StarCrawlers Wiki
(added some assassination tree)
(+ All Trees)
 
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"When you need a tough target taken down with brutal efficiency, you need a Cyberninja. Hailing from their homeship, <i>The Yokai</i>, they occasionally join crawler crews, pursuing their own mysterious agendas." - Home Page Character Blurb
+
<i>"When you need a tough target taken down with brutal efficiency, you need a Cyberninja. Hailing from their homeship, <b>The Yokai</b>, they occasionally join crawler crews, pursuing their own mysterious agendas."</i> - Home Page Character Blurb
 
<br>
 
<br>
 
<i>Looking for another [[Class]]?</i>
 
<i>Looking for another [[Class]]?</i>
 
[[File:Cyber ninja.png|right]]<br>
 
[[File:Cyber ninja.png|right]]<br>
   
The '''Cyber Ninja''' is a trained killing machine, dispatching foes with deadly efficiency. As primarily melee combatants, they focus on delivering swift and deadly punishment to both individuals and groups of enemies. While exploring, they are invaluable in situations that require subterfuge and cunning.
+
The '''Cyber Ninja''' is a trained killing machine, dispatching foes with deadly efficiency. As primarily <i>melee combatants</i>, they focus on delivering swift and deadly punishment to both individuals and groups of enemies. While exploring, they are invaluable in situations that require subterfuge and cunning.
 
<br>
 
<br>
<h2>Backstory</h2>
+
= Backstory =
 
Based on what the player chooses, there are a number of possibilities and backgrounds for the Cyberninja.
 
Based on what the player chooses, there are a number of possibilities and backgrounds for the Cyberninja.
<h3>Childhood</h3>
+
== <u>Childhood</u> ==
<h4>Outlander</h4>
+
=== Outlander ===
 
Born far from the <i>Yokai</i> in the slums of Luna II, the Cyberninja was raised on the stories and culture of their people. Unable to find implants to undergo ritual modification, they taught themselves and constructed their own.
 
Born far from the <i>Yokai</i> in the slums of Luna II, the Cyberninja was raised on the stories and culture of their people. Unable to find implants to undergo ritual modification, they taught themselves and constructed their own.
<br>
 
 
<i>This background grants</i> <b>Street Code</b>.
 
<i>This background grants</i> <b>Street Code</b>.
<h4>Clan Tao</h4>
+
=== Clan Tao ===
 
Child of a ruling clan on the <i>Yokai</i>, the Cyberninja's upbringing was steeped in the martial, cybernetic, and spiritual arts of their people. Though they wanted for nothing, they always dreamed of something more...
 
Child of a ruling clan on the <i>Yokai</i>, the Cyberninja's upbringing was steeped in the martial, cybernetic, and spiritual arts of their people. Though they wanted for nothing, they always dreamed of something more...
<br>
 
 
<i>This background grants</i> <b>Formal Education</b>.
 
<i>This background grants</i> <b>Formal Education</b>.
<h4>Clan Megeta</h4>
+
=== Clan Megeta ===
 
Cursed with the stigma that the descendants of their clan are "untouchable," the Cyberninja's family strugged to raise them in the <i>Yokai</i> tradition. Unable to afford quality implants, they settled for what they could steal.
 
Cursed with the stigma that the descendants of their clan are "untouchable," the Cyberninja's family strugged to raise them in the <i>Yokai</i> tradition. Unable to afford quality implants, they settled for what they could steal.
<br>
 
 
<i>This background grants</i> <b>Fringe Culture</b>.
 
<i>This background grants</i> <b>Fringe Culture</b>.
<h3>Adulthood</h3>
+
== <u>Adulthood</u> ==
<h4>Chimera Soldier</h4>
+
=== Chimera Soldier ===
Rejecting the edict of their family to serve no master but the <i>Yokai</i>, the Cyberninja sought out Chimera BioPharma. The coredwellers balked at the Cyberninja's demeanor and ways, but their skill with a blade was never questioned.
+
Rejecting the edict of their family to serve no master but the <i>Yokai</i>, the Cyberninja sought out [[Chimera BioPharma]]. The coredwellers balked at the Cyberninja's demeanor and ways, but their skill with a blade was never questioned.
 
<br>
 
<br>
 
<i>This background grants</i> <b>+5 Reputation with <i>Chimera BioPharma</i>, +5% Accuracy, & +3% Damage</b>.
 
<i>This background grants</i> <b>+5 Reputation with <i>Chimera BioPharma</i>, +5% Accuracy, & +3% Damage</b>.
<h4>Jiyin Biotech Soldier</h4>
+
=== Jiyin Biotech Soldier ===
The Cyberninja sought permission from their family to join Jiyin Biotech and they begrudgingly acquiesced. Thrilled at the universe beyond the confines of the <i>Yokai</i>, the Cyberninja forged valuable alliances with Jiyin.
+
The Cyberninja sought permission from their family to join [[Jiyin Biotech]] and they begrudgingly acquiesced. Thrilled at the universe beyond the confines of the <i>Yokai</i>, the Cyberninja forged valuable alliances with Jiyin.
 
<br>
 
<br>
 
<i>This background grants</i> <b>+5 Reputation with <i>Jiyin Biotech</i>, +5% Critical Hit chance, & +5% Dodge</b>.
 
<i>This background grants</i> <b>+5 Reputation with <i>Jiyin Biotech</i>, +5% Critical Hit chance, & +5% Dodge</b>.
<h4>GalaxyMart Greeter</h4>
+
=== GalaxyMart Greeter ===
 
Though somewhat misleading, the job title was appropriate. First through the hatch when raiding a corp, the Cyberninja soon learned how their employer could afford to undercut the competition so ruthlessly.
 
Though somewhat misleading, the job title was appropriate. First through the hatch when raiding a corp, the Cyberninja soon learned how their employer could afford to undercut the competition so ruthlessly.
 
<br>
 
<br>
 
<i>This background grants</i> <b>+5 Reputation with <i>GalaxyMart</i>, +2% Critical Hit chance, & +2% Damage</b>.
 
<i>This background grants</i> <b>+5 Reputation with <i>GalaxyMart</i>, +2% Critical Hit chance, & +2% Damage</b>.
<h3>Current Exploits (Now)</h3>
+
== <u>Current Exploits (Now)</u> ==
<h4>Ascendant</h4>
+
=== Ascendant ===
 
Returning to the <i>Yokai</i> to face the Trial of Ascendance, the Cyberninja was victorious. Earning the right to wield their family's ancestral blade and become master of their path, they sought their destiny in the <b>Fringe</b>.
 
Returning to the <i>Yokai</i> to face the Trial of Ascendance, the Cyberninja was victorious. Earning the right to wield their family's ancestral blade and become master of their path, they sought their destiny in the <b>Fringe</b>.
 
<br>
 
<br>
 
<i>This background grants</i> a <b>Rare Weapon & 100 Credits</b>.
 
<i>This background grants</i> a <b>Rare Weapon & 100 Credits</b>.
<h4>Failure</h4>
+
=== Failure ===
 
Returning to the <i>Yokai</i> to face the Trial of Ascendance, the Cyberninja failed. Exiled until they regain honor or achieve death, they seek redemption in the <b>Fringe</b>.
 
Returning to the <i>Yokai</i> to face the Trial of Ascendance, the Cyberninja failed. Exiled until they regain honor or achieve death, they seek redemption in the <b>Fringe</b>.
 
