniper Rifle to attack a random target within a 3x5-tile area ahead, dealing 1x DMG. Guaranteed to hit the part with the highest HP. This attack cannot be [Guarded]. Fires 5 times, prioritizing targets that have not been attacked before. After combat, restores 25% of DMG as HP. | ||
| 0 | Machine Gun | Simultaneously uses two Machine Guns to attack a target, dealing 0.6x DMG 2 times. After combat, repairs undestroyed parts, restoring HP equal to 40% of damage dealt. | ||
| 4 | Rail Gun | Uses a Rail Gun to attack all targets in a 3x5-tile area ahead, dealing 1.0x AoE DMG. For each target hit, gains 1 stack of [DMG UP V] after combat, lasting for 1 turn. Can stack up to 3 times. | ||
| 0 | 1 | Rocket | Uses a Rocket Gunport to attack all targets within a cross-shaped area, dealing 0.25x DMG to all parts of each target. This attack is non-interceptable. After combat, clears all enemy terrain effects within the area. | |
| 0 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. | ||
| 0 | Fixed Arms | Can choose any enemy target on the battlefield. Deploys 1 [Sentinel Mine] at the target's location, then can continue action with remaining Movement. | ||
| 2 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.2x DMG and dealing 20% [Flame DMG] to other targets in the path. After combat, deploys 1 [Sentinel Mine] at the target's location. | ||
| 2 | 1 | Rocket | Uses a Rocket Launcher to attack all targets within 1 ring of the target, dealing 0.3x DMG to all parts of each target. After combat, inflicts [Movement Inhibition I] on the target, lasting for 1 turn. Tiles within a 2-tile area around [Sentinel Mine] are also included in this skill's attack range. | |
| 6 | 3 | Flamethrower | Uses two Flamethrowers to attack all targets within attack range, dealing 0.35x DMG 2 times. After combat, applies [Burning Terrain] to all tiles within range, lasting for 2 turns. | |
| 2 | 2 | Protects allies within 2 adjacent tiles from Assault, Melee, and Ranged attacks. Can trigger up to 3 times per turn. Lasts for 2 turns. Gains [Defensive Stance II]. Can trigger up to 3 times. | ||
| 0 | 1 | Can choose an enemy unit within 4 tiles to swap positions with. Upon landing, explodes, dealing [Fixed DMG] equal to 10% of Max HP to enemy units within 1 ring. | ||
| 3 | Saw | Uses a Chainsaw to attack a target, dealing 1.3x DMG. This attack targets the part with the lowest HP. | ||
| 3 | 1 | Rail Gun | Uses a Rail Gun to attack the same part of all targets in a 1x5-tile line or 4-tile diagonal area, dealing 1x AoE DMG. Enters [Aiming] Mode before attacking. | |
| 0 | Manipulator | Restores HP equal to 2x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. After repair, the target gains [Weapon Upgrade - High Energy Shock]/[Weapon Upgrade - Intense Combustion Warhead]/[Weapon Upgrade - Lock-On Pursuit] according to its weapon type, lasting for 1 turn. | ||
| 3 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.2x AoE DMG to each part. Applies [Movement Inhibition I] to the target. Lasts for 2 turns. | ||
| 4 | Heavy Sniper | Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 1.2x DMG. Cannot enter [Aiming] Mode before attacking. | ||
| 4 | Heavy Sniper | Uses a Sniper Rifle to attack the target and all enemy units along the path within range, dealing 0.9x DMG. Enters [Aiming] Mode before attacking. | ||
| 5 | Heavy Sniper | Uses a Sniper Rifle to attack different enemies within range 5 times in order of their HP from lowest to highest, dealing 0.7x DMG. Always targets the part with the lowest HP. If there are fewer than 5 enemies, extra attacks target random enemies and parts. If a critical hit occurs during the attack, subsequent DMG multiplier is increased by 0.1x. Can stack. Gains Crit Rate +15% for this attack. | ||
| 3 | Light Sniper | Uses a Light Rifle to attack a random target within a 3x5-tile area ahead, dealing 1.2x DMG. The target cannot be affected by Guard. Fires 5 times, prioritizing targets that have not yet been attacked. | ||
