Anomaly Collapse

Anomaly Collapse

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Character Analysis
By jnguy4580
Reviews each character's traits and skills, and their strengths and weaknesses in certain areas.
   
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Introduction
After almost unlocking almost everything, save for that abnormality that requires 40 runs(which I've already done) to unlock, I think I'm fit to go ahead and write a guide on each of the different characters and what they have available to them.

I've used every single one of their class abnormalities, but some less than others. I have a particular fondness for offense over defense in most cases, so that's where my opinion lies.

One thing to note is that a lot of this guide features content which is unlocked through gameplay. See Glitch's starting set? Not much to talk about. Many characters are initially weak and require multiple runs to unlock things such as traits, abnormalities and stat boosts. This is a roguelike, after all. Basic info is easily found, but game knowledge and strategy is developed through experience.

Before we get started I will explain the unlockables of characters, and how skills work. If you already know about these things, then go ahead and skip to the next section.

This is Glitch's unlockables. All characters will start with a Basic Skill, Initial Trait, and an Initial Abnormality, provided you complete a specific event in Chapter 1.

The Basic Skill is pretty much their standard attack. They will always have it. The same goes for their Initial Trait, but it's a passive effect.

Class Abnormalities provide skills for use in combat, and can only be used by their owners. When starting a new run or recruiting a character, they can select any of their unlocked abnormalities to start with. All but the first one must be unlocked by killing enemies in the different chapters.
In Safehouses, sometimes a Research option is available, allowing you to upgrade a Class Abnormality, adding a star to them and boosting two different stats by 1 point each. The stats will be mentioned in their section later.
More Class Abnormalities can be obtained through the Arsenal option in Safehouses. You can pick just one for a specific party member. If obtained in Chapters 3 or 4, the abnormality will have 2-star rating.

Leader Traits affect the whole party, and only traits of the character who starts the run will be used. More traits will be unlocked by completing chapters with the leader, making every run with them easier than the last.

Level-up Traits are unlocked by completing certain tasks, which are specific to each character. Whenever a character levels up in a run, they will be granted a trait they've unlocked but don't already have. You may reroll this trait to get something else, but the new trait is locked in.

Stat Modifiers are basic increases to common stats and experience boosts. Extra abnormality slots can grant up to 4 passive abnormality slots and 1 active abnormality slots.
Both of these are permanent.


This is Short Charge, a skill from the Occam's Razor abnormality.
Aim Area is represented by black and orange squares, with the orange square representing the user's position. Squares with a thin border denote areas that cannot be targeted, and squares with a slightly thicker border and a faint small square within are for areas that can be targeted by the skill. As you can see, the user can only target enemies one or two tiles away with it.
Impact Area appears on some skills. In that case, the orange square for Impact Area represents the tile aimed at. Skills with an AoE impact will affect all enemies(or allies, depending on the skill) in the targeted area.

The description... describes what the skill does. Skills with the Basic attribute do not have a cooldown, but will increase their AP cost by 1 with each subsequent use in a turn.

The shapes on the bottom left represent the AP and MP costs. I'm sure you know what the both of them are.

The hourglass on the bottom right is cooldown. Using a skill with cooldown makes it unavailable to use for the listed number of turns. For example, using a skill with a 1-turn cooldown means you won't be able to use it again until the next turn.

With all that out of the way, let's start with the first character: Glitch.
Glitch (Traits)
Direct Indirect Tempo Mobility Support
The hero of the story, or at least the first character you get to use. He uses a stereotypical sword and gun combo. By the way, what is he supposed to be? He resembles a Red Fox but could easily be a Shiba Inu.

Glitch focuses on direct damage against single or multiple enemies, and is especially deadly when flanking. He initially starts out weak, but with enough upgrades, Glitch can become the strongest character in the game.

Multiple skills have the First Move condition attached, from those of Glitch and other characters. Note that simply moving won't invalidate First Move, but interacting with objects will.
First Move: Trigger additional effects if this skill is the first one used in a turn.

Initial Trait
Pressing Attack
Gain 1 stack of Combo for each attack that hits, stacking up to 10 times. Removed upon missing or the turn ending.

Combo: Strength +2 for each stack. Stack up to 10 times.

It takes 3 points of strength to deal an additional 1 damage with most attacks. It's a bit underwhelming, but with certain abnormalities it can provide a decent boost to damage output.

Level-up Traits
Improved Flanking
Damage ×130% when flanking.
To flank enemies, you must attack an enemy while an ally is standing on the opposite side of them and facing them. The ally and the attacker can either be on the same tile as the target enemy or on an adjacent tile for it to be valid.

The stronger flanking improves Glitch's direct damage output if you are able to facilitate it, making it an effective option for damage in later chapters, and becomes even better if you have allies able to join in with co-op attacks.

Tenacity
When turn starts, recover X(1 + 8%Tech) Health if below 50%, and X(1 + 8%Tech) armor if below 50%.
Honestly? Unreliable way to recover health. It can give you a slight bump to armor, but don't expect it to heal any more than 2 points a turn.

Graceful Killer
Gain 1 AP and 1 MP upon kill.
Allows Glitch to run all around the battlefield and perform many, many attacks in one turn provided there are enough victims to fuel his rampage. This effect is also triggered by "killing" objects such as rocks and barrels. Extremely potent when combined with Cleave.

Flanking Combo
A 20% chance to gain 1 AP when flanking.
Another trait that encourages flanking. It requires luck, but I won't say no to free AP.

Killing Spree
Recover 25% of lost HP upon kill and Strength +2 for the rest of the combat.
With this trait, it is heavily encouraged to make Glitch score killing blows against enemies to stack up his strength. Even if an ally kills an enemy with a co-op attack, the game will treat it as if the initial attacker was the one that killed them.

Leader Traits
  • First Responder: Completing an elite/boss combat increases all team members' max HP by 1/2.
  • Hercules: All team members' initial Strength +0.5 and Strength Growth +0.2.
  • Practical: All team members' initial Tech +0.5.
  • Survivalist: All team members' HP Growth +1.
  • Tempered: Grant 1 more option(s) in the safehouse. Have +2 undo chance(s) and +1 Safehouse Beacon(s) by default.
Do not focus too much on the traits that increase growths. When it comes to Hercules you can expect a +1.5 benefit to Strength in the final act. What's more valuable are the first and last traits. First Responder encourages you to fight Elites which will grant helpful rewards and experience, and Tempered simply makes your life easier by increasing the chance that you'll find better options in the safehouse.
The Safehouse Beacon also allows Glitch to do a solo run.
Glitch (Skills)
Basic Skill
Slash
Aim Area
Basic. Deal X(2 + 35%Tech + 15%Strength) damage to the target.
Deals an additional 1 point of damage compared to other characters' basic melee, but is otherwise unexceptional. With certain traits and abnormalities, it becomes a very powerful part of Glitch's toolkit.

Class Abnormalities
Class-C Pass: Strength +0, Tech +0
Acquire skill: Charge Attack
Aim Area
Charge towards the target and deal X(2 + 35%Strength + 15%Tech) damage.
First Move: AP and MP cost -1.
1-turn cooldown.
Remove Glitch's ranged problems by having him zoom across the map and hit an enemy. If possible, move onto the same grid as an ally to initiate a co-op attack, as it won't invalidate First Move.
Try not to stray too far from teammates though, unless you plan to have Glitch kill enemies on his own.

Standard Knife Oil: Strength +0, Tech +0
Acquire skill: Swirlwind
Aim Area
Impact Area
Basic. Deal X(2 + 20%Strength + 10%Tech) damage to all targets within range.
An easy to use, spammable AoE option for Glitch. If combined with Charge Attack, you can run into a group of enemies and slice them all up.

Standard Vest: Support +0, Tech +0
Acquire skill: Defensive Poise
Aim Area (Self-Target)
Recover X(3 + 20%Support + 20%Tech) Armor. For each enemy within 1 grid(s), healing effect increases by 40%, up to 200%.
First Move: Gain 1 stack(s) of Parry for 1 turn(s).
3-turn cooldown.

Parry: When attacked, if the attacker is in front of this unit, lose 1 stack and set the incoming damage to ×25%. This effect stacks up to 2 time(s).
You ever heard of the term "the best defense is a good offense"? It's still true. Ideally you should be avoiding damage or killing enemies before they can damage you. Glitch is not exactly a tank, but I guess you should be able to fully recover your lost armor and block a hit if need be.