<br>
 
<br>
 
<i>This background grants</i> a <b>Rare Accessory</b>.
 
<i>This background grants</i> a <b>Rare Accessory</b>.
<h4>Ronin</h4>
+
=== Ronin ===
 
The Cyberninja's experiences among the stars led them to reject the Trial of Ascendance and the <i>Yokai</i>. Banished by their clan, they liberated the family heirlooms on the way out. They serve who they wish.
 
The Cyberninja's experiences among the stars led them to reject the Trial of Ascendance and the <i>Yokai</i>. Banished by their clan, they liberated the family heirlooms on the way out. They serve who they wish.
 
<br>
 
<br>
 
<i>This background grants</i> a <b>Rare Accessory & 25 Credits</b>.
 
<i>This background grants</i> a <b>Rare Accessory & 25 Credits</b>.
  +
<h2>Abilities</h2>
 
  +
= Abilities =
 
Cyberninjas add Combo Points to targets and then consume them to deal bonus damage, add status effects, or boost team defense.
 
Cyberninjas add Combo Points to targets and then consume them to deal bonus damage, add status effects, or boost team defense.
  +
<br>
 
<h3>Combination</h3>
+
== Combination ==
  +
<h4>Combo Strike</h4>
 
  +
=== Combo Strike ===
Prerequisite: N/A; Available at start
 
  +
100% weapon speed
<br>
 
  +
150 Time Units (100% Weapon Speed)
 
  +
Deals Weapon damage
<br>
 
  +
Deals Weapon (Physical) Damage
 
<br>
 
 
Requires Melee Weapon
 
Requires Melee Weapon
  +
{| class="wikitable"
<h5>Rank 1</h5>
 
  +
!Rank 1
The Cyberninja strikes for 70% Weapon Damage, consume 1 Combo Point to deal 30% Weapon Damage, and apply Combo Strike until the Cyberninja's next turn.
 
  +
!Rank 2
<br>
 
  +
!Rank 3
If an ally damages the Combo Strike target, add 1 - 2 Combo Points and the Cyberninja attacks for 20% Weapon Damage. Triggers once per ally.
 
  +
|-
<br>
 
  +
|Strike for 70% weapon damage, consume 1 Combo Point to deal 30% weapon damage, and apply Combo Strike until your next turn.
  +
If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 20% weapon damage. Triggers once per ally.
  +
|Strike for 85% weapon damage, consume 1 Combo Point to deal 40% weapon damage, and apply Combo Strike until your next turn.
  +
If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 25% weapon damage. If your ally crits, you attack an additional time. Triggers once per ally.
  +
|Strike for 100% weapon damage, consume 1 Combo Point to deal 50% weapon damage, and apply Combo Strike until your next turn.
  +
If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 30% weapon damage. If your ally crits, you attack an additional time. Triggers once per ally.
  +
  +
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.
  +
|}
 
Combo Points are consumed to power abilities.
 
Combo Points are consumed to power abilities.
  +
<h5>Rank 2</h5>
 
  +
=== Flipkick ===
If the Cyberninja's ally critically hits, the Cyberninja attacks an additional time.
 
  +
200% weapon speed
<h5>Rank 3</h5>
 
  +
Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.
 
  +
Deals Physical damage
<h4>Flipkick</h4>
 
  +
Prerequisite: 3 Points spent in the Combination Ability Tree
 
  +
4 turn cooldown
<br>
 
  +
{| class="wikitable"
300 Time Units (200% Weapon Speed)
 
  +
!Rank 1
<br>
 
  +
!Rank 2
Deals Physical Damage
 
  +
!Rank 3
<br>
 
  +
|-
Cooldown: 4 Turns
 
  +
|Kick for 100% weapon damage, add 1 Combo Point to the target, and backflip away.
<br>
 
  +
If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 20%.
<h5>Rank 1</h5>
 
The Cyberninja kicks for 100% Weapon Damage, adds 1 Combo Point to the target, and backflips away.
+
|Kick for 125% weapon damage, add 1 to 2 Combo Points to the target, and backflip away.
  +
If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 30%.
<br>
 
  +
If the next character to act is the Cyberninja's ally, the Ninja flips over them in the timeline, reduces the cost of Flipkick to 5 Time Units, and boosts the damage dealt by 20%.
 
  +
If the next character to act is an enemy, Daze for 30% of the Time Unit value of your weapon and Flipkick has no cooldown.
<h5>Rank 2</h5>
 
  +
|Kick for 150% weapon damage, add 1 to 3 Combo Points to the target, and backflip away.
If the next character to act is the Cyberninja's enemy, the enemy is Dzed for 30% of the Time Unit value of the Cyberninja's weapon and Flipkick has no cooldown.
 
  +
If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 50%.
<h5>Rank 3</h5>
 
  +
Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.
 
  +
If the next character to act is an enemy, Daze for 30% of the Time Unit value of your weapon and Flipkick has no cooldown.
<h4>Ambush</h4>
 
  +
Prerequisite: 3 Points spent in Combination Ability Tree
 
  +
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.
<br>
 
  +
|}
<b>Passive Ability</b> - Always Active
 
  +
<br>
 
  +
=== Ambush ===
Deals Weapon (Physical) Damage
 
  +
PASSIVE abilities are always active.
<br>
 
  +
  +
Deals Weapon damage
  +
 
Requires Melee Weapon
 
Requires Melee Weapon
  +
{| class="wikitable"
<br>
 
<h5>Rank 1</h5>
+
!Rank 1
  +
!Rank 2
When the Cyberninja's ally dodges, the Cyberninja deals 20% Weapon Damage and adds 1 Combo point to the attacker. If the target is Blinded, the chance to critically hit is boosted 5%.
 
  +
!Rank 3
<br>
 
  +
|-
  +
|When an ally dodges, deal 20% weapon damage and add 1 Combo Point to the attacker. If the target is Blinded the crit chance is boosted 5%.
 
Ambush can trigger 3 times per turn.
 
Ambush can trigger 3 times per turn.
  +
|When an ally dodges, deal 25% weapon damage and add 1 Combo Point to the attacker. If the target is Blinded the crit chance is boosted 10%.
<h5>Rank 2</h5>
 
When triggered, the Cyberninja's Time Units are reduced by 10.
+
When triggered, reduce your Time Units by 10. Ambush can trigger 4 times per turn.
  +
|When an ally dodges, deal 30% weapon damage and add 1 Combo Point to the attacker. If the target is Blinded the crit chance is boosted 15%.
<h5>Rank 3</h5>
 
Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.
+
When triggered, reduce your Time Units by 15. Ambush can trigger 5 times per turn.
  +
<h4>Cyclone Kick</h4>
 
  +
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.
Prerequisite: 6 Points spent in Combination Ability Tree
 
  +
|}
<br>
 
  +
190 Time Units (125% Weapon Speed)
 
  +
=== Cyclone Kick ===
<br>
 
  +
125% weapon speed
Deals Physical Damage
 
  +
Cooldown: 4 Turns
 
  +
Deals Physical damage
<h5>Rank 1</h5>
 
  +
The Cyberninja whirls around the battlefield, dealing 75% Weapon Damage to each enemy they pass in the timeline. Cyclone Kick cannot miss or be dodged, and enemies gain 2 Combo Points when attacked by the Cyberninja's allies. 1 Turn Duration.
 
  +
4 turn cooldown
<h5>Rank 2</h5>
 
  +
{| class="wikitable"
If a damaged enemy is afflicted by Burn, the Cyberninja fans the flames and spreads the effect to all enemies.
 
