Chroma Squad

Chroma Squad

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A Handbook To Every TV Superhero Chapter 1: Classes and Skills
By Xgpmcnp and 1 collaborators
Hello there, fellow savior of Earth! Having some difficulties with saving our planet from baddies like Cardboard Boxer or Fat Alien? Fear not, as this guide will show you everything you need to know and will need to know about saving the Earth, kicking asses and saving other asses!
   
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Introduction to Chapter 1
Welcome to Chapter 1: Classes and Skills. Contained in here is an overview of all the classes and their skills. It also has comments from the authors on each individual skill. Furthermore, we will be giving our recommendations for actors and which skills to focus on for a given class. However, we will only be covering the main five classes. None of the guest appearances will be listed here.

Without further ado, let's begin!
An Abridged Guide to Cooldown and Skill Regen
Before we move on to the classes themselves, it is important to understand how cooldown works. Cooldown uses the following formula:

roundup(CC/SR = CDT)
CC = Cooldown Cost
SR = Skill Regen
CDT= Number of turns that need to pass before you may use the skill again.

These abbreviations may appear in later parts of the guide.

For example: Your Assist has Healdouken equipped, which is a 120 CC move, and your Assist has 39 SR. It'll go like this:

120/39R = 3.076923...
3.08 rounds up to 4

Thus, 4 turns must pass before you may use this skill again. Keep in mind, that if the skill ends the turn, you automatically gain the first turn of Skill Regen needed. Worth noting is that the Skill Tab in the Actor's screen often takes this into consideration when it lists the amount of turns you need to wait to use a skill again. However, the tool tip for the skill in-combat does not. One final note: Passive Skills are always active and don't require any points in the Skill Regen stat to work. Instead of having a redundant listing of the CC as 0, it will be omitted entirely from the description of passive skills.
A Short Overview of Each Class
Assist
The Assist class is usually the healer of the group. While its skills often have long cooldown timers when you start the game, the Assist's innate ability to gain 20% extra SR is quite handy in making it easier to reduce these. In addition to this, when the Assist Poses for a Teamwork maneuver all adjacent allies are healed for 15% of their max HP.

The Assist's signature weapon is the Bow. Bows have a range of 5 tiles from the user, instead of a Pistol's 4. They also give the user a SR bonus, allowing for skills to be used even quicker than normal. However, they usually require a lot of SR to cooldown themselves.

In short, the Assist tends to be behind the group, though in close enough range to heal the squad and shoot with the bow. It's a very important team member as it is the only one able to revive allies with 5th Gen Phoenix. Losing your Assist can be devastating, as there is currently no method of reviving the Assist. However, keep your Assist alive, and it'll keep the rest of your squad alive.

Techie
Techie is a bit of a support class. Its abilities allow for great mobility, Sniping Power, Buffing and Debuffing. It's also the only class to never have a single option for a season, giving it 11 Skills to choose from as opposed to the usual 10. Its default ability is to effectively gain a turn of Skill Regen by using any other skill. Work great with Free Actions.

The Techie's signature weapon is the Rifle. They have a range of 5 tiles instead of the Pistol's 4. They hit harder than a Pistol of the same Rarity, but have a higher CC to make up for it. Gadget Geek helps to keep the wait low, however.

In short, the Techie is a very versatile class. It can stay near the front lines to buff allies and debuff opponents, or stand farther away and snipe using Rifles. It is recommended that you give the Techie as much SR as possible, so that it can keep up with the outrageous SR costs of its abilities.

Lead
The Lead is a bit of a tank class. Its innate ability grants it +50% Health. Many of its skills boost its survivability with more HP or Defense. Other skills include allowing it to absorb enemy aggro and put its health to good use by taking the damage for the team.

The Lead's Signature weapon is a Spear. The Spear can hit 2 tiles away from the Lead. Its attack range isn't a square though, as it doesn't have the corners. Purchased Spears have an increase to SR, Counter chance or both.

In short, you will generally want the Lead to be in the front lines. It has abilities to buff its allies and call them to the front lines, which makes it great for setting up Finishing Moves. It is recommended to give the Lead more Health than your other allies. Some SR is necessary though, as some of the skills do have high CC.

Assault
The Assault class is exactly what it says it is. With an innate bonus of +30% attack, most of its abilities help it to kill enemies better. It can also throw its allies farther, which gives it value as a stepping stone to reach enemies several tiles away.