Night Owl Candy: Strength +0, Tech +0
Acquire skill: Focus
Aim Area (Self-Target)
Reset the additional cost of basic skills and gain Focused for 2 turn(s).
3-turn cooldown.

Focused: Critical +20%, damage +10%.
Gummy bears! Allows you to spam basic attacks even more if you have leftover MP to spend. I recommend having a second or third basic attack to make the most out of this, of course.

Special Holster: Strength +0, Tech +0
Acquire skill: Cunning Shot
Aim Area
Deal X(2 + 30%Strength + 10%Tech) damage to a target within range and grant them Vulnerable II for 1 turn(s).
First Move: Deal 50% more damage.
1-turn cooldown.

Vulnerable II: Direct Damage taken +20%.
Look, as much as I appreciate the damage Glitch can do when flanking, this skill is not that great compared to other attacks. Boosting direct damage does not make a huge difference unless, say... it's used against an elite or boss.
The First Move effect is nothing to write home about. This move deals like 8 damage at base.

Goldstar Agent Medal: Strength +0, Tech +0
Acquire skill: Cleave
Aim Area
Impact Area
Deal X(1 + 30%Strength + 10%Tech) damage to targets within range. Damage is increased by 30% if their Health is below 30%.
Reap: Refund all costs and reset the cooldown.
2-turn cooldown.

Reap: Trigger additional effects if this skill kills the target.
It's overpowered. To make it work better, you will need the Graceful Killer trait so that you are refunded at least 1 AP when killing something. Hit whatever you want with it, just as long as they aren't left standing afterward.
Mira (Traits)
Direct Indirect Tempo Mobility Support
Even though Glitch is the first character introduced, Mira is the face of the game. That, and her drone "Peanut" is used as a loading icon.

Mira specializes in helping teammates through healing and other methods. She has the highest support score in the game with the ability to improve her Synergy by 10% after enough runs. Support focus doesn't make a character weak in combat, due to their strong co-op attacks, which is there the bulk of their damage comes from.

Initial Trait
Medical Care
Recover X(1 + 20%Support) HP for teammates in this grid with Health equal to or below 50% when turn ends.
Free healing, but it only works in emergencies.

Level-up Traits
Boost Morale
Recover X(1 + 10%Support) HP for one friendly unit within 2 grid(s) when joining a co-op attack.
Plays to Mira's strengths by letting her top off allies' health while dealing damage. Expect a cool 2 or 3 HP per co-op attack for the most part.

Improved Co-op
Co-op response range +1.
Simple but effective. Allows Boost Morale to be triggered more often.

Improved Rest
Recover X(2 + 15%Support) HP when resting.
Mira is on the slower end of characters, so it's likely she may be targeted by the time her turn comes around. Just rely on her other healing abilities instead.

Urgent Treatment
HP regen +50% if the target's Health is below 30%.
Another trait reserved for emergencies. You preferably want to avoid those kinds of situations, but this can bump up the effectiveness of Healing Shot if needed.

Increased Dose
A 10% chance to Stun target for 1 turn(s) when joining a co-op attack.
10% may be low, but it's bound to activate sometime, swinging the fight in your favor. Either wail on the stunned enemy or pick a new target.

Leader Traits
  • Intern: All team members restore 5% HP upon completing a combat.
  • Hyperacute: All team members' initial Support +1 and Support Growth +0.2.
  • Mind Talk: All team members' initial Synergy +10%.
  • Analytical: All team members' initial Tech +0.5.
  • Collaborate: Obtain 1 Safehouse Beacon(s) upon entering a new chapter.
Intern is okay for a quick patch-up, but the rest of her Leader Traits are absolute boons to the team. The combination of Hyperacute's support bonus and Mind Talk's synergy increase all characters' effectiveness with co-op attacks.
Collaborate's extra Safehouse Beacons are great for claiming additional class abnormalities or for emergency healing.
Mira (Skills)
Basic Skill
Anesthetic Shot
Aim Area
Basic. Deal X(1 + 35%Tech + 15%Support) damage to the target, and grant Palsy for 2 turns.

Palsy: Indirect Damage taken +2, MP regen -1.
For an intern, Mira is pretty good at killing people. Anesthetic Shot's draw is the Palsy effect. The slowing effect doesn't really do much, but the bonus to indirect damage makes co-op attacks more effective. Dart an enemy and let someone else take the lead on direct damage.

Class Abnormalities
Syringe Box: Support +0, Mind +0
Acquire skill: Healing Shot
Aim Area
Heal X(2 + 25%Support + 10%Mind) HP for a friendly target and apply Thriving for 2 turn(s).

Thriving: Recover HP equal to 1 + 10% of the inflictor's Support at the beginning of the turn. Co-op response range +1.
3-turn cooldown.
In addition to the obvious effect of extending a friend's lifespan, the boost to response range allows them to get back in the fight and perform more co-op attacks.
If you are desperate, you can try to prolong combat to wait for the cooldown.

Portable Charger: Support +0, Mind +0
Acquire skill: Refit
Aim Area
Impact Area
Get 1 AP.
First Move: Restore X(2 + 15%Support + 10%Mind) Armor for friendly units in the same grid.
2-turn cooldown.
Trading 1 MP for 1 AP is a good deal. The First Move effect serves as a nice bonus provided you've bunched the team together on one grid.

Medical Thesis: Support +0, Mind +0
Acquire skill: Boost Shot
Aim Area
Grant Enhanced Skill to a friendly target.
4-turn cooldown.

Enhanced Skill: Your next attack deals ×2 damage.
We tend to be in the business of multiple weak attacks as opposed to a single strong attack. If you actually happen to have one of those strong attacks, then by all means.

Mixed Herbs: Support +0, Mind +0
Acquire skill: Purifying Elixir
Aim Area
Impact Area
Deal X(3 + 30%Support + 10%Mind) damage to targets within range, remove buffs from them, and generate a wet surface.
3-turn cooldown.
Who let Mira cook? Her one and only offensive abnormality carries several qualities that allow it to defuse multiple situations.
First, it costs MP instead of AP. Second, it's an AoE attack with strangely good damage.
Third, the removal of buffs allows it to trivialize certain factors that buff enemies, such as the dreaded Undead buff in the second chapter.
Fourth, water. Don't underestimate it. Clearing away greasy and burning grids keeps your team out of trouble.

Placebo: Support +0, Mind +0
Acquire skill: Toughening Therapy
Aim Area
Impact Area
Grant Thick Skin to all friendly units within range.
6-turn cooldown.

Thick Skin: Next Direct Damage taken ×50%.
Medics don't just heal wounds, they stop them! The wide-range means the whole party should get affected. Good for making the team tank a hit you couldn't otherwise move away from.

Experiment Log: Support +0, Mind +0
Acquire skill: Catalytic Ammo
Aim Area (Self-target)
Co-op attack damage +2 for 3 turn(s). Can be stacked indefinitely.
Most battles don't last long enough for this to be relevant.
Stray (Traits)
Direct Indirect Tempo Mobility Support
As a big bear clad in riot gear, Stray is able to expertly deal with groups of enemies with his knock-back attacks and protect nearby allies due to his top armor and strength scores. He boasts increased slam damage compared to all other characters, which means that shoving enemies around is the way to go with him.

Stray struggles somewhat when it comes to damaging lone bosses, especially if they are unable to be moved. Fortunately, he has a decent support score, so he's always able to deal good damage.

Initial Trait
Urgent Repair
When resting recover X(4 + 40%Support) Armor and MP regen +1 for the next 1 turn(s).
Stray's initiative is predictably slow. He won't find many good opportunities to Rest without danger of being attacked.

Level-up Traits
Shield Counter
When taking damage, increase the damage of the next attack by X(1 + 10%Tech).
A minor increase to damage, but Stray is always willing to take a hit.

Powerful Push
Increase slam damage by the number of your current level.
Now Stray's knock-back attacks are even more powerful!

Trusted Tank
Allies on the same grid take ×75% damage from attacks. When this unit's Armor is above 50%, Direct Damage taken ×75%.
A solid boost to defense that encourages grouping up for co-op attacks, something you should do as often as you can.