</h5>Rank 3</h5>
+
!Rank 1
  +
!Rank 2
Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.
 
  +
!Rank 3
<h4>Purging Blow</h4>
 
  +
|-
Prerequisite: 9 points spent in Combination Ability Tree
 
  +
|Whirl across the battlefield, dealing 75% weapon damage to each enemy you pass in the timeline. Cyclone Kick cannot miss or be dodged and damaged enemies gain 2 Combo Points when attacked by an ally. 1 turn duration.
45 Time Units (30% Weapon Speed)
 
  +
|Whirl across the battlefield, dealing 100% weapon damage to each enemy you pass in the timeline. Cyclone Kick cannot miss or be dodged and damaged enemies gain 2 Combo Points when attacked by an ally. 1 turn duration.
<br>
 
  +
If a damaged enemy is afflicted by Burn, fan the flames and spread the effect to all enemies.
Deals Physical Damage
 
  +
|Whirl across the battlefield, dealing 125% weapon damage to each enemy you pass in the timeline. Cyclone Kick cannot miss or be dodged and damaged enemies gain 2 Combo Points when attacked by an ally. 1 turn duration.
<br>
 
  +
If a damaged enemy is afflicted by Burn, fan the flames and spread the effect to all enemies.
Cooldown: 3 Turns
 
  +
<h5>Rank 1</h5>
 
  +
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.
The Cyberninja consumes 3 Combo Points to deal 30% Weapon Damage and Purge 2 buff effects from their target.
 
  +
|}
<h5>Rank 2</h5>
 
  +
For each buff purged, the Cyberninja gains Haste, reducing the cost of their next action by 15% the Time unit value of their weapon.
 
  +
=== Purgin Blow ===
<h5>Rank 3</h5>
 
  +
30% weapon speed
If a buff is purged, the target gains Setup. Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.
 
  +
<h4>Ricochet</h4>
 
  +
Deals Physical damage
Prerequisite: 9 Points spent in Combination Ability Tree
 
  +
<br>
 
  +
3 turn cooldown
75 Time Units (50% Weapon Speed)
 
  +
{| class="wikitable"
<br>
 
  +
!Rank 1
Deals Physical Damage
 
  +
!Rank 2
<br>
 
  +
!Rank 3
Cooldown: 5 Turns
 
  +
|-
<h5>Rank 1</h5>
 
  +
|Consume 3 Combo Points to deal 30% weapon damage and purge 2 buff effects from the target.
The Cyberninja bounces off the next target in the timeline to Daze them for 30% of the Time Unit value of their weapon, and they deal an additional 50% Weapon Damage for each Combo Point.
 
  +
|Consume 2 Combo Points to deal 40% weapon damage and purge 3 buff effects from the target. For each buff purged, gain Haste, reducing the cost of your next action by 20% of the Time Unit value of your weapon.
<br>
 
  +
|Consume 1 Combo Point to deal 50% weapon damage and purge 4 buff effects from the target. For each buff purged, gain Haste, reducing the cost of your next action by 25% of the Time Unit value of your weapon and add a stack of Setup.
Ricochet does not consume Combo Points.
 
  +
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.
<h5>Rank 2</h5>
 
  +
|}
Critical hits against the Cyberninja's enemies afflicted by Shock deal 15% Weapon Damage to adjacent enemies.
 
  +
<h5>Rank 3</h5>
 
  +
=== Richochet ===
Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.
 
  +
50/25/25% weapon speed
<h4>Takedown</h4>
 
  +
Prerequisite: 12 Points spent in Combination Ability Tree
 
  +
Deals Physical damage
<br>
 
  +
210 Time Units (150% Weapon Speed)
 
  +
5 turn cooldown
<br>
 
  +
{| class="wikitable"
Deals Physical Damage
 
  +
!Rank 1
<br>
 
  +
!Rank 2
Cooldown: 5 Turns
 
<h5>Rank 1</h5>
+
!Rank 3
  +
|-
The Cyberninja consumes all Combo Points on all Targets to strike once for each Point. Each strike deals 50% Weapon Damage, boosted 30% for each stack of Setup.
 
  +
|Bounce off the next target in the timeline to Daze for 30% of the Time Unit value of your weapon and deal 50% weapon damage for each Combo Point.
<br>
 
  +
|Bounce off the next target in the timeline to Daze for 50% of the Time Unit value of your weapon and deal 65% weapon damage for each Combo Point.
  +
Critical hits against enemies afflicted by Shock deal 15% weapon damage to adjacent targets.
  +
|Bounce off the next target in the timeline to Daze for 100% of the Time Unit value of your weapon and deal 75% weapon damage for each Combo Point.
  +
Critical hits against enemies afflicted by Shock deal 30% weapon damage to adjacent targets.
  +
  +
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.
  +
|}
  +
Richochet does not consume Combo Points.
  +
  +
=== Skill Name ===
  +
150/100/50% weapon speed
  +
  +
Deals Physical damage
  +
  +
5 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Consume all Combo Points on all targets to strike 1 time for each point. Each strike deals 50% weapon damage boosted 30% for each stack of Setup.
  +
|Consume all Combo Points on all targets to strike 1 time for each point. Each strike deals 50% weapon damage boosted 60% for each stack of Setup and reduces elemental resistances 3% for 2 turns.
  +
|Consume all Combo Points on all targets to strike 1 time for each point. Each Combo Point makes a target Vulnerable, boosting damage taken 4$ per point until the end of their turn.
  +
Each strike deals 50% weapon damage boosted 100% for each stack of Setup and reduces elemental resistances 5% for 3 turns.
  +
|}
 
Consumes all stacks of Setup on the target.
 
Consumes all stacks of Setup on the target.
  +
<h5>Rank 2</h5>
 
  +
== Assassination ==
Each strike from Takedown reduces the target's elemental resistances by 3% for 2 turns.
 
  +
<h5>Rank 3</h5>
 
  +
=== Kougeki ===
Each Combo Point on the target makes them Vulnerable, boosting their damage taken by 4% per point until the end of their turn.
 
  +
100% weapon speed
<h3>Assassination</h3>
 
  +
<h4>Kougeki</h4>
 
  +
Deals Weapon damage
Prerequisite: N/A; Available at start
 
  +
<br>
 
150 Time Units (100% Weapon Speed)
 
<br>
 
Deals Weapon (Physical) Damage
 
<br>
 
 
Requires Melee Weapon
 
Requires Melee Weapon
  +
<br>
 
  +
3 turn cooldown
Cooldown: 3 Turns
 
  +
{| class="wikitable"
<br>
 
<h5>Rank 1</h5>
+
!Rank 1
  +
!Rank 2
Consume all Combat Points to deal 100% Weapon Damage plus 3 / 5 / 6 / 10 / 17 % Weapon Damage per Combo point.
 
  +
!Rank 3
<br>
 
  +
|-
<b>Light Melee</b>: Strike adds 2 Combo Points to the target and reduces Time Unit Cost of Strike by 5%.
 
  +
|ACTIVE: Consume all Combo Points to deal 100% weapon damage plus 3/5/6/10/17% per point.
<br>
 
  +
<b>Paired Melee</b>: Strike adds 0 - 3 Combo Points.
 