| 1 | 1 | Rod | Jumps to any empty tile within 4 adjacent tiles, then uses a Polearm to deal 0.5x AoE DMG to all enemies within 1 ring. Applies [Top Target] to all targets hit, lasting for 2 turns. Can only be executed when equipped with a Jetpack. | |
| 1 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 0.25x DMG to all parts of each target. After combat, inflicts 2 stacks of [Pollution Level] on targets hit. | |
| 1 | 1 | Fixed Arms | After 1 turn, attack all targets within 2 rings, dealing 1x AoE DMG. After combat, inflicts 2 stacks of [Pollution Level] on targets hit. | |
| 0 | Can select one ally unit anywhere on the map and swap positions with them, then trigger [Re-Act]. | |||
| 1 | 1 | Fixed Arms | After 1 turn, attacks all targets within 2 rings, dealing 1x AoE DMG. After combat, applies 1 stack of [Pollution Level] to targets hit. | |
| 1 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area centered on the locked-on target, dealing 0.25x DMG to all parts of each target. After combat, applies 1 stack of [Pollution Level] to targets hit. | |
| 2 | 2 | Fixed Arms | After 1 turn, attacks all targets within 2 rings, dealing 1x AoE DMG. After combat, applies 1 stack of [Pollution Level] to targets hit. | |
| 0 | Deals [Fixed DMG] equal to 0.2x Max HP to all parts of all targets within 1 ring, and applies 1 stack of [Pollution Level]. After combat, applies [Contaminated Terrain] within 1 ring. | |||
| 0 | Deals [Fixed DMG] equal to 0.2x Max HP to all parts of all targets within 1 ring, and removes [Contaminated Terrain] within the range, clearing 2 stacks of [Pollution Level] from all allied units on the map. | |||
| 1 | 1 | Fixed Arms | After 1 turn, attack all targets within 2 rings, dealing 1x AoE DMG. | |
| 1 | 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x DMG to all parts of each target. | |
| 3 | Selects 1 ally ST, repairing all destroyed parts, restoring HP equal to 15% of Max HP, and granting [Nanoforge] and [Collapse]. | |||
| 3 | Selects 2 allies and creates [Shortcut] under them. The tile lasts for 1 turn, and a maximum of 2 can exist simultaneously. Each activation will reset all [Shortcut]. | |||
| 3 | Designates 1 allied unit to gain the [Roadblock Deployment] skill. The unit loses the skill at the end of the turn. | |||
| 3 | Selects 3 tiles and creates [Barriers] on them. | |||
| 3 | Designates 1 enemy unit on the battlefield and applies [Weak Point]. | |||
| 3 | Knuckle, Pile Bunker | Uses two Melee Weapons to attack a target, dealing 0.85x DMG 2 times. The first attack hits the part with the highest HP. If this part is not destroyed, the second attack will hit the same part. | ||
| 1 | 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack a random target and its allies within 2 adjacent tiles, dealing a total of 6x AoE DMG to all parts, shared among all targets. This attack is non-interceptable. | |
| 3 | Selects 1 enemy unit within attack range and applies [Weak Point]. | |||
| 4 | Saw | Uses a Chainsaw to attack a target, dealing 1.6x DMG. Prioritizes damaged parts. The second hit deals 0.6x DMG. | ||
| 3 | Rail Gun | Consumes 2 rounds of Ammo. Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.25x AoE DMG. | ||
| 4 | Heavy Machine Gun | Uses a Heavy Machine Gun to attack all targets within attack range, dealing 0.55x AoE DMG. Gains Crit Rate +50% for this attack. | ||
| 2 | Light Sniper | Uses a Light Rifle to deal 1.0x DMG to the target and applies [Interference Indicator] to the target, lasting for 1 turn. Will not prioritize targets attacked by this skill in the previous turn. | ||
| 3 | Pile Bunker | Uses a Pile Bunker to attack a target, dealing 1.5x DMG and inflicting [Movement Inhibition I] on the target hit, lasting for 2 turns. | ||
| 3 | Machine Gun | Simultaneously uses 2 Machine Guns to attack a target, dealing 0.7x DMG 2 times. If the target is hit, applies [Movement Inhibition I] to the target for 2 turns. | ||