Power in Unity
For every teammate on adjacent grids, this unit's damage taken ×85% from each incoming attack.
Yet another boost to Stray's survivability. If possible, try to reposition stray so he's in the front of team facing the enemies so he's the one that takes hits.

Quick Reaction
Reduce the cooldown of one skill by 1 when attacked.
Capitalize on endured hits by readying a Shield Bash for next round.

Leader Traits
  • Veteran Cop: All team members gain an additional X(1 + Level) Armor at the start of each elite or boss combat.
  • Special Armor: All team members' initial max Armor +2 and Armor Growth +0.5.
  • Learned: All team members' initial Tech +0.5.
  • Persistent: All team members' initial Strength +0.5.
  • Guarded Mind: All team members gain 1 max Health and max Armor upon completing an event encounter.
As a leader, armoring up is Stray's number one priority. Veteran Cop ensures that when you're facing a tough enemy, you'll come prepared.
Stray (Skills)
Basic Skill
Hammer Smash
Aim Area
Basic. Deal X(1 + 35%Strength + 15%Tech) damage to the target and recover 15% of lost Armor.
Abundance: Knock back the target by 1 grid(s).

Abundance: Trigger additional effects if you have 4 or more AP.
Standard attack that recovers some Armor. If you hold fast with other characters, you can gather enough AP to trigger the knock-back effect. Useful for grouping up enemies for an upcoming Shield Bash.

Class Abnormalities
Police ID: Strength +0, Tech +0
Acquire skill: Shield Bash
Aim Area
Impact Area
Deal X(2 + 20%Strength + 10%Tech) damage to all targets within range and knock them back by 1 grid(s).
2-turn cooldown.
Stray's bread and butter, and a top tier skill. Maximize slam damage by making sure the knock-back affects as many enemies as possible. Hitting more targets with this will significantly increase the number of slams that happen.

Shieldmaster How-To: Support +0, Tech +0
Acquire skill: Shield Up
Aim Area (Self-Target)
Recover X(3 + 30%Support + 10%Tech) Armor, and gain 1 stack(s) of Parry for 1 turn(s).
3-turn cooldown.

Parry: When attacked, if the attacker is in front of this unit, lose 1 stack and set the incoming damage to ×25%. This effect stacks up to 2 time(s).
Typical defensive skill. It'll certainly protect you, but it won't make the enemy any less alive. Using MP means it'll hardly interfere with your attacks.

Gold Marathon Cup: Strength +0, Tech +0
Acquire skill: Shield Charge
Aim Area
Impact Area
Charge to the target grid, dealing X(3 + 25%Strength + 10%Tech) damage to enemies on it and knocking them back by 1 grid(s).
3-turn cooldown.
Introducing Shield Bash 2: An unexpected distance-closing option for making sure enemies stay close enough to shove. Combine with Shield Bash for double the slams. Either skill will ensure the target(s) will be in range of the second one.

Island Fishing Life: Support +0, Tech +0
Acquire skill: Tactical Rest
Aim Area (Self-Target)
Increase max Armor by X(2 + 10%Support + 10%Tech) for the rest of the combat and restore X(4 + 40%Support + 20%Tech) Armor.
Late Move: Whenever this unit casts a skill, further increase max Armor by 25% and additionally restore 25% Armor.
3-turn cooldown.

Late Move: Trigger additional effects is this skill is not the first one used in a turn.
Another defensive skill, this time providing even more Armor than Shield Up with the caveat of costing an AP. Use it if you want.

Modification Guide: Strength +0, Tech +0
Acquire skill: Armor Detonation
Aim Area
Impact Area
Deal damage equal to X(3 + 20%Strength + 10%Tech) + 50% of current Armor to all targets within range.
4-turn cooldown.
It's a novel skill, I'll give it that. Combined with Stray's naturally high armor, it can deal heavy damage to a group.
Not as effective as shoving everything around though, especially since it costs 2 AP.

Bear Sticker: Support +0, Tech +0
Acquire skill: Shield Wall
Aim Area
Impact Area
Recover X(2 + 25%Support + 10%Tech) for friendly units in range, and gain Blocking and Melee Retaliate for 2 turns(s).
4-turn cooldown.

Blocking: Enemy units can't move into the grid you're in.
Melee Retaliate: Counterattack whenever attacked by an adjacent enemy.
More armor recovery, but this time it's able to affect allies and allow them to fight back against attackers. Unfortunately by the time you unlocked this you may have devised of more aggressive strategies with Stray.
That's right: Knock-back.
Anomy (Traits)
Direct Indirect Tempo Mobility Support
Anomy uses her bow to make long range attacks, with her basic attack reaching farther than other ranged characters, but she suffers slightly when in close range with enemies. Fortunately she has several skills to help her stay at a safe distance.

She has the second highest initiative out of all characters. Due to several of her skills having a Charge condition attached, her first turn should typically be spent Resting for a strong second turn.
Charge: Trigger additional effects if the user used "Rest" during the previous turn.

Initial Trait
Quick Nocking
When resting, grant 2 charge(s) for Rapid Shot. Using any offensive skill as a X(0.1 + 0.2%Mind) chance to gain 1 charge(s). Rapid Shot has up to 2 charge(s).
Rapid Shot
Aim Area
Deal X(2 + 15%Tech + 10%Strength) damage to the target and reduce a random skill's cooldown by 1.
Limit of 2 uses.
10% base chance to create a Rapid Shot before factoring in Mind score.
Again, Anomy should use her first turn to Rest. The two shots, though weak, are cheap to use and can be used to easily trigger co-op attacks.

Level-up Traits
Bow Master
Take X(1 + 50%Level) less damage from ranged attacks. Counterattack when receiving a ranged attack, dealing X((Mind+Tech) x Counterattack STR) damage.
Allows Anomy to shoot enemies wielding their own ranged counter with near impunity. Taking damage to trigger your own counter is inadvisable without some degree of protection.

Bounty Hunter
At the start of the turn, inflict Ambush Mark on a random enemy. Only one Ambush Mark can exist simultaneously. Taking damage to trigger counterattacks not advisable without protection though.

Ambush Mark: Take 2 more direct damage from the inflictor and their allies and reset the additional cost for the attacker's basic skills. This status is removed when attacked.
An excellent skill that further supports burst damage potential. If you've got AP to spare you may elect to use Attentive Shot twice before shooting the marked target.

Thorough Preparation
Grant 1 stack(s) of Evasion Mark when attacked and 3 stack(s) of Evasion Mark when resting.

Evasion Mark: Each stack increases Evasion by 10%. All stacks are removed after a successful evasion.
Even if an enemy is able to outspeed Anomy, she'll have a chance to avoid taking damage if her allies aren't able to beat back the attacker.

Guerrilla
Grant 2 MP if this unit uses 4 skill(s) within one turn.
Grants opportunities to reposition after using Rapid Shots, or if you're lucky, to fire additional Rapid Shots. Just make sure to count your shots.

Steady Strike
Deal additional direct damage equal to this unit's MP.
A minor increase to damage, but an increase nonetheless. Supported by Guerrilla.

Leader Traits
  • Master Hunter: Generate a cache encounter upon completing an elite combat.
  • Tracking Expert: All team members' initial Tech +0.5 and Tech Growth +0.2.
  • Observant: All team members' initial Mind +0.5.
  • Professionalism: All team members' initial max Armor +2.
  • Reckoning: Gain 2 AP at the start of each elite or boss combat.
Anomy's a big game hunter, and Reckoning keeps elites from being too big for her to handle. If you're up for maximizing your rewards, always pick the second reward from tempusium and cache encounters to add more factors to the chapter.
Anomy (Skills)
Basic Skill(s)
Attentive Shot
Aim Area
Basic. Deal X(1 + 35%Tech + 15%Mind) damage to the target.
Charge: Damage dealt +40%.
Oh yeah, did I encourage Resting enough? Charge up for that burst damage.
Reaches further than other basic ranged attacks, but is unable to attack adjacent enemies. However, that is covered by...