  +
<br>
 
<b>Heavy Melee</b>: Strike adds 3 Combo points and boosts Critical Hit Chance of Strike by 5%.
+
Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 5%.
  +
<br>
 
  +
Paired Melee: Strike adds 0 to 3 Combo Points.
  +
  +
Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 5%.
  +
|ACTIVE: Consume all Combo Points to pierce armor and deal 100% weapon damage plus 3/6/9/16/24% per point.
  +
  +
  +
Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 7%.
  +
  +
Paired Melee: Strike adds 0 to 4 Combo Points.
  +
  +
Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 10%.
  +
|ACTIVE: Consume all Combo Points to pierce armor and deal 100% weapon damage plus 5/9/12/20/33% per point.
  +
  +
  +
Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 10%.
  +
  +
Paired Melee: Strike adds 0 to 5 Combo Points.
  +
  +
Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 15%.
  +
  +
  +
Death Note: Crits from this ability add a chance for your crits to instantly kill enemies.
  +
|}
 
Combo Points are consumed to power abilities.
 
Combo Points are consumed to power abilities.
  +
<h5>Rank 2</h5>
 
  +
=== Expose Weakness ===
Kougeki pierces Armor.
 
  +
25% weapon speed
<h5>Rank 3</h5>
 
  +
On a Critical Hit: Kougeki applies a Death Note, granting a chance for Critical Hits to result in instant kills.
 