The Assault's signature weapon is the Axe. Axes hit harder than Swords, and tend to have higher cooldown costs. That said purchased Axes tend to have bonuses to critical chance and increase the Assault's base attack.

In short, the Assault is the class that will generally be either on the front line, or used to move other allies to the front lines. Whether it's taking them out individually or smashing several depends on your setup. Do be careful to not accidentally get the Assault killed though, as it is your greatest source of damage.

Scout
The Scout class is pretty much exactly what it sounds like. Its innate ability allows it to move 1 tile further than other classes. Different skills can also aid in allowing the Scout to move even farther than that. It is also heavy on dodging, as some of its abilities relate to being able to Dodge.

The Scout's signature weapon is the Dagger. Daggers generally have smaller CC than other weapons. Purchased Daggers have a bonus to Critical chance. Crafted Daggers have a bonus to Dodge change. Daggers can even be enhanced by a skill to reduce their CC to 0.

In short, the Scout is a fast class that can hit really hard, be a dodge-tank or focus even more on movement. Outside of Teamwork Acrobatics, it's usually the class that can mist often hit enemies that run away, which makes it useful to take out healers and ranged opponents. Its free actions allow it to even run up to a group of enemies, stun them, hurt them and then run away all in one turn. Get a good setup, and your Scout can become one of your most valued members.
Assist Class' Skills
Season 1

Healdouken
Heals up a single ally up to 4 tiles away for 50% of its health.
Skill type: Healing
Cooldown Cost: 120

Xgpmcnp: Healdouken is a great skill. It'll be useful to you the whole game and with good enough Skill Regen you should be able to heal your squad a lot to ensure survival! It's not as good as Circle of Friendship, but when only 1 of your guys is beaten up it's really good! Pro tip: you can cast it on yourself.

Xero: Healdouken is a good skill. Early on this will be your strongest heal. While the Techie does learn Cool Invention, Healdouken can generally be used more often.

Energy Reserve
Gain +15 Skill Regen.
Skill type: Passive

Xgpmcnp: Energy Reserve is a good skill at the beginning, but will never beat Healdouken because Assist is supposed to heal, and it only has 2 healing skills: Healdouken and Circle of Friendship. Leaving Assist with only Circle of Friendship could make things turn wrong.

Xero: This gives 24 SR. Even Assist's inherent bonus to SR should only give you 18 SR total. Once you get Circle of Friendship, Energy Reserve will shave several turns off the CDT, allowing you to heal the team more often. If you have 80 SR without Energy Reserve, Healdouken may be a better option, as you can alternate between Healdouken and CoF. Whether you need the extra healing or need to use CoF more may depend on what skills your teammates have.

Season 2

Circle of Friendship
Heal all allies up to 4 tiles away for 30% of their health.
Skill type: Healing
Cooldown Cost: 160

Xgpmcnp: Circle of Friendship is Assist's best healing skill, as it can heal your whole squad for decent amounts of health. While Healdouken can heal 50%, it will only target 1 person, while Circle of Friendship will target every squad member within 4 tiles of distance, healing a lot of HP but spread out on everyone. This and Healdouken are both incredibly useful skills for Assist.

Xero: Not only heals for double the posing heal, but also affects a larger area, allowing more flexibility with where your allies are. While you can't heal your allies and throw them places at the same time, this is often the better option.

Recover
Gain Skill Regen every time you attack.
Skill type: Passive

Xgpmcnp: Your skills cooldown faster while you attack. This might be good, but we're talking about Assist, which won't attack all that much and focus on healing. Also, to get this you'd need to replace Circle of Friendship, which is a skill I use all the time with my Assist.

Xero: Works with an offensive Assist. Countering and attacking while Charmed will activate Recover. With high counter, you can cut full turns of CDT. It does not work with Torin's Bravery. It does not work with posing/team attacks. Assist has to attack to activate.

Season 3

5th Gen Phoenix
Instantly revive a fallen ally up to 3 tiles away with 50% HP.
Skill type: Healing
Cooldown Cost: 200

Xgpmcnp: You don't really have a choice here. That's the only skill you can get while Season 3. Don't underestimate it. It's very useful because that's the only way to revive a squad member! Assist becomes very valuable to keep alive after Season 3 because he gets a lot of healing skills, so protect Assist at all cost!