Arrow Stab
Aim Area
Deal X(1 + 20%Tech + 10%Strength) damage to the target and knock it back by 1 grid(s).
4-turn cooldown.
Push an adjacent enemy into firing range. It should go without saying that using this on an enemy occupying the same tile as Anomy won't accomplish much unless you have a plan to go with that.
Due to the long cooldown, this should be saved for emergencies or when you're wrapping up an encounter.

Class Abnormalities
Blood Money: Tech +0, Mind +0
Acquire skill: Vault Shot
Aim Area
Move and vault over the target, deal X(15%Tech + 10%Mind) damage and knock it back by 1 grid.
Charge: AP cost -1.
2-turn cooldown.
A cheap way to reposition without having to spend MP or possibly AP. Anomy will end up on the grid behind the selected target, and they will be pushed one grid away from her.
Consider it as a way to "pull" a target instead of push. Very helpful when that is all you need to make them attack in the wrong direction.

Expanded Quiver: Tech +0, Mind +0
Acquire skill: Rain of Arrows
Aim Area
Impact Area
Apply Rain of Arrows on grids within range for 3 turn(s). Deal X damage to all the units within at the end of each round.
When in a grid with a special surface, remove it and change the type of Rain of Arrows.
1-turn cooldown.

Rain of Arrows: At the end of the round, deal X(2 + 35%Tech + 15%Mind) damage to enemies affected by this status.
As awesome as it looks, it's rather underwhelming. When Anomy wants damage dealt, she wants it now, and Rain of Arrows does not provide that. Those arrows are striking at the end of the turn, after the enemies are able to make their moves.
Anomy (Skills, continued)
Strong Bowstring: Tech +0, Mind +0
Acquire skill: Snipe
Aim Area
Deal X(4 + 55%Tech) damage to the target.
Charge: Deal 40% more damage and knock it back to a distance of 4 grid(s) from self.
4-turn cooldown.
One high-power arrow coming up. The cooldown is long, so make it count.
The high knock-back will keep the target from harming anyone, but if they survive, Anomy won't be able use her basic on them without moving forward.

Mixed Poison: Tech +0, Mind +0
Acquire skill: Weakening Arrow
Aim Area
Deal X(3 + 35%Tech + 15%Mind) damage to the target and grant Weakened V for 1 turn(s).
3-turn cooldown.

Weakened V: Attack damage -50%.
Well, that's one way to protect yourself. Especially when you have those nasty elites with large health pools.
This attack is notable in that it can target adjacent tiles. Perfect, considering Anomy prefers to stay stationary.

Concentrated Tea: Tech +0, Mind +0
Acquire skill: Meditation
Aim Area
Impact Area
Grant Breath Holding for 1 turn(s) to this unit and all allies within range.
5-turn cooldown.

Breath Holding: Critical +20%, Critical Damage +30%.
How much do you value critical hits? Or your MP? Or even your alpha slots?
I don't really have much to say about this, sorry.

Tattered Letter: Tech +0, Mind +0
Acquire skill: Companionship
Aim Area
Grant Co-op Movement for 2 turn(s) to this unit and a friendly target.
First Move: AP cost -1.
3-turn cooldown.

Co-op Movement: Synergy +20%. After moving, other allies with the same status also move to the current grid.
Having trouble deciding if you should move with Anomy or stand your ground? Now you won't need to! Keep Anomy and a plus one moving together to ensure a steady stream of co-op attacks from both characters.
Note that moving a skill that displaces an affected character will not move the other one. They need to walk somewhere before their friend comes to them.
Regel (Traits)
Direct Indirect Tempo Mobility Support
Regel takes on a "thief" role, with a penchant for gathering money and a focus on critical attacks. Many of his traits and skills inflict the Flaw effect on enemies, making them more likely to be critically hit. He also has several methods of boosting his movement, allowing him to dart around the field more effectively than Glitch, though his damage output may not be as high.

He has the highest base initiative out of any characters, allowing him to throw out rapid attacks right out the gate or Rest.
Flaw: Critical Resistance -5% for each stack. Loses 2 stack(s) upon taking a Direct Damage Crit, and loses 1 stack(s) upon taking a Indirect Damage Crit. Stacks up to 20 time(s).

Initial Trait(s)
Careful Planner
Apply 1 stack(s) of Flaw to nearby enemies at the end of the turn.
Those stacks of Flaw just kind of... exist. The crits are nice when they happen, just don't rely on them.

Assassin
Direct Damage +30% when attacking from behind the target.
He may very well be British. Not quite as powerful as Glitch's flank attacks, but they are more easily triggered, especially when using Quick Step.

Level-up Traits
Plunder
Grant 5 Tempusium for each kill, up to a total of 20 per combat.
Get yourself some extra pocket change. This has no tangible effect in combat, however.

Opportunist
Apply 1 stack of Flaw for every Direct Damage dealt when attacking from behind the target.
Encourages even more back attacks. Use Quick Step to get behind the target.

Lone Wolf
At the start of the turn, if this unit does not have any allies within 1 grid(s), grant an additional 1 MP and 1 AP.
Trigger this easily with Quick Step. This can separate Regel from his allies, but he can easily return to them for some co-op action.

Quick Thinking
A 20% chance to reset additional basic skill costs when landing a Critical Hit.
Not only is this chance on top of chance, but Regel only has one basic skill exclusive to him. He'll need to find an abnormality with a basic skill to get more value out of this.

Unseen
When dealing Critical Direct Damage, a random skill's cooldown -1.
Oh boy, I love recharging Quick Step even faster.

Leader Traits
  • Escapist: Grant 10/15/20 more Tempusium from each regular/elite/boss combat.
  • Spy Network: All team members' initial Tech +0.5 and Tech Growth +0.2.
  • Split Mind: All team members' initial Critical +3%.
  • Brutal: All team members' initial Strength +0.5.
  • Lucky Dog: Generate a shop node upon completing a boss combat.
More money. More shopping. Strangely, he doesn't have the Critical +3% bonus stat that Glitch and Blanche do, having Critical Damage +10% and Evade +5% instead. If he wants more crit from the start, he has to lead.
Regel (Skills)
Basic Skill
Cut
Aim Area
Basic. Deal X(1 + 35%Tech + 15%Strength) damage to the target. Inflict 2 stacks of Flaw on the target when attacking from behind.
Flaw, flaw, flaw. This guy loves stabbing people in the back, so you might as well keep it up.

Class Abnormalities
Sharpening Stone: Tech +0, Strength +0
Acquire skill: Penetration
Aim Area
Deal X(2 + 40%Tech + 20%Strength) damage to the target. Damage +1 for each stack of Flaw on the target.
Reap: Resets the cooldown timer.
1-turn cooldown.

Reap: Trigger additional effects if this skill kills the target.
Regel's starting abnormality is... not good. Basically a slightly more powerful attack, meant to be saved for a finishing blow. Which means you'll hold back on using it early on so all Regel will have to fight with is his basic skill.

Portable Rope: Tech +0, Strength +0
Acquire skill: Quick Step
Aim Area
Flash past the target by 1 grid and deal X(1 + 35%Tech + 15%Strength) damage. Whenever this unit casts another skill, this skill's cooldown is reduced by 1.
First Move: MP cost -1.
3-turn cooldown.
You know how I keep mentioning Quick Step? Obviously because it's a really good move. Gets Regel out of a jam and into a backstabbing position, and recharges easily enough for it to be used every turn.

Leather Pouch: Tech +0, Mind +0
Acquire skill: Knife Mark
Aim Area
Deal X(1 + 30%Tech + 10%Mind) damage to the target and grant 1 stack(s) of Flaw.
This skill has no Critical.
First Move: Resets the cooldown timer.
1-turn cooldown.
Second fiddle to Quick Step. Despite the lack of critical, the capability to stay stationary and needle enemies means extra co-op attacks and a faster cooldown for Quick Step.

Escape Guide: Support +0, Tech +0
Acquire skill: Chain Breaker
Aim Area (Self-target)
Remove all debuffs, restore X(4 + 25%Support + 25%Tech) Armor and grant 2 MP.
4-turn cooldown.
In the rare event that you're shackled, you can just use Quick Step to escape. I don't really care about debuffs. I just live with them.

Concealment Spray: Tech +0, Strength +0
Acquire skill: Cloaked
Aim Area (Self-target)
Gain Stealthy for 2 turn(s).
5-turn cooldown.