  +
Deals Weapon damage
  +
  +
Requires Melee Weapon
  +
  +
5 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Deal 70% weapon damage and make the target Vulnerable, boosting damage taken 3% per Combo Point until the end of their turn.
  +
  +
  +
Light Melee: Reduce target dodge 10% for 1 turn.
  +
  +
Paired Melee: 30% chance to Shock the target, reducing Energy resistance 10% for 3 turns.
  +
  +
Heavy Melee: Boost chance to deal critical damage to the target 5% for 1 turn.
  +
|Deal 85% weapon damage and make the target Vulnerable, boosting damage taken 4% per Combo Point until the end of their turn.
  +
  +
  +
Light Melee: Reduce target dodge 20% for 1 turn.
  +
  +
Paired Melee: 60% chance to Shock the target, reducing Energy resistance 10% for 3 turns.
  +
  +
Heavy Melee: Boost chance to deal critical damage to the target 10% for 1 turn.
  +
  +
  +
Vulnerability cannot miss or be dodged.
  +
|Deal 100% weapon damage and make the target Vulnerable, boosting damage taken 5% per Combo Point until the end of their turn.
  +
  +
  +
Light Melee: Reduce target dodge 30% for 1 turn.
  +
  +
Paired Melee: 90% chance to Shock the target, reducing Energy resistance 10% for 3 turns.
  +
  +
Heavy Melee: Boost chance to deal critical damage to the target 15% for 1 turn.
  +
  +
  +
Vulnerability cannot miss or be dodged and on crit, apply Death Note, granting a chance for your crits to instantly kill enemies.
  +
|}
  +
  +
=== Deadly Focus ===
  +
PASSIVE abilities are always active.
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|On crit, 30% chance to add 1 Combo Point.
  +
  +
  +
Light Melee: On crit, boost dodge 5% for 1 turn.
  +
  +
Paired Melee: On miss, boost hit 5% for 1 turn.
  +
  +
Heavy Melee: In combat, boost crit chance 5%.
  +
|On crit, 60% chance to add 1 Combo Point. Critical hit damage is boosted 30%.
  +
  +
  +
Light Melee: On crit, boost dodge 10% for 1 turn.
  +
  +
Paired Melee: On miss, boost hit 7% for 1 turn.
  +
  +
Heavy Melee: In combat, boost crit chance 7%.
  +
|Critical hits add 1 Combo Point, boost damage 10% for 1 turn, and critical hit damage is boosted 30%.
  +
  +
  +
Light Melee: On crit, boost dodge 15% for 1 turn.
  +
  +
Paired Melee: On miss, boost hit 10% for 1 turn.
  +
  +
Heavy Melee: In combat, boost crit chance 10%.
  +
|}
  +
  +
=== Flurry ===
  +
30% weapon speed
  +
  +
Deals Weapon damage
  +
  +
Requires Melee Weapon
  +
  +
3 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Consume all Combo Points to attack the target once per point. Each attack deals 50% weapon damage plus 2/3/5/8/12% per point.
  +
|Consume all Combo Points to attack the target once per point. Each attack deals 50% weapon damage plus 3/5/6/10/17% per point.
  +
Each attack boosts crit chance of the next 5%.
  +
|Consume all Combo Points to attack the target once per point. Each attack deals 50% weapon damage plus 3/5/8/13/30% per point.
  +
Each attack boosts crit chance of the next 5% and if used with 5 Combo Points, the final attack adds a Death Note, granting a chance for your crits to instantly kill enemies.
  +
|}
  +
Time Unit cost increases 30% per Combo Point.
  +
  +
=== Marked for Death ===
  +
30% weapon speed
  +
  +
Deals Weapon damage
  +
  +
Requires Melee Weapon
  +
  +
8 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Deal 30% weapon damage and mark the target for death, boosting crit and hit chance of your attacks against them 10% for 2 turns.
  +
If the target takes an action that places them before you in the timeline, immediately move in front of them to act first.
  +
|Deal 40% weapon damage and mark the target for death, boosting crit and hit chance of your attacks against them 15% for 3 turns.
  +
If the target takes an action that places them before you in the timeline, add a Death Note and immediately move in front of them to act first.
  +
|Deal 50% weapon damage and mark the target for death, doubling their Death Note stacks and boosting crit and hit chance of your attacks against them 20% for 4 turns.
  +
If the target takes an action that places them before you in the timeline, add a Death Note and immediately move in front of them to act first. On use, double the Death Notes on the target.
  +
|}
  +
  +
=== Nanite Toxin ===
  +
30% weapon speed
  +
  +
Deals Nanite damage
  +
  +
5 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Fling a dart for 30% weapon damage and infect the target with Nanite Toxin for 3 turns.
  +
Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point, and the duration increases 1 turn or damage increases 1%.
  +
  +
Nanite Toxin cannot miss or be dodged.
  +
|Fling a dart for 40% weapon damage and infect the target with Nanite Toxin for 4 turns.
  +
Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point, and the duration increases 1 turn or damage increases 1%.
  +
  +
Nanite Toxin cannot miss or be dodged and targets that die under the effects of Nanite Tozin spread their unused points to random targets.
  +
|Fling a dart for 50% weapon damage and infect the target with Nanite Toxin for 5 turns.
  +
Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point and a Death Note, and the duration increases 1 turn or damage increases 1%.
  +
  +
Nanite Toxin cannot miss or be dodged and targets that die under the effects of Nanite Tozin spread their unused points to random targets.
  +
|}
  +
  +
=== Assassinate ===
  +
100% weapon speed
  +
  +
Deals Weapon damage
  +
  +
Requires Melee Weapon
  +
  +
7 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Strike from the shadows with an armor-piercing attack for 100% weapon damage plus 10/20/31/50/80% per point.
  +
If the target is below 20% health, Assassinate cannot miss or be dodged.
  +
|Strike from the shadows with an armor-piercing attack for 125% weapon damage plus 13/25/38/63/100% per point. Applying Death Notes adds charges to Assassinate, boosting damage 5% per charge.
  +
If the target is below 25% health, Assassinate cannot miss or be dodged.
  +
|Strike from the shadows with an armor-piercing attack for 150% weapon damage plus 16/31/45/75/121% per point. Applying Death Notes adds charges to Assassinate, boosting damage 10% per charge.
  +
If the target is below 30% health, Assassinate cannot miss or be dodged and deals 2x damage.
  +
|}
  +
  +
== Deception ==
  +
  +
=== Vanish ===
  +
50% weapon speed
  +
  +
Requires Non-Heavy Weapon
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Slip into the shadows to gain Stealth for 1 turn, add 1 Combo Point to the target, and boost damage of your next attack 30%.
  +
In Stealth: Consumes all Combo Points to Stalk the target, boost damage of your next attack on them 20% per Combo Point, and refresh Stealth.
  +
|Slip into the shadows to gain Stealth for 1 turn, add 2 Combo Points to the target, and boost damage of your next attack 60%.
  +
In Stealth: Consumes all Combo Points to Stalk the target, moving in front of them in the timeline, boost damage of your next attack on them 35% per Combo Point, and refresh Stealth.
  +
|Slip into the shadows to gain Stealth for 1 turn, add 3 Combo Points to the target, and boost damage of your next attack 100%.
  +
In Stealth: Consumes all Combo Points to Stalk the target, moving in front of them in the timeline, boost damage of your next attack on them 50% per Combo Point, and refresh Stealth. When you damage a stalked target, Stun them for 200 Time Units.
  +
|}
  +
Combo Points are consumed to power abilities.
  +
  +
=== Falling Rain ===
  +
200% weapon speed
  +
  +
Deals Weapon damage
  +
  +
Requires Non-Heavy Weapon
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Consume all Combo Points on all targets to attack once per point for 20% weapon damage.
  +
In Stealth: Boost damage of Falling Rain 30%.
  +
|Consume all Combo Points on all targets to attack once per point for 25% weapon damage.
  +
Damaged targets are Soaked, causing them to suffer 30% weapon damage if hit with a Shock effect.
  +
  +
In Stealth: Boost damage of Falling Rain 40%.
  +
|Consume all Combo Points on all targets to attack once per point for 30% weapon damage.
  +
Damaged targets are Soaked, causing them to suffer 50% weapon damage and be Dazed for 25 Time Units if hit with a Shock effect.
  +
  +
In Stealth: Boost damage of Falling Rain 50%.
  +
|}
  +
  +
=== Dash ===
  +
100% weapon speed
  +
  +
Deals Weapon damage
  +
  +
Requires Non-Heavy Weapon
  +
  +
2 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Attack up to 3 random targets, dividing 150% weapon damage between them and adding 1 to 2 Combo Points to each damaged target.
  +
In Stealth: Boost dodge by 15% for 1 turn.
  +
|Attack up to 4 random targets, dividing 175% weapon damage between them and adding 1 to 2 Combo Points to each damaged target.
  +
Damaged targets have a 10% chance per Combo Point to be Shocked, reducing Energy resistance 10% for 3 turns.
  +
  +
In Stealth: Boost dodge by 20% for 1 turn.
  +
|Attack up to 5 random targets, dividing 200% weapon damage between them and adding 1 to 2 Combo Points to each damaged target.
  +
Damaged targets have a 20% chance per Combo Point to be Shocked, reducing Energy resistance 10% for 3 turns.
  +
  +
When Dash ends, gain Haste, reducing the cost of your next action by 25 Time Units for each damaged enemy.
  +
  +
In Stealth: Boost dodge by 30% for 1 turn.
  +
|}
  +
  +
=== Rolling Thunder ===
  +
PASSIVE abilities are always active.
  +
  +
Deals Energy damage
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Damaging a target boosts your crit chance 1% until the end of your turn. This effect can stack up to 33%.
  +
|Damaging a target boosts your crit chance 2% until the end of your turn. This effect can stack up to 66%.
  +
Every 3rd crit against a Shocked target has a 15% chance to deal 30% weapon damage to adjacent targets.
  +
|Damaging a target boosts your crit chance 3% until the end of your turn. This effect can stack up to 99%.
  +
Every 3rd crit deals 100% bonus weapon damage and will Shock the target, reducing Energy resistance 10% for 3 turns.
  +
  +
Every 3rd crit against a Shocked target has a 30% chance to deal 30% weapon damage to adjacent targets.
  +
|}
  +
  +
=== Concealing Mist ===
  +
200% weapon speed
  +
  +
8 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|All allies gain the Concealing Mist effect, boosting dodge chance 60% for 5 turns. When an ally with Concealing Mist dodges, the boost is reduced 10% for all allies and the attacker gains a Combo Point.
  +
When dodge boost is reduced to 0, the effect ends.
  +
  +
In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 5.
  +
|All allies gain the Concealing Mist effect, boosting dodge chance 75% for 5 turns. When an ally with Concealing Mist dodges, the boost is reduced 13% for all allies and the attacker gains a Combo Point.
  +
When dodge boost is reduced to 0, the effect ends. You gain Stealth when activating Concealing Mist.
  +
  +
In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 10.
  +
|All allies gain the Concealing Mist effect, boosting dodge chance 90% for 5 turns. When an ally with Concealing Mist dodges, they heal for 3% of their max health, the boost is reduced 15% for all allies and the attacker gains a Combo Point.
  +
When dodge boost is reduced to 0, the effect ends. You gain Stealth when activating Concealing Mist.
  +
  +
In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 15.
  +
|}
  +
  +
=== Eye of the Storm ===
  +
200% weapon speed
  +
  +
Deals Weapon damage
  +
  +
Requires Non-Heavy Weapon
  +
  +
5 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Target an enemy and attack all other enemies for 50% weapon damage each. If a damaged enemy has a Combo Point, deal 30% weapon damage and transfer 1 Combo Point to the primary target.
  +
In Stealth: Reduce the dodge chance of the primary target 20% for 1 turn.
  +
|Target an enemy and attack all other enemies for 75% weapon damage each. If a damaged enemy has a Combo Point, deal 40% weapon damage and transfer 1 Combo Point to the primary target.
  +
Daze damaged targets for 50 Time Units.
  +
  +
In Stealth: Reduce the dodge chance of the primary target 35% for 1 turn.
  +
|Target an enemy and attack all other enemies for 100% weapon damage each. If a damaged enemy has a Combo Point, deal 50% weapon damage and transfer 1 Combo Point to the primary target.
  +
Enemies adjacent to the primary target suffer 50% weapon damage with a bonus 30% crit chance and Daze damaged targets for 50 Time Units.
  +
  +
In Stealth: Reduce the dodge chance of the primary target 50% for 1 turn.
  +
|}
  +
  +
=== Shadowfall ===
  +
200% weapon speed
  +
  +
Deals Weapon damage
  +
  +
Requires Non-Heavy Weapon
  +
  +
10 turn cooldown
  +
{| class="wikitable"
  +
!Rank 1
  +
!Rank 2
  +
!Rank 3
  +
|-
  +
|Consume 1 Combo Point on all targets to Blind them, reducing hit chance 5% for 3 turns.
  +
You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 4. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 100% weapon damage.
  +
  +
In Stealth: On use, add 1 Combo Point to all foes.
  +
|Consume up to 2 Combo Points on all targets to Blind them once per point, reducing hit chance 5% for 3 turns.
  +
You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 5. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 125% weapon damage.
  +
  +
Attacks from Shadowfall cannot miss and will Blind the target.
  +
  +
In Stealth: On use, add 1 Combo Point to all foes.
  +
|Consume up to 3 Combo Points on all targets to Blind them once per point, reducing hit chance 5% for 3 turns.
  +
You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 3. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 150% weapon damage.
  +
  +
Attacks from Shadowfall cannot miss and will Blind the target.
  +
  +
In Stealth: On use, add 1 Combo Point to all foes.
  +
|}
  +
When all stacks are lost, Shadowfall fades.
  +
 
[[Category:Classes]]
 
[[Category:Classes]]

Latest revision as of 23:06, 9 January 2019

"When you need a tough target taken down with brutal efficiency, you need a Cyberninja. Hailing from their homeship, The Yokai, they occasionally join crawler crews, pursuing their own mysterious agendas." - Home Page Character Blurb
Looking for another Class?