Xero: If Torin's Bravery is active, you simply cannot use this skill.

Season 4

Mend Friend
Ally up to 4 tiles away is cured of all negative effects and healed by 15% of it's health.
Skill type: Healing
Cooldown Cost: 140

Xgpmcnp: Mend Friend is a great skill because it's an easy way to remove debuffs on anyone. It's also a free action, so you can use it and still spend your turn normally. Problem is, it's a single target move, and when an enemy deals debuff, most of the time multiple members will get the Debuff. Still a good skill!

Xero: Posing heals for 15% as well, hits only adjacent, hits all adjacent, but does not remove status ailments. On the plus side, it's a free action. If Status ailments are an issue, pick this.

Fan Club
Gain +1 Audience for each HP you heal.
Skill type: Passive

Xgpmcnp: If you're in need for Audience, this skill will help you a lot. If not, pass. Honestly, getting the studio upgrades for the Camera, Microphone and Green Screen are better ideas.

Xero: May be useful if you need audience. It does not work with Torin's Bravery.

Bow Expertise
You deal +70% damage with bows
Skill type: Passive

Xgpmcnp: This skill nearly doubles the amount of Weapon Damage your Assist deals with bows (Which he should always have), making him a more reliable offensive force. It's a very good skill for things like Teamwork attacks with weapons too!

Xero: Increases damage of teamwork and the Weapon Finisher. Good Offensive skill.

Season 5

Torin's Bravery
All of your healing effects target enemies and deal damage instead. Lasts 5 turns. Starts on Cooldown.
Skill type: Buffing
Cooldown Cost: 230

Xgpmcnp: This skill will transform every healing move in attacking move. Healdouken will deal damage, Circle of Friendship deals damage and Mend Friend deals damage. It's still very risky as you cannot heal while 5 turns, making yourself an easy prey. If you need Firepower, get this!

Xero: Even posing hurts. It doesn't combo with all skills. Actually lasts 2 turns. Free action, so you can attack the turn you use it.

Web Shot
Target enemy up to 6 tile away is stunned for 2 turns. Starts on Cooldown.
Skill Type: Debuffing
Cooldown Cost: 150

Xgpmcnp: This will make an enemy skip 2 turns, unless it's a boss, which will make him Dazed for 2 turns, which is still pretty good. The Cooldown is low, and with enough Skill Regen you can keep a boss Dazed 100% of time!

Xero: Dazing prevents that opponent from dodging/countering and lets you dodge attacks from that enemy more often. With enough SR, you can keep one or two enemies permanently Dazed or Stunned. It's a free action.
Techie Class' Skills
Season 1

Multi-Shot
Attack all enemies for 85% damage, range 3 (Requires Pistol).
Skill type: Offensive
Cooldown Cost: 120

Xgpmcnp: Multi-Shot is a skill that will let you hit multiple enemies at the same time with your pistol/rifle for lower damage then your default attack. It has a pretty good range and is definitively a good way to exterminate enemies with lower health or to weaken a horde of enemies. It's a good close range crown-control skill!

Xero: These must be gun-swords, since you can use skill despite what you have equipped.

Find Weakness
Target up to 4 tiles away takes 30% more damage for 3 turns.
Skill Type: Debuff
Cooldown Cost: 140

Xgpmcnp: Find Weakness is that kind of skill you'll use on tanky enemies or bosses just before you use your Finishing Move to ensure victory. It's a good debuffing skill and the only one to reduce enemy defense!

Xero: Great when used before Team Attacks and strong moves in general; if you can stack these, even better. Plus, the Techie loves a Free Action. It's worth a look.

Season 2

Sniper Cat
Gain +8% damage for each tile of distance to your target when you attack.
Skill Type: Passive

Xgpmcnp: Sniper Cat will add damage for each tile of distance you have with your enemy, giving your Rifles +40% damage at 5 tiles of distance!

Xero: Not sure how this affects Teamwork. However, if the Techie triggers the attack, it will definitely apply. Makes your Finishing Move hit really hard when used right.

Teleport
Teleport yourself to any free position up to 7 tiles away.
Skill Type: Movement
Cooldown Cost: 190

Xgpmcnp: Teleport is the best movement skill in the game, being a free action that lets you move up to 7 tiles away! Very useful to get in position for Teamwork attacks or to fire your Sniper Rifle!

Xero: If only you could have this and Sniper Cat. It's a free action. Those are valuable just because they're free actions.