Stealthy: Evasion +100%, Critical +30% and Direct Damage +20%. Removed when attacking or being attacked, and grant Surprise Attack in that turn.

Surprise Attack: Damage +10%.
Why is the Surprise Attack buff so weak? Is this meant to be for facetanking an attack? I'm not sure how I feel about using this over something like Knife Mark, unless you just really wanted to power up Killing Blow, which is not exactly a great strategy...

"Merc": Tech +0, Strength +0
Acquire skill: Killing Blow
Aim Area
Teleport to the target's grid and strike them with 2 attack(s), each one dealing X(35%Tech + 15%Strength) damage. If this skill is not used during a turn, an additional attack is launched on the next turn, with up to 5 additional attack(s). The bonus is reset when this skill is used.
3-turn cooldown.
This move is too slow to work! You have to hold it for several turns before it gains its full effect, which is enough time for the battle to be decided. Not only that, but the 3 AP cost is too much. For that price I could be dishing out multiple weaker attacks and triggering more co-op attacks.
Verica (Traits)
Direct Indirect Tempo Mobility Support
Despite her unassuming title, Verica is more than meets the eye, being a wizard with spiritual powers. Apparently psychic journalists aren't uncommon, according to some of her abnormality descriptions.

Verica's abilities cause Specter Fields to appear on grids during battle. When an ally stops in one of said grids, or starts a turn in them, they will gain the Specters buff, recovering some armor and providing indirect damage. These specters, alongside Verica's co-op attacks make up the majority of her damage output.
Specter Field: Characters entering or starting their turn in this grid will gain Specters for 2 turn(s) and recover 20% of their lost Armor.
Specters: At the end of the turn, restore 10% of lost Armor and fire 1 energy ray(s), dealing X(20%Mind) damage to random enemies who have received damage this turn.

Initial Trait(s)
Specter Friend
While possessed by Specters Field, gain 1 stack(s) of Ethereal Aid.

Ethereal Aid: Each stack increases Support by 2. Stack up to 5 times.
More support, more co-op power. Unlike Glitch's Pressing Attack, these bonuses will not wear off.

Spirit Medium
Generate a Specters Field at the beginning of the turn. Additionally, Specters fire X(1 + 10%Support) more energy rays.
Verica supports the team by simply existing. As Verica levels up and gains more traits, the Specters gain more effects.
The second part is what gives Verica a large boost in damage. Make sure she gets the Specters buff and you can expect at least 3 or 4 rays to be fired at the end of her turn.

Level-up Traits
Spirit Magnet
Upon resting, generate a random Specters Field nearby. Whenever another unit dies, generate Specters Field at its location.
Greatly increases the number of specter fields present, making it easier for the team to get the buffs.

Swift Spirit
While possessed by Specters Field, gain 1 MP, and if this unit has no AP, additionally gain 1 AP.
A very handy boost to mobility that will help your team dart around the map or advance on distant enemies. If there are multiple Specter Fields present, you can step on each of them to gain 1 MP each.
The AP boost is also nice.

Healing Spirit
While possessed by Specters Field, restore X(1 + 8%Support) HP.
Hey, free healing, that's nice.

Repairing Spirit
While possessed by Specters Field, restore X(2 + 20%Support) Armor and gain Fortified II for 1 turn(s).

Fortified II: Direct damage taken ×80%.
If Specter Fields weren't sufficient enough to recover armor before, they are now.

Thrashing Spirit
Specters deals additional damage equal to 20% of the owner's Strength, and each hit inflicts 1 stack(s) of Weakened Soul.

Weakened Soul: Each stack increases Indirect Damage taken by 5%. Stack up to 20 times.
Boosts Verica's indirect damage even more. With the right setup, even she can be a formidable attacker.

Leader Traits
  • Psychic: Gain 30 Team XP and 30 Tempusium upon completing an event encounter. Obtain Supernatural Event upon entering a new chapter.
Supernatural Event: Generate an event encounter when Investigation value reaches 50.
  • Journalist: All team members' initial Mind +0.5 and Mind Growth +0.2.
  • Shared Fate: All team members' initial Support +0.5.
  • Spirit Resonance: All team members' initial Strength +0.5.
  • Transcendental: Obtain a random abnormality upon entering a new chapter.
Do all the events. It's what you have to do to unlock Verica anyway. There will be many events. Rake in that easy money from them. The XP might not be that great once you start unlock enough XP boosts though.
The abnormalities from Transcendental are okay. I don't dislike them but it feels a bit underwhelming.
Verica (Skills)
Basic Skill
Specter Attack
Aim Area
Basic. Deal X(30%Mind + 10%Strength) damage to the target and gernerate Specters Field at the target's location.
Low damage compared to other basic skills, but the Specter Field that spawns will help to support your allies. Besides, Verica needs to attack to trigger her Specters.

Class Abnormalities
Psychic Film: Support +0, Mind +0
Acquire skill: Spirit Armor
Aim Area
Restore X(2 + 30%Support + 10%Mind) Armor for friendly targets. If the target has Specters, additionally grant Parry for 1 turn(s).
4-turn cooldown.

Parry: When attacked, if the attacker is in front of this unit, lose 1 stack and set the incoming damage to ×25%. This effect stacks up to 2 time(s).
A cheap method to defend an ally as necessary.

Journalist's ID: Mind +0, Strength +0
Acquire skill: Specter Rampage
Aim Area
Impact Area
Deal X(3 + 40%Mind + 20%Strength) to enemies within range and make the Specters attack the target as well. This skill's cooldown reduces by 1 for each target hit.
4-turn cooldown.
All of Verica's offensive abnormalities cost 2 AP. This one is a heavy AoE attack with Specter support. Tears up groups of enemies, but won't be too great against single targets.

Commie Boyz: Support +0, Mind +0
Acquire skill: Mindlink
Aim Area
Grant Synced for 2 turn(s) to you and a friendly target.
3-turn cooldown.

Synced: Synergy +20%. Can respond to co-op attacks triggered by other teammates with this status regardless of distance.
Cast this on a rapid attacker like Anomy or Blanche and you'll see a big increase to strong co-op attacks. They can run around to do their thing while Verica stays at a safe distance.

Sculptor: Mind +0, Strength +0
Acquire skill: Ripped Veil
Aim Area
Basic. Deal X(2 + 60%Mind + 25%Strength) damage to the target and make the Specters attack the target as well.
One of the strongest attacks available. Grab a Specter, hit the target, and watch them get shredded by the rays.

Salt Bag: Mind +0, Strength +0
Acquire skill: Spirit Entangle
Aim Area
Impact Area
Deal X(2 + 20%Mind + 10%Strength) damage to all targets within range and grant them Shackled for 1 turn(s).
4-turn cooldown.

Shackled: Cannot move, but can use displacement skills.
Shackling multiple enemies can allow you to safely regroup, but this requires that you get close to them first, so it's only effective on enemies with short ranged attacks.

Investigation Notes: Support +0, Mind +0
Acquire skill: Guardian Spirits
Aim Area
Impact Area
Grant Spiritual Blessing for 3 turn(s) to all friendly units within range.

Spiritual Blessing: Dealing Direct Damage additionally deals X(10%Mind + 1) Indirect Damage.
This barely increases damage dealt. Pass.
Soma (Traits)
Direct Indirect Tempo Mobility Support
Soma's gimmick is that he has access to Beast Form skills, which are randomly granted to him from a selection at the start of his turn. These skills will change Soma's form and boost his offenses. Certain abnormalities of his can be used to dispel these forms in exchange for buffs. Some traits will grant a buff called Rage, giving a slight boost to direct damage. Soma's abilities make him a flexible asset in combat, but their random nature means he won't be able to consistently fulfill a specific niche with them.

The damage of Soma's Beast Form skills scale slightly off of his Max Health, that and his Armor is the lowest out of the characters. Consider finding ways to increase his Max Health to further increase their potency.
Bear Form: Increase Strength by 2 and Armor Strength by 5%.
(I have no idea what Armor Strength does. Perhaps it's a damage reduction.)
Raven Form: Increase Mind by 2 and Critical by 10%.
Rage: Each stack increases damage of the next attack by 20%. Recover 20% of lost Armor. Stack up to 2 time(s).