Cyber ninja


The Cyber Ninja is a trained killing machine, dispatching foes with deadly efficiency. As primarily melee combatants, they focus on delivering swift and deadly punishment to both individuals and groups of enemies. While exploring, they are invaluable in situations that require subterfuge and cunning.

Backstory[ | ]

Based on what the player chooses, there are a number of possibilities and backgrounds for the Cyberninja.

Childhood[ | ]

Outlander[ | ]

Born far from the Yokai in the slums of Luna II, the Cyberninja was raised on the stories and culture of their people. Unable to find implants to undergo ritual modification, they taught themselves and constructed their own. This background grants Street Code.

Clan Tao[ | ]

Child of a ruling clan on the Yokai, the Cyberninja's upbringing was steeped in the martial, cybernetic, and spiritual arts of their people. Though they wanted for nothing, they always dreamed of something more... This background grants Formal Education.

Clan Megeta[ | ]

Cursed with the stigma that the descendants of their clan are "untouchable," the Cyberninja's family strugged to raise them in the Yokai tradition. Unable to afford quality implants, they settled for what they could steal. This background grants Fringe Culture.

Adulthood[ | ]

Chimera Soldier[ | ]

Rejecting the edict of their family to serve no master but the Yokai, the Cyberninja sought out Chimera BioPharma. The coredwellers balked at the Cyberninja's demeanor and ways, but their skill with a blade was never questioned.
This background grants +5 Reputation with Chimera BioPharma, +5% Accuracy, & +3% Damage.

Jiyin Biotech Soldier[ | ]

The Cyberninja sought permission from their family to join Jiyin Biotech and they begrudgingly acquiesced. Thrilled at the universe beyond the confines of the Yokai, the Cyberninja forged valuable alliances with Jiyin.
This background grants +5 Reputation with Jiyin Biotech, +5% Critical Hit chance, & +5% Dodge.

GalaxyMart Greeter[ | ]

Though somewhat misleading, the job title was appropriate. First through the hatch when raiding a corp, the Cyberninja soon learned how their employer could afford to undercut the competition so ruthlessly.
This background grants +5 Reputation with GalaxyMart, +2% Critical Hit chance, & +2% Damage.

Current Exploits (Now)[ | ]

Ascendant[ | ]

Returning to the Yokai to face the Trial of Ascendance, the Cyberninja was victorious. Earning the right to wield their family's ancestral blade and become master of their path, they sought their destiny in the Fringe.
This background grants a Rare Weapon & 100 Credits.

Failure[ | ]

Returning to the Yokai to face the Trial of Ascendance, the Cyberninja failed. Exiled until they regain honor or achieve death, they seek redemption in the Fringe.
This background grants a Rare Accessory.

Ronin[ | ]

The Cyberninja's experiences among the stars led them to reject the Trial of Ascendance and the Yokai. Banished by their clan, they liberated the family heirlooms on the way out. They serve who they wish.
This background grants a Rare Accessory & 25 Credits.

Abilities[ | ]

Cyberninjas add Combo Points to targets and then consume them to deal bonus damage, add status effects, or boost team defense.

Combination[ | ]

Combo Strike[ | ]

100% weapon speed

Deals Weapon damage

Requires Melee Weapon

Rank 1 Rank 2 Rank 3
Strike for 70% weapon damage, consume 1 Combo Point to deal 30% weapon damage, and apply Combo Strike until your next turn.

If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 20% weapon damage. Triggers once per ally.

Strike for 85% weapon damage, consume 1 Combo Point to deal 40% weapon damage, and apply Combo Strike until your next turn.

If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 25% weapon damage. If your ally crits, you attack an additional time. Triggers once per ally.

Strike for 100% weapon damage, consume 1 Combo Point to deal 50% weapon damage, and apply Combo Strike until your next turn.

If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 30% weapon damage. If your ally crits, you attack an additional time. Triggers once per ally.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Combo Points are consumed to power abilities.

Flipkick[ | ]

200% weapon speed

Deals Physical damage

4 turn cooldown

Rank 1 Rank 2 Rank 3
Kick for 100% weapon damage, add 1 Combo Point to the target, and backflip away.

If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 20%.

Kick for 125% weapon damage, add 1 to 2 Combo Points to the target, and backflip away.

If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 30%.

If the next character to act is an enemy, Daze for 30% of the Time Unit value of your weapon and Flipkick has no cooldown.

Kick for 150% weapon damage, add 1 to 3 Combo Points to the target, and backflip away.

If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 50%.

If the next character to act is an enemy, Daze for 30% of the Time Unit value of your weapon and Flipkick has no cooldown.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Ambush[ | ]

PASSIVE abilities are always active.

Deals Weapon damage

Requires Melee Weapon

Rank 1 Rank 2 Rank 3
When an ally dodges, deal 20% weapon damage and add 1 Combo Point to the attacker. If the target is Blinded the crit chance is boosted 5%.

Ambush can trigger 3 times per turn.

When an ally dodges, deal 25% weapon damage and add 1 Combo Point to the attacker. If the target is Blinded the crit chance is boosted 10%.

When triggered, reduce your Time Units by 10. Ambush can trigger 4 times per turn.

When an ally dodges, deal 30% weapon damage and add 1 Combo Point to the attacker. If the target is Blinded the crit chance is boosted 15%.

When triggered, reduce your Time Units by 15. Ambush can trigger 5 times per turn.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Cyclone Kick[ | ]

125% weapon speed

Deals Physical damage

4 turn cooldown

Rank 1 Rank 2 Rank 3
Whirl across the battlefield, dealing 75% weapon damage to each enemy you pass in the timeline. Cyclone Kick cannot miss or be dodged and damaged enemies gain 2 Combo Points when attacked by an ally. 1 turn duration. Whirl across the battlefield, dealing 100% weapon damage to each enemy you pass in the timeline. Cyclone Kick cannot miss or be dodged and damaged enemies gain 2 Combo Points when attacked by an ally. 1 turn duration.

If a damaged enemy is afflicted by Burn, fan the flames and spread the effect to all enemies.

Whirl across the battlefield, dealing 125% weapon damage to each enemy you pass in the timeline. Cyclone Kick cannot miss or be dodged and damaged enemies gain 2 Combo Points when attacked by an ally. 1 turn duration.

