Debuff effects from enemies (i.e. not self-applied) are reduced by 2 layers on application.
Static
Applies [1] layer of Paralysis when an enemy initiates contact.
Sturdy
The user endures a KO'ing blow at 1 HP and gains (10 + ×0.5 Level) Armor. The user can only do this once by default and must Restore to be able to do it again.
Filter
Super Effective attacks against the user deal +25% instead of +50%, and Ultra Effective attacks against the user deal +50% instead of +100%.
Perks
Defender's Kit
8
User gains access to the moves Cosmic Power, Amnesia, Iron Defense, Minimize, and Spiky Shield and the abilities Sturdy, Clear Body, and Filter. The user can only hotkey one of these moves at a time.
Healthy Start
1
For each FP invested in this Perk, the user starts battle with ×0.5 Level HP (rounding up) above their max. This HP does not count against healing cap and cannot in total exceed 150% the user's max HP.
Cadence
6
If an enemy attack struck the user on the
prior enemy phase, they may gain +1 to two
stats of their choice at the start of their turn.
Hex Technician
7
Secondary effects on attacking moves
cost 3 less Tempo to apply.
Vanguard
7
The user gains ×0.2 Level Armor (rounding up) per
enemy within Field- range at the end of their turn.
Draw In
8
Enemies within Aura- range of the user move as if going through difficult terrain when moving away from the user.
Overdrive
9
The stamina penalty for using an unequipped move is reduced to 25% instead of 50%, and rounds the Stamina cost down instead of up for those moves.
Moves
Basic Attack
1
1
0
Everyone has this move. Cannot benefit from STAB in any way due to being a Typeless attack. Occupies the same casting slot as Basic Blast.
Basic Blast
1
1
0
Everyone has this move. Cannot benefit from STAB in any way due to being a Typeless attack. Occupies the same casting slot as Basic Attack.
Tackle
2
15
0
-
Cotton Spore
9
0
Decreases targets' Speed by -2. Grass types only suffer -1.
Heal Bell
5
0
Reduces harmful status effects by [1] layer each, or [2] layers of one status, for the user and up to 3 allies in range.
Trailblaze
5
20
0
User gains +1 Speed.
Bulk Up
5
0
User gains +1 Attack and Defense.
Cosmic Power
5
0
User gains +1 Defense and Resistance.
Amnesia
6
0
User gains +2 Resistance.
Iron Defense
6
0
User gains +2 Defense.
Minimize
6
0
User gains +2 Evasion.
Spiky Shield
15
0
Grants the user Armor equal to (20 + ×0.5 Level), rounding down. Enemies that make contact with the user while this Armor is active will suffer ×1 Level Direct Damage. This damage is not affected by positive modifiers whatsoever, including Effectiveness.
Considered a "shield" move. Does not stack with Armor gained from using other shield moves this turn. If the user cast a shield move on the previous turn, the Armor gained is cut in half.
Thunder Punch
7
32
0
9 Tempo: Paralyzed [2].
Fire Punch
7
32
0
9 Tempo: Burn [2].
Noah's Focus Punch
11
80
0
Has a +50% damage modifier. User spends an action to charge. On the following turn, the user can spend another action cost to strike or keep holding the charge. If the user took any damage since the start of the previous enemy phase, it strikes at -150% instead of +50%. Charging does not cost Stamina.
Using a perk or other external ability to bypass the charge will instead evaluate the previous enemy phase for if the user took any damage. If it is turn 1, the move strikes at -150% instead of +50%.
Power-Up Punch
4
15
0
User gains +1 Attack.
Whaler's Punch
19
100
0
Has a +50% damage modifier. User spends an action to charge. On the following turn, the user can spend another action cost to strike or keep holding the charge. For every instance of damage taken by the user, the move's damage is reduced by -50%. Charging does not cost Stamina. Cannot be cast by bypassing the charge.