Initial Trait(s)
Sulky
Grant 2 stack(s) of Rage when resting.
Soma has the third highest initiative out of the playable characters. He can take a quick Rest if you feel like it.

Inner Beast
Grant 1 random Beast Form skill at the start of the turn, which is removed at the end of the turn.
Enables Soma's gimmick. He has four Beast Form skills, one of which will be chosen randomly. All of them have the First Move condition attached, so they're easily usable on the first turn. The skills themselves will be covered in the skills section.

Level-up Traits
Beast Instinct
Grant 1 stack(s) of Rage when attacked, up to 2 stacks.
Recover a bit of armor and power up for your next attack. Soma can take hits, but he's not as tanky as Stray, focusing on HP over Armor.

Empowered Beast
Increase the stats bonuses from Beast Form.
When in Raven form, additionally increase Mind by X(1 + Level) and Critical by 10%.
When in Bear form, additionally increase Strength by X(1 + Level) and Armor Strength by 5%.
Again, I don't understand what "Armor Strength" is supposed to be.
A straightforward trait that increases the damage of your Beast Form skills. When in Raven Form, Soma's critical chance will be a solid 25%.

Beast Master
Co-op call range +1 in Beast Form.
Co-op response range +1 in Human Form.
Ensures that when he's on his rampage, Soma's allies don't need to be close. Just "close enough". Note that the co-op call range will not be active immediately when he transforms from human to beast.

Enraged
Grant the max stacks of Rage and 1 extra turn when HP is below 25% after being attacked. Up to 1 time per combat.
Possibly useful in a pinch, but I have never once triggered this effect.

Atavism
Gain 1 Beast Form skill at the start of the turn.
If you desire a specific Beast Form skill, then you're twice as likely to get it with this trait. Gives you more options, but you can only trigger the First Move effect on one of them.

Leader Traits
  • Body Engineering: Grant 1 Stat Booster(s) after each elite or boss combat.
  • Beast Nature: All team members' Strength Growth +0.4.
  • Subconscious: All team members' Mind Growth +0.4.
  • Die Hard: All team members' HP Growth +1.
  • Karma: Grant +3 undo chance(s) by default and +3 undo chance(s) upon entering a new chapter.
Soma's stat boosts are useful to all characters, even if they'll only amount to a few points. Fortunately, his ability to rake in Stat Boosters make it a breeze to bolster a specific character's stat.
Karma exists. The undo chances could be useful on the harder difficulty.
Soma (Skills)
Initial Skill
Swing
Aim Area
Deal X(1 + 25%Strength + 25%Mind) damage to the target and randomize all Beast Form skills. Randomized skills have Instant Cooldown and increase Health cost by X(2 + 10%MaxHealth) with each use. This effect resets at the end of the turn.

Instant Cooldown: If this skill is a basic skill, reset its additional cost, otherwise reset its cooldown.
Not Basic anymore. Use it to reroll your Beast Form skills if you've got the AP for it.
Though the HP cost of future uses may seem risky, you're not likely to use this more than twice a turn if you're also using Beast Form skills.

Beast Form Skills
Pulverize
Aim Area
Basic. Turn into a bear, dealing X(1 + 35%Strength + 5%MaxHealth) damage to the target and inflicting X(1 + 5%Strength) stack(s) of Breached Armor.
First Move: AP cost -1.

Breached Armor: Direct damage taken +5% for each stack. Stack up to 5 time(s).
Standard strong smash. Makes it slightly easier for Soma to demolish enemies but otherwise is the most boring attack.

Slap
Aim Area
Basic. Turn into a bear and rush toward the target for a mighty slap. Deal X(1 + 30%Strength + 5%MaxHealth) damage and knock it back by 1 grid(s).
First Move: AP cost -1.
Like a watered down version of Stray's Shield Charge, but you can't complain about easy access to a knock-back skill.

Suppressive Fire
Aim Area
Impact Area
Basic. Turn into a raven, dealing X(2 + 15%Mind + 3%MaxHealth) damage to all targets within range and inflicting X(1 + 5%Mind) stack(s) of Bleeding for 2 turn(s).
First Move: AP cost -1.

Bleeding: Take Health damage equal to the number of stacks when entering a grid. This status is removed if no movement is made for one turn.
One of Soma's AoE options. Decent for spraying into groups of enemies, but the inflicted Bleed probably won't do that much.

Evacuate
Aim Area
Impact Area
Turn into a raven and teleport to the target grid. Restore HP equal to X(2 + 10%Mind + 20%Support) + 10% of lost HP.
First Move: AP cost -1.
1-turn cooldown.
It's a movement option. If this is all you got, then it's fine. But when it competes with another skill for First Move, then it becomes a liability due to its cost.
Soma (Skills, continued)
Class Abnormalities
Energy Suppressor: Strength +0, Mind +0
Acquire skill: Suppress Anger
Aim Area (Self-target)
Cancel your beast form. Gain 1 stack(s) of Rage and 1 AP.
3-turn cooldown.
A simple but useful method of gaining AP and a bit of Rage.

Mysterious Gene: Strength +0, Mind +0
Acquire skill: Pack Leader
Aim Area
Cancel your beast form. Grant you and a friendly target Wolf Pack for 2 turn(s). Turn duration +1 if the target is yourself.
6-turn cooldown.

Wolf Pack: Co-op call range +1, Co-op response range +1.
With those effects, pretty much all teammates should feel the effects of this if they stick close enough. It doesn't boost Synergy like Anomy and Verica's skills, though.

About Life: Support +0, Tech +0
Acquire skill: Shared Blood
Aim Area
Cancel your beast form. Grant you and a friendly target Tough Pelt for 2 turn(s). Turn duration +1 if the target is yourself.
5-turn cooldown.

Tough Pelt: Increase max Armor equal to 2 + 30% of the inflictor's Support and recover as much Armor. Damage taken ×70%.
Soma's support is terrible, so it won't grant that much armor. The defense boost might be helpful though.

Fossilized Skull: Mind +0, Tech +0
Grant the Beast Form skill: Unnerving Shriek
Aim Area
Impact Area
Turn into a raven and teleport to the target grid, dealing X(4 + 20%Mind + 3%MaxHealth) damage to all targets within range and knocking them back by 1 grid(s). After that, randomize this Beast Form skill.
The randomized skill has Instant Cooldown.
First Move: AP and MP cost -1.
1-turn cooldown.
This is a passive abnormality. The new Beast Form skill will be added with the others.
An easy way to inflict a large amount of slam damage and get enemies away from you, provided it's your first move. Do note that if you teleport onto a grid with an enemy in it, they will not be knocked back for some reason.

Fossilized Footprint: Strength +0, Tech +0
Grant the Beast Form skill: Juggernaut
Aim Area
Impact Area
Turn into a bear and charge towards the target grid, dealing X(4 + 20%Strength + 3%MaxHealth) damage to all enemies along the path and reversing their directions. After that, randomzie this Beast Form skill. The randomized skill has Instant Cooldown.
First Move: AP and MP cost -1.
1-turn cooldown.
This is a passive abnormality. The new Beast Form skill will be added with the others.
An interesting, alternative way of getting enemy attention away from somewhere. Plow through the target(s) and then walk behind them where you'll be safe-ish.

Dusty Glasses: Strength +0, Mind +0
Acquire skill: Common Vision
Aim Area
Cancel your beast form. Grant you and a friendly target 2 stack(s) of Pursue Attack. Gain 1 additional stack(s) if the target is yourself.
5-turn cooldown.

Pursue Attack: Consumes 1 stack when using basic skills. Will not accumulate cost this time.
An excellent way of increasing output, most effective when buffing characters with strong Basic attacks, such as Anomy. Blanche is the best candidate for it though, as it'll let her fire off three Lasers for free.
Blanche (Traits)
Direct Indirect Tempo Mobility Support
Don't be fooled by this red panda's short stature. Though her HP and Initiative are the lowest of all characters, she is capable of dishing out many attacks in one turn thanks to her powerful Laser and supporting traits. Her class abnormalities include several inventions that provide unique and interesting methods of support.

Blanche benefits greatly from Overcharge due to the Surge condition attached to her Laser. She also has an aptitude for Electric Arc, so any abnormality that improves it is useful.
Overcharge: Each stack increases Critical by 5%, stacking up to 3 time(s). At the end of the turn, release an Electric Arc towards a random enemy within 2 grid(s). The level of the arc is equal to the number of stacks.
Surge: Trigger additional effects if the user in Overcharge state when casting this skill.