| 0 | Can select any Teleport Tile on the battlefield and teleport to a passable area above or within 1 adjacent tile. Can then use remaining Movement to [Re-Act]. | |||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.1x AoE DMG to all parts. Each target hit adds [Function Enhancement] to self. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 2-tile diamond area centered on the locked-on target, dealing 4x Total DMG shared by all parts of all targets. This attack is non-interceptable. | ||
| Rod | Uses a Polearm to thrust 3 tiles forward, dealing 1.2x DMG to the first target hit, then knocking the target back 1 tile. If the target is afflicted with [Duel Mark], triggers [Re-ATK] after combat, activating 1 time per turn. | |||
| 3 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x5-tile area in front, dealing 0.5x AoE DMG to all parts. | ||
| 1 | Knocks all targets in a 3x5-tile line back 5 tiles. | |||
| 1 | Rocket | Uses a Rocket Launcher to attack all targets within a 3x3-tile area across the entire battlefield, dealing 0.3x AoE DMG to each part. Inflicts [Rupture] on targets hit, lasting for 1 turn. | ||
| 0 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 1-tile diamond area centered on the locked-on target and dealing 4x Total DMG shared by all parts of all targets. This attack is non-interceptable. After this attack, applies [Shock Defect] to all damaged targets for 2 turns. | ||
| 2 | Blade | Uses two Alter-Blades to strike a single target in rapid succession, hitting at least 4 times. Each attack deals 0.6x DMG. After that, each additional 1 attack costs 1 AP until AP runs out. Ignores the Large Shield [Target Shift] effect. | ||
| 0 | 1 | Rocket | Uses a Rocket Gunport to attack the designated location, dealing 3x DMG to all targets within a cross-shaped area. This attack is non-interceptable. | |
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.25x AoE DMG to all parts. | ||
| 2 | Rocket | Can attack across the entire battlefield. Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.4x DMG to all parts of each target. After combat, inflicts [Maneuver Locked] on targets hit, lasting for 1 turn. | ||
| 1 | Rod | Uses a Polearm to attack all targets within 1 ring, dealing 0.25x DMG. After combat, inflicts [Disarm] on targets hit, lasting for 1 turn. When possessing [Soul Ignition], this skill changes to [Whirlstorm - EX]. | ||
| 0 | Rocket | Can attack across the entire map. Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.44x DMG to all parts of each target. After combat, inflicts [Maneuver Locked] on targets hit, lasting for 1 turn. | ||
| 0 | Deals [Fixed DMG] equal to 0.2x Max HP to all parts of all targets within 1 ring. After combat, generates [Gel Terrain] within 1 ring for 1 turn, and applies [DMG Down II] and [Movement Inhibition II] to targets hit. | |||
| Missile | Fires all Missile Launcher Ammo to randomly attack all enemy units within range. Each missile deals 0.7x DMG to the unit hit and does not consume Ammo. If in the fog, DMG Dealt +100%. | |||
| Blade | Uses two Alter-Blades to attack in a designated direction, dealing 1.0x DMG to the target. Prioritizes targeting Arashi Lighthouses and increases DMG dealt to Lighthouses by 100%, applying 1 stack of [Unseen Presence] to the Lighthouse hit. Can trigger [Re-Act] after combat, and act again with full Movement. | |||
| 5 | Costs 5 AP. Selects a Lighthouse across the entire battlefield and restores 100% of its HP. Can then use remaining Movement to [Re-Act]. | |||
| 1 | Heavy Sniper | Can use a Sniper Rifle to attack a random target within a 3x5-tile area ahead, dealing 0.55x DMG. Guaranteed to hit the part with the lowest HP. Cannot be protected by [Guard]. Fires 5 times, prioritizing targets that have not been attacked before. If in the fog, the range extends to the entire battlefield and ignores obstacle obstruction. | ||
| 1 | Rocket | Simultaneously uses two Rocket Launchers to attack all targets within a 3x3-tile area, dealing 0.175x AoE DMG 2 times to each part, and applying [Interference Terrain] to the area, lasting for 2 turns. If in the fog, range expands to the entire battlefield. | ||