If a damaged enemy is afflicted by Burn, fan the flames and spread the effect to all enemies.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Purgin Blow[ | ]

30% weapon speed

Deals Physical damage

3 turn cooldown

Rank 1 Rank 2 Rank 3
Consume 3 Combo Points to deal 30% weapon damage and purge 2 buff effects from the target. Consume 2 Combo Points to deal 40% weapon damage and purge 3 buff effects from the target. For each buff purged, gain Haste, reducing the cost of your next action by 20% of the Time Unit value of your weapon. Consume 1 Combo Point to deal 50% weapon damage and purge 4 buff effects from the target. For each buff purged, gain Haste, reducing the cost of your next action by 25% of the Time Unit value of your weapon and add a stack of Setup.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Richochet[ | ]

50/25/25% weapon speed

Deals Physical damage

5 turn cooldown

Rank 1 Rank 2 Rank 3
Bounce off the next target in the timeline to Daze for 30% of the Time Unit value of your weapon and deal 50% weapon damage for each Combo Point. Bounce off the next target in the timeline to Daze for 50% of the Time Unit value of your weapon and deal 65% weapon damage for each Combo Point.

Critical hits against enemies afflicted by Shock deal 15% weapon damage to adjacent targets.

Bounce off the next target in the timeline to Daze for 100% of the Time Unit value of your weapon and deal 75% weapon damage for each Combo Point.

Critical hits against enemies afflicted by Shock deal 30% weapon damage to adjacent targets.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Richochet does not consume Combo Points.

Skill Name[ | ]

150/100/50% weapon speed

Deals Physical damage

5 turn cooldown

Rank 1 Rank 2 Rank 3
Consume all Combo Points on all targets to strike 1 time for each point. Each strike deals 50% weapon damage boosted 30% for each stack of Setup. Consume all Combo Points on all targets to strike 1 time for each point. Each strike deals 50% weapon damage boosted 60% for each stack of Setup and reduces elemental resistances 3% for 2 turns. Consume all Combo Points on all targets to strike 1 time for each point. Each Combo Point makes a target Vulnerable, boosting damage taken 4$ per point until the end of their turn.

Each strike deals 50% weapon damage boosted 100% for each stack of Setup and reduces elemental resistances 5% for 3 turns.

Consumes all stacks of Setup on the target.

Assassination[ | ]

Kougeki[ | ]

100% weapon speed

Deals Weapon damage

Requires Melee Weapon

3 turn cooldown

Rank 1 Rank 2 Rank 3
ACTIVE: Consume all Combo Points to deal 100% weapon damage plus 3/5/6/10/17% per point.


Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 5%.

Paired Melee: Strike adds 0 to 3 Combo Points.

Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 5%.

ACTIVE: Consume all Combo Points to pierce armor and deal 100% weapon damage plus 3/6/9/16/24% per point.


Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 7%.

Paired Melee: Strike adds 0 to 4 Combo Points.

Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 10%.

ACTIVE: Consume all Combo Points to pierce armor and deal 100% weapon damage plus 5/9/12/20/33% per point.


Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 10%.

Paired Melee: Strike adds 0 to 5 Combo Points.

Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 15%.


Death Note: Crits from this ability add a chance for your crits to instantly kill enemies.

Combo Points are consumed to power abilities.

Expose Weakness[ | ]

25% weapon speed

Deals Weapon damage

Requires Melee Weapon

5 turn cooldown

Rank 1 Rank 2 Rank 3
Deal 70% weapon damage and make the target Vulnerable, boosting damage taken 3% per Combo Point until the end of their turn.


Light Melee: Reduce target dodge 10% for 1 turn.

Paired Melee: 30% chance to Shock the target, reducing Energy resistance 10% for 3 turns.

Heavy Melee: Boost chance to deal critical damage to the target 5% for 1 turn.

Deal 85% weapon damage and make the target Vulnerable, boosting damage taken 4% per Combo Point until the end of their turn.


Light Melee: Reduce target dodge 20% for 1 turn.

Paired Melee: 60% chance to Shock the target, reducing Energy resistance 10% for 3 turns.

Heavy Melee: Boost chance to deal critical damage to the target 10% for 1 turn.


Vulnerability cannot miss or be dodged.

Deal 100% weapon damage and make the target Vulnerable, boosting damage taken 5% per Combo Point until the end of their turn.


Light Melee: Reduce target dodge 30% for 1 turn.

Paired Melee: 90% chance to Shock the target, reducing Energy resistance 10% for 3 turns.

Heavy Melee: Boost chance to deal critical damage to the target 15% for 1 turn.


Vulnerability cannot miss or be dodged and on crit, apply Death Note, granting a chance for your crits to instantly kill enemies.

Deadly Focus[ | ]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
On crit, 30% chance to add 1 Combo Point.


Light Melee: On crit, boost dodge 5% for 1 turn.

Paired Melee: On miss, boost hit 5% for 1 turn.

Heavy Melee: In combat, boost crit chance 5%.

On crit, 60% chance to add 1 Combo Point. Critical hit damage is boosted 30%.


Light Melee: On crit, boost dodge 10% for 1 turn.

Paired Melee: On miss, boost hit 7% for 1 turn.

Heavy Melee: In combat, boost crit chance 7%.

Critical hits add 1 Combo Point, boost damage 10% for 1 turn, and critical hit damage is boosted 30%.


Light Melee: On crit, boost dodge 15% for 1 turn.

Paired Melee: On miss, boost hit 10% for 1 turn.

Heavy Melee: In combat, boost crit chance 10%.

Flurry[ | ]

30% weapon speed

Deals Weapon damage

Requires Melee Weapon

3 turn cooldown

Rank 1 Rank 2 Rank 3
Consume all Combo Points to attack the target once per point. Each attack deals 50% weapon damage plus 2/3/5/8/12% per point. Consume all Combo Points to attack the target once per point. Each attack deals 50% weapon damage plus 3/5/6/10/17% per point.

Each attack boosts crit chance of the next 5%.

Consume all Combo Points to attack the target once per point. Each attack deals 50% weapon damage plus 3/5/8/13/30% per point.

Each attack boosts crit chance of the next 5% and if used with 5 Combo Points, the final attack adds a Death Note, granting a chance for your crits to instantly kill enemies.

Time Unit cost increases 30% per Combo Point.

Marked for Death[ | ]

30% weapon speed

Deals Weapon damage

Requires Melee Weapon

8 turn cooldown

Rank 1 Rank 2 Rank 3
Deal 30% weapon damage and mark the target for death, boosting crit and hit chance of your attacks against them 10% for 2 turns.

If the target takes an action that places them before you in the timeline, immediately move in front of them to act first.

Deal 40% weapon damage and mark the target for death, boosting crit and hit chance of your attacks against them 15% for 3 turns.

If the target takes an action that places them before you in the timeline, add a Death Note and immediately move in front of them to act first.

Deal 50% weapon damage and mark the target for death, doubling their Death Note stacks and boosting crit and hit chance of your attacks against them 20% for 4 turns.

If the target takes an action that places them before you in the timeline, add a Death Note and immediately move in front of them to act first. On use, double the Death Notes on the target.

Nanite Toxin[ | ]

30% weapon speed

Deals Nanite damage

5 turn cooldown

Rank 1 Rank 2 Rank 3
Fling a dart for 30% weapon damage and infect the target with Nanite Toxin for 3 turns.

Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point, and the duration increases 1 turn or damage increases 1%.

Nanite Toxin cannot miss or be dodged.

Fling a dart for 40% weapon damage and infect the target with Nanite Toxin for 4 turns.

Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point, and the duration increases 1 turn or damage increases 1%.

Nanite Toxin cannot miss or be dodged and targets that die under the effects of Nanite Tozin spread their unused points to random targets.

Fling a dart for 50% weapon damage and infect the target with Nanite Toxin for 5 turns.

Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point and a Death Note, and the duration increases 1 turn or damage increases 1%.