Initial Trait
Backup Battery
Grant 1 more AP on round 1, 6 and 12.
Simple but effective. Ensures that Blanche will always be able to cast Energy Blast and Laser on her first turn.

Level-up Traits
Tech Frenzy
At the start of the turn, there is a X(0.1 + 0.5%Tech) chance to gain 1 stack(s) of Overcharge. If this unit does not have Overcharge, this chance is doubled.
10% base chance to gain an Overcharge stack before factoring in Tech score.
More Overcharge is good.

Overcharge Expert
When in Overcharge, deal 20% more direct damage and 1 more indirect damage.
More damage while in Overcharge is also good.

Reactive Charge
Grant 1 AP when taking direct damage equal to or exceeding 25% of max Health.
Blanche has the lowest base health out of all characters, so this can be easy to trigger. That said, it can be risky without some form of healing.

Sci Inspiration
At the end of the turn, if this unit is in Overcharge, restore X(1 + 20%Support) Armor. When resting, restore HP instead.
Blanche's support is pretty low, so don't expect much out of this. Her initiative is the lowest out of all characters too, so resting is not the best option with her.

Energy Overflow
Whenever this unit consumes 1 AP, grant 1 stack(s) of Surge Amplification.

Surge Amplification: Each stack increases damage dealt by 4%. Lose 3 stack(s) at the end of the turn.
Encourages spam attacks to maximize damage dealt. Make sure Blanche has a way of obtaining Overcharge!

Leader Traits
  • Time Scholar: Grant 10/20/30 more XP from each regular/elite/boss combat.
  • Inspired: All team members' initial Mind +0.5 and Mind Growth +0.2.
  • Assumptive: All team members' HP Growth +1.
  • Unconventional: All team members' initial Tech +0.5.
  • Radical: Obtain 1 Beta Container(s) upon entering a new chapter.
Blanche's leader traits are probably the least interesting out of the bunch. Time Scholar loses relevance when you gain enough XP Bonuses on the characters, and Radical may not end up doing much when you unlock enough passive abnormality slots. Now if it gave us Alpha Containers...
Blanche (Skills)
Basic Skill
Laser
Aim Area
Basic. Deal X(30%Mind + 10%Tech) damage to the target and inflict Arc Wrap for 2 turn(s).
Surge: Restore 1 AP.

Arc Wrap: At the start of the turn, this unit gains Electric Arc at level 3.
Contender for possibly the best basic skill in the game. Despite its low damage, the Surge effect means you can use it three times in a row for 3 AP, when other characters would have to spend 6 AP for their basic skills. Alternatively, you can just fire a single shot for free. Just as long as Blanche has Overcharge, she's good to go.
Additionally, unlike other ranged basic skills, Blanche can target enemies on the same grid as her as if it were a melee attack.

Class Abnormalities
Anomalous Energy Tank: Mind +0, Tech +0
Acquire skill: Energy Blast
Aim Area
Deal X(1 + 35%Mind + 15%Tech) damage to targets within range. For every 1 enemy(ies) hit, grant 1 stack(s) of Overcharge.
3-turn cooldown.
This is the only offensive abnormality Blanche has, but it's all she needs. Hit anyone with it; doesn't matter how many, and the Laser is ready for action.

Forcefield Generator: Mind +0, Tech +0
Acquire skill: Repulsion Barrier
Aim Area
Grant Protective Repulsion for 2 turn(s) to a friendly target.
4-turn cooldown.

Protective Repulsion: Take ×50% direct damage from the next attack. In addition, deal X(2 + 50%Mind + Level) damage to the attacker and knock them back by 2 grid(s).
Generic defensive action. The damage is okay, but deliberately taking damage for it is not good.
In case it hasn't occurred to you yet, I'm not a big fan of defensive skills.

Space Distorter: Mind +0, Tech +0
Acquire skill: Space-Time Swap
Aim Area
Switch place with an ally, and both units gain Overcharge for 1 turn(s).
First Move: MP cost -1.
2-turn cooldown.
A chance to gain Overcharge for free. Its usefulness depends on your positioning, but it can potentially get an ally out of trouble.

Warper (Prototype): Mind +0, Tech +0
Acquire skill: Warp Leap
Aim Area
Impact Area
Teleport to the target grid and release an Electric Arc at level 3 on all enemies on the target grid.
Surge: All allies on the current grid are teleported too.
4-turn cooldown.
It can teleport you onto a grid of enemies to zap them, or reposition your party(provided they're all on the same grid) to a better position. Make of it what you will.

Way of the Lab: Mind +0, Tech +0
Acquire skill: Haste
Aim Area
Grant a friendly target one additional turn of action.
4-turn cooldown.
Since Blanche is the slowest-acting character, this means that anyone before her can Rest and reap the benefits of it before the next turn comes around. This makes Anomy a perfect candidate for it.
With other characters, they'll enjoy a reset of their basic skill costs, but their cooldowns will not change.

Time Capsule: Mind +0, Tech +0
Acquire skill: Time Bubble
Aim Area (Self-target)
Gain Time Shield for 1 turn(s).
6-turn cooldown.

Time Shield: Record down current Health and Armor. If not dead at the beginning of the next turn, restore the lost amount.
Allows Blanche to tank hits without breaking a sweat. I'm not sure when and where you will find use out of this.
Constans (Traits)
Direct Indirect Tempo Mobility Support
The first and only character added through free DLC, Constans is a fierce tiger that makes use of multiple effects introduced in the Sewer update, such as Delayed Repair, Temporary AP, and a skill that changes upon use.

He also has a focus on counterattacks, more so than Anomy. However they are difficult to perform and force him to take damage in exchange. While he has an armor stat comparable to Stray, his defensive potential simply does not compare. Unfortunately for him, the best defense has always been a good offense. Killing enemies before they attack is the most successful strategy for a reason.

All this of course, can be remedied with the right abnormalities.
Delayed Repair: When attacked, consume all stacks and restore Armor equal to the number of stacks consumed.
Temporary AP: Similar to AP, Temporary AP is aso used to cast skills, but is not shared by other characters.

Initial Traits
Serene Mind
Grant 1 stack(s) of Parry for 1 turn(s) when resting.

Parry: When attacked, if the attacker is in front of this unit, lose 1 stack and set the incoming damage to ×25%. This effect stacks up to 2 time(s).
How many times have I defined Parry at this point? This allows Constans to rest in relative safely because he's one of those characters that needs to build up a lot of AP to perform at peak potential.

Swift Strike
Using any offensive melee skill grants Melee Retaliate for 1 turn(s) and 1 stack(s) of Counterattack Up for 1 turn(s).

Melee Retaliate: Counterattack whenever attacked by an adjacent enemy.
Counterattack Up: Each stack grants +5% to Counterattack STR. This effect expries at the start of this unit's next turn.
Yeah, he doesn't get a free counter by default. He has to temporarily enable it one way or another. You can park Constans in front of the enemies, throw out a bunch of attacks, and then see if he survives to next turn.
Constans (Traits, continued)
Level-up Traits
Golden Barrier
At the end of the turn, gain X(2 + 4%Tech) stack(s) of Vajra Form for each point of remaining MP.

Vajra Form: Each stack reduces direct damage taken by 1. This effect expires at the start of this unit's next turn.
Situational but free 2 or 4 points of damage reduction. However there are a few issues with this trait.

Some of Constans's skills cost MP to use, one of which is often used. Not every enemy will stand close enough so that Constans doesn't have to move closer to them, because there's a not insignificant number of enemies that can attack from at least two grids away.

All in all this will simply end up having very little effect.

Fleet of Foot
Gain 1 stack(s) of Circulation for every 1 skill(s) used during the current turn. This effect expires at the end of the turn.

Circulation: Upon entering a grid, consume 1 stack(s) and restore X(1 + 15%Support) Armor for all allies on that grid.
As if Golden Barrier wasn't weak enough already, there's this trait. This one requires that you move around for its effect. So in the end you're either using weak defensive trait #1 or weak defensive trait #2.