| 1 | Heavy Sniper | Uses a Sniper Rifle to attack a target, dealing 2x DMG. Always hits the part with the lowest HP. For each 1 stack of [Blinding Shield] on self, triggers 1 [Re-Act]. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 3-tile diamond area centered on the locked-on target, dealing 1x Total DMG. If in the fog, skill damage multiplier +4.0. | ||
| 1 | Rocket | After 1 turn, uses a Rocket Launcher to attack all targets within a 1-tile diamond area centered on the locked-on target, ignoring weapon range limitations, dealing 5x Total DMG shared by all parts of all targets. This attack is non-interceptable. | ||
| 1 | Fixed Arms | Fires a Lightning Orb to attack a single target within a 2-tile radius around self, dealing a total of 4x DMG shared by all parts of the target. The Lightning Orb is automatically passed to all enemies within 1 ring of each target. Each unit only takes damage once. | ||
| Fixed Arms | Can choose a target within a 1-tile radius around self. Deploys 1 [Sentinel Mine] at the target's location, then can continue action with remaining Movement. | |||
| 1 | 1 | HMG | Enters [Rack] Mode: Cannot move. Heavy Machine Gun Range +4, Bullets +1. Can continue to attack after racking. Automatically exits [Rack] Mode when an Arm is destroyed. [Retract] is available in [Rack] Mode. After retracting, can continue to move. | |
| 1 | 1 | SR | Enters [Rack] Mode: Unable to move, Sniper Rifle's Range +4, DMG +10%. Can continue attacking after racking. ST automatically exits [Rack] Mode when an Arm is destroyed. When in [Rack] Mode, the [Retract] code can be cast. After retracting, movement can continue. | |
| 1 | Repairs the target. Repair AMT is 28% of the part's Max HP. | |||
| 3 | 1 | Missile | Uses a Missile Launcher to attack a target, dealing 1.0x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. After combat, deals [Fixed DMG] equal to 0.5x DMG to the target hit and units within 2 adjacent tiles. | |
| 2 | Saw | Uses a Chainsaw to attack a target, dealing 1.6x DMG. This attack ignores 50% of Armor. | ||
| 0 | Restores the HP of all parts of self and allies within a 3-tile diamond area. Repair AMT is equal to 10% of Max HP. Can repair 1 destroyed part. Deals damage to enemy units within the area equal to the Repair AMT. | |||
| 1 | Rail Gun | After 1 turn, uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.0x AoE DMG. | ||
| 0 | Missile | Uses a Missile Launcher to attack a target, dealing 1.0x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. After combat, inflicts [Movement Inhibition II] and [Guard Block] on targets hit, lasting 1 turn. | ||
| 1 | Machine Gun | Uses two Machine Guns to attack targets within 1 adjacent tile, dealing 0.6x DMG 2 times. After combat, applies [Burning Terrain] to tiles hit. | ||
| 0 | Machine Gun | Activates the Auto Laying Device to repair the destroyed bridge. Elise's Arms must both be undestroyed to use this skill. | ||
| 0 | 1 | Blade | Uses two Alter-Blades to thrust 5 tiles forward, dealing 1x AoE DMG to all enemies within a 1-tile area on both sides of the path. Inflicts [Meteoric Impact] on targets hit, lasting for 1 turn. If the target is afflicted with [Descend], inflicts [Disarm] on it, lasting for 1 turn. | |
| 0 | 1 | Blade | Uses two Alter-Blades to thrust 5 tiles forward or 4 tiles diagonally, dealing 1.2x AoE DMG to all enemies in the path. Inflicts [Comet Strike - EX] on targets hit. If a target is afflicted with [Meteoric Impact], inflicts [Crash] on it, lasting for 1 turn. | |
| 0 | 1 | Blade | Uses two Alter-Blades to attack a target, dealing 0.7x DMG 2 times. After combat, deals [Fixed DMG] equal to 100% of Weapon ATK to all units afflicted with [Comet Strike - EX]. Inflicts [Descend] on targets hit, lasting for 2 turns. | |
| 0 | Deals [Fixed DMG] equal to 100% of Max HP to all targets within 1 ring. | |||
| Can be used on Cyber-Spec STs with HP below 50%. Upon use, destroys the target unit, immediately resets the A-00 Commander Skill cooldown, increases A-00 DMG by 15%, and grants 1 [Re-Act]. |