Nanite Toxin cannot miss or be dodged and targets that die under the effects of Nanite Tozin spread their unused points to random targets.

Assassinate[ | ]

100% weapon speed

Deals Weapon damage

Requires Melee Weapon

7 turn cooldown

Rank 1 Rank 2 Rank 3
Strike from the shadows with an armor-piercing attack for 100% weapon damage plus 10/20/31/50/80% per point.

If the target is below 20% health, Assassinate cannot miss or be dodged.

Strike from the shadows with an armor-piercing attack for 125% weapon damage plus 13/25/38/63/100% per point. Applying Death Notes adds charges to Assassinate, boosting damage 5% per charge.

If the target is below 25% health, Assassinate cannot miss or be dodged.

Strike from the shadows with an armor-piercing attack for 150% weapon damage plus 16/31/45/75/121% per point. Applying Death Notes adds charges to Assassinate, boosting damage 10% per charge.

If the target is below 30% health, Assassinate cannot miss or be dodged and deals 2x damage.

Deception[ | ]

Vanish[ | ]

50% weapon speed

Requires Non-Heavy Weapon

Rank 1 Rank 2 Rank 3
Slip into the shadows to gain Stealth for 1 turn, add 1 Combo Point to the target, and boost damage of your next attack 30%.

In Stealth: Consumes all Combo Points to Stalk the target, boost damage of your next attack on them 20% per Combo Point, and refresh Stealth.

Slip into the shadows to gain Stealth for 1 turn, add 2 Combo Points to the target, and boost damage of your next attack 60%.

In Stealth: Consumes all Combo Points to Stalk the target, moving in front of them in the timeline, boost damage of your next attack on them 35% per Combo Point, and refresh Stealth.

Slip into the shadows to gain Stealth for 1 turn, add 3 Combo Points to the target, and boost damage of your next attack 100%.

In Stealth: Consumes all Combo Points to Stalk the target, moving in front of them in the timeline, boost damage of your next attack on them 50% per Combo Point, and refresh Stealth. When you damage a stalked target, Stun them for 200 Time Units.

Combo Points are consumed to power abilities.

Falling Rain[ | ]

200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

Rank 1 Rank 2 Rank 3
Consume all Combo Points on all targets to attack once per point for 20% weapon damage.

In Stealth: Boost damage of Falling Rain 30%.

Consume all Combo Points on all targets to attack once per point for 25% weapon damage.

Damaged targets are Soaked, causing them to suffer 30% weapon damage if hit with a Shock effect.

In Stealth: Boost damage of Falling Rain 40%.

Consume all Combo Points on all targets to attack once per point for 30% weapon damage.

Damaged targets are Soaked, causing them to suffer 50% weapon damage and be Dazed for 25 Time Units if hit with a Shock effect.

In Stealth: Boost damage of Falling Rain 50%.

Dash[ | ]

100% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

2 turn cooldown

Rank 1 Rank 2 Rank 3
Attack up to 3 random targets, dividing 150% weapon damage between them and adding 1 to 2 Combo Points to each damaged target.

In Stealth: Boost dodge by 15% for 1 turn.

Attack up to 4 random targets, dividing 175% weapon damage between them and adding 1 to 2 Combo Points to each damaged target.

Damaged targets have a 10% chance per Combo Point to be Shocked, reducing Energy resistance 10% for 3 turns.

In Stealth: Boost dodge by 20% for 1 turn.

Attack up to 5 random targets, dividing 200% weapon damage between them and adding 1 to 2 Combo Points to each damaged target.

Damaged targets have a 20% chance per Combo Point to be Shocked, reducing Energy resistance 10% for 3 turns.

When Dash ends, gain Haste, reducing the cost of your next action by 25 Time Units for each damaged enemy.

In Stealth: Boost dodge by 30% for 1 turn.

Rolling Thunder[ | ]

PASSIVE abilities are always active.

Deals Energy damage

Rank 1 Rank 2 Rank 3
Damaging a target boosts your crit chance 1% until the end of your turn. This effect can stack up to 33%. Damaging a target boosts your crit chance 2% until the end of your turn. This effect can stack up to 66%.

Every 3rd crit against a Shocked target has a 15% chance to deal 30% weapon damage to adjacent targets.

Damaging a target boosts your crit chance 3% until the end of your turn. This effect can stack up to 99%.

Every 3rd crit deals 100% bonus weapon damage and will Shock the target, reducing Energy resistance 10% for 3 turns.

Every 3rd crit against a Shocked target has a 30% chance to deal 30% weapon damage to adjacent targets.

Concealing Mist[ | ]

200% weapon speed

8 turn cooldown

Rank 1 Rank 2 Rank 3
All allies gain the Concealing Mist effect, boosting dodge chance 60% for 5 turns. When an ally with Concealing Mist dodges, the boost is reduced 10% for all allies and the attacker gains a Combo Point.

When dodge boost is reduced to 0, the effect ends.

In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 5.

All allies gain the Concealing Mist effect, boosting dodge chance 75% for 5 turns. When an ally with Concealing Mist dodges, the boost is reduced 13% for all allies and the attacker gains a Combo Point.

When dodge boost is reduced to 0, the effect ends. You gain Stealth when activating Concealing Mist.

In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 10.

All allies gain the Concealing Mist effect, boosting dodge chance 90% for 5 turns. When an ally with Concealing Mist dodges, they heal for 3% of their max health, the boost is reduced 15% for all allies and the attacker gains a Combo Point.

When dodge boost is reduced to 0, the effect ends. You gain Stealth when activating Concealing Mist.

In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 15.

Eye of the Storm[ | ]

200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

5 turn cooldown

Rank 1 Rank 2 Rank 3
Target an enemy and attack all other enemies for 50% weapon damage each. If a damaged enemy has a Combo Point, deal 30% weapon damage and transfer 1 Combo Point to the primary target.

In Stealth: Reduce the dodge chance of the primary target 20% for 1 turn.

Target an enemy and attack all other enemies for 75% weapon damage each. If a damaged enemy has a Combo Point, deal 40% weapon damage and transfer 1 Combo Point to the primary target.

Daze damaged targets for 50 Time Units.

In Stealth: Reduce the dodge chance of the primary target 35% for 1 turn.

Target an enemy and attack all other enemies for 100% weapon damage each. If a damaged enemy has a Combo Point, deal 50% weapon damage and transfer 1 Combo Point to the primary target.

Enemies adjacent to the primary target suffer 50% weapon damage with a bonus 30% crit chance and Daze damaged targets for 50 Time Units.

In Stealth: Reduce the dodge chance of the primary target 50% for 1 turn.

Shadowfall[ | ]

200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

10 turn cooldown

Rank 1 Rank 2 Rank 3
Consume 1 Combo Point on all targets to Blind them, reducing hit chance 5% for 3 turns.

You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 4. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 100% weapon damage.

In Stealth: On use, add 1 Combo Point to all foes.

Consume up to 2 Combo Points on all targets to Blind them once per point, reducing hit chance 5% for 3 turns.

You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 5. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 125% weapon damage.

Attacks from Shadowfall cannot miss and will Blind the target.

In Stealth: On use, add 1 Combo Point to all foes.

Consume up to 3 Combo Points on all targets to Blind them once per point, reducing hit chance 5% for 3 turns.

You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 3. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 150% weapon damage.

Attacks from Shadowfall cannot miss and will Blind the target.

In Stealth: On use, add 1 Combo Point to all foes.

When all stacks are lost, Shadowfall fades.