Balanced Stance
Gain 1 MP for every 2 basic skill(s) used during the current turn; Gain 1 Temporary AP for every 3 non-basic skills used during the current turn. Each of these effects can trigger up to 3 times within a single turn.
For once I don't have much of anything negative to say! This is part of why you need to feed this guy AP, so he can generate some of his own. If you want to use two basic skills in one turn without making use of abnormalities, you'll have to go through a full cycle of his transforming basic skill.

Total Annihilation
For every 1 non-object enemies within 1 grid(s), this unit deals 1 more direct damage and takes 1 less direct damage. Each elite enemy is regarded as 2 enemies, and boss enemy as 3.
Free damage. Just... yeah.

Defy Fate
The lower your current HP, the higher your Counterattack STR. For every 10% of HP lost, Counterattack STR increases by 5%. For every 10% HP lost, Counterattack STR increases by 5%.
Yes, the same sentence gets repeated twice, except the second one is missing an "of". No, I'm not gonna change it unless it gets fixed.

Constans has a serious, life-threatening case of taking risks. By taking damage, he gains the potential to deal even more damage back by... taking more damage. Sigh.

Leader Traits
  • Interpole Resources: At the start of each game, gain 1 Safehouse Beacons(s) and 50 Tempusium.
    Visiting a safehouse grants all characters Emergency Training for 1 combat(s).
Emergency Training: At the start of the combat, gain Precise Counter for 3 turn(s).
Precise Counter: This unit can counterattack within melee range. Counterattack STR +5%.
  • Military Training: All characters' initial Tech +0.5 and Tech Growth +0.2.
  • Steadfast Resilience: All characters initial Strength +0.5.
  • Heart of Steel: All characters' initial max Armor +2.
  • Born to Die: All characters gain Last Resort at the start of each boss combat.
Last Resort: Upon taking damage that reduces HP to below 50%, remove this status and restore 30% HP.

Woah, Constans gets a free Safehouse Beacon from the start! Does that mean he can solo the game? Hell no.
Interpole Resources encourages frequent visits to safehouses for the party counterattacks, but since the buff only lasts for one battle, it's best to save them for before bosses. Born to Die... exists. It allows for a comeback, but if you're on the back foot, then taking the win may not be doable in that position.
Constans (Skills)
Basic Skills
Rising Force
Aim Area
Basic skill. Deal X(1 + 35%Tech + 15%Strength) damage to the target and gain X(3 + 20%Support) stacks of Delayed Repair for 2 turns. After use, this skill becomes Thunderclap.
A simple punch that gives Delayed Repair. Neither weak nor impressive. The only way to use this skill more than once in a turn involves also using Thunderclap and Earthquake.

Thunderclap
Aim Area
Charge to the target grid and deal X(1 + 20%Tech + 10%Strength) damage 2 time(s). After use, this skill becomes Earthquake.
This move is pretty much just a copy of Short Charge. Allows for a slight boost in movement, but is unable to attack enemies on the same grid, requiring that you'd move away before using this.

Earthquake
Aim Area
Impact Area
Deal X(30%Tech + 10%Strength) damage to all targets within range. If this skill only hits one unit, deal 100% more damage and recover 1 Temporary AP. After use, this skill becomes Rising Force.
A simple area-of-effect attack which deals mediocre damage. It becomes better when hitting one unit due to the bonuses, as the Temporary AP can allow you to slip in an extra attack.
Constans (Skills, continued)
Class Abnormalities
Reinforced Gloves: Tech +0, Strength +0
Acquire skill: Illusion
Aim Area
Deal X(2 + 25%Tech + 15%Mind) damage to the target and pull them to the grid behind you.
1-turn cooldown.
Boring but reliable option. By relocating an enemy to be behind Constans, he can avoid attacks from most enemies and instead focus on other targets.

Investigation License: Tech +0, Support +0
Acquire skill: Raincutter
Aim Area
Gain X(3 + 20%Support) stacks of Delayed Repair and force the target to immediately cast their charged skill. If this causes the target to attack this unit, the cooldown of this skill is reset. If the target casts a skill due to this effect, they will try to charge a new skill.

First Move: The target will not prepare a new skill.
6-turn cooldown.
Get hit on purpose! If you're trying to get 100 counterattacks for that permanent +5% to evasion, this is what you want to use.
If you do something to trigger Swift Strike for your counters, then you won't be able to get the benefits of the First Strike effect. So if you want to both counter and prevent the next attack, it'll have to happen on the second turn or you have a pre-existing counter enabled.
And on that note, if Constans dodges an incoming attack, the cooldown will not be reset. That's right, your reward for 100 counters is to make it more likely for Raincutter to be interrupted!

Commemorative Pendant: Tech +0, Armor +0
(2 Armor per upgrade)
Acquire skill: Ocean Voyager
Aim Area
Consume all Armor and restore HP equal to 100% consumed. When cast on units other than self, the HP restoration effect is halved.
6-turn cooldown.
Dude, what is this? Just get someone like Mira or Verica to handle the healing.

Fitness Sandbag: Armor +0, Health +0
(2 Armor and 4 Health per upgrade)
Acquire skill: Tiger Roar
Aim Area
Impact Area
Gain 2 Temporary AP and force all enemy units within 2 grid(s) to turn towards this unit.

First Move: MP cost -1.
6-turn cooldown.
Easy First Move. In most battles enemies will be facing Constans anyway, but when combined with Illusion, it can make Constans take a hit for a counter if his allies are in front of the enemy.
Otherwise it's just an easy way to get some extra AP, but if you take a step before or after using this, then you may end up not having enough MP to use Thunderclap.
For some reason, this can remove Anomy's Ambush Mark from affected enemies.

Bulletproof Tie: Tech +0, Strength +0
Acquire skill: Monolith
Aim Area (Self-Target)
Grant Steadfast Stance for 2 turn(s).

Steadfast Stance: MP regen -1. Direct damage taken ×80%. Direct damage dealt ×120%. Gain 1 Temporary AP at the start of the turn.
4-turn cooldown.
A great buff that comes at a severe penalty. Constans badly needs MP, and taking some away from him will make it even worse. Only use if you're willing to provide extra MP to compensate.

"Determination": Tech +0, Strength +0, Health -0
(2 Tech, 2 Strength, and -4 Health per upgrade)
Acquire skill: Landslide
Aim Area
Deal X(30%Strength + 15%Tech) damage to the target and knock them back by 1 grid(s).
Late Move: Whenever this unit casts other skills 1 time(s), this skill deals 20% more damage; whenever this unit casts other skills 3 time(s), this skill knocks back the target by 1 more grid(s).

Late Move: Trigger additional effects is this skill is not the first one used in a turn.
4-turn cooldown..
Constans wishes he could be Stray. This is the best he's got. You are expected to use multiple skills to fuel this attack, and what do you get? A big shove. Honestly a little underwhelming.
4 Comments
Hariman 21 Jul @ 11:00pm 
*Thumbs up.*

Also, speaking on Synergy:
Mira synergises with EVERYONE, especially if you get healing on co-op abnormalities.

Soma is tricky, because he can synergize with almost everyone, but not consistently. He works better as the pace setter for the team, OR the backup to other characters.

Regel, Stray, Glitch, and Constans all synergize with other melee characters and make decent backup/bodyguards for the ranged powerhouses.

All of the ranged characters border on broken, especially if you have a close range character or Active Abnormalities to cover when there's enemies who get up close and personal with you.

In my most recent victorious run, Constans was 100% vital in protecting Anomy and Mira from the melee enemies.
jnguy4580  [author] 21 Jul @ 8:24pm 
He's finicky. Being centered around counterattacking when alpha striking is dominant is certainly a thing. I'll have to use him some more and of course, get his 100 counterattacks in before I write about him.
Hariman 20 Jul @ 10:58pm 
Constans is pretty solid. He's a good close range character, and pairs well with broken combos like Mira/any ranged character. (I just beat a run with him, Mira, and Anomy.)

I'm pretty sure he'd be awesome with Stray or Soma, and possibly Glitch and/or Regel, just by sheer weight of physical beatdown. He also does well as the tank/close combat guy who protects the ranged attackers/healers.

He's a fun addition to the game. :)
UnlimitedNC 20 May @ 4:43am 
Great job, but I think it's need section about synergy between characters.