Season 3

Fan Club
Gain +20 Audience when using Skills.
Skill type: Passive

Xgpmcnp: Another Fan Club skill that'll raise your Audience. Techie does use a lot of skills so it's not bad for Audience, but usually you'll want something else

Xero: It's a Fan Club skill. Use only if you need it.

Time Sink
All enemies up to 4 tiles away gets -3 Move and -50% attack (Rounded down) by 2 turns.
Skill type: Debuff
Cooldown Cost: 180

Xgpmcnp: This will not only reduce enemy movement but also reduce by half the enemy damage, and to EVERY enemy within 4 tiles! It's a great defensive move when against hordes.

Xero: By 2 turns? What? With enough SR and a few free actions, you can use this every turn to really mess up your opponents' movement and offense. It's quite useful for that.

Weapon Expertise
You deal +30% damage with Pistols and Rifles.
Skill type: Passive

Xgpmcnp: This will make your damages go over the top if combined with Sniper Cat, giving you up to +70% attack with your Rifle!

Xero: Works well with Sniper Cat, Finishing Moves and Teamwork. Also works in general. Not sure if works with Multi-Shot. Good if you don't want Time Sink.

Season 4

Cool Invention
Give +40 Defense for 3 turns to target ally up to 4 tiles away. Heal 50% of target's HP. Starts on Cooldown.
Skill Type: Buffing and Healing
Cooldown Cost: 240

Xgpmcnp: Cool Invention is a better Healdouken, giving a great defense boost and healing half of your target's HP. It's really useful to use this on Lead after he uses Provoke for the great defense, or to use as a healing move and taking the Defense boost as a bonus. Either way, easy choice!

Xero: Twice the CC of Healdouken, and without aid from Energy Reserve, you need actors to reach enough SR to use this every turn, even with free actions. Useful if you intend to use it. It works great on a Lead with Provoke.

Energy Reserve
Gain +15 Skill Regen.
Skill type: Passive

Xgpmcnp: Yeah, this gives you a small Skill Regen bonus. Is it worth anything? Nope. Cool Invention is way cooler.

Xero: Makes it easier to pull off abilities every turn--especially when combined with the Techie's inherent abilities. Good if you don't want Cool Invention.

Season 5

Supreme Nerdiness
25% chance that skills won't have any Cooldown.
Skill type: Passive

Xgpmcnp: 25% chance is kind of low, yes, but Techie use skills so often that you'll often get that 25% chance to happen. Also, n3rds 4r3 k00l

Xero: You can potentially use a free action multiple times in the same turn. However, it is random. Use with discretion.

SWAT Mode
Every ranged attack knocks target 4 tiles away and deal 30% extra damage. Lasts for 3 turns. Starts on cooldown.
Cooldown Cost: 200

Xgpmcnp: SWAT Mode gives bonus damage to pile up with Sniper Cat and Weapon Expertise. You can reach +100% damage using only Techie buffs. Now add buffs from other sources like Lead's Shout of Courage, and this is going to hurt! But the problem is, knocking targets away can be a big disadvantage if handled wrong...

Xero: Considering how far enemies move, I don't mind the added knockback. With enough SR and free actions, you can stack this every turn for an almighty Techie. It works nicely with Sniper Cat and Weapons Expertise. As a plus, it's a free action. Even if your Techie never attacks, it's a free action.
Lead Class' Skills
Season 1

EAGLE Lasso
Pull an enemy up to 4 tiles away to the closest position adjacent to you.
Skill type: Movement
Cooldown Cost: 50

Xgpmcnp: If you can't move to them, make them move to you! This is a very useful skill when you're unable to reach a boss and you want to use a Finishing Move. You don't have a choice to take this one, but it is still a useful skill

Xero: Pull an enemy right next to the Tank. Good ability. It helps with attacking in general, but especially good with Finishing Moves and Teamwork. It's a Free Action.

Season 2

Fan Club
Gain +20 Audience for Team Acrobatic and +35 Audience for Team Attack.
Skill type: Passive

Xgpmcnp: One of the best "Fan Club" skills, it'll give you tons of Audience for using Teamwork stuff. If you need Audience, get this, but it still is only Audience.

Xero: I use the Assault for Team Acrobatics more than I do the Lead. If you give the Lead the Catapult, you might use this more. Use if you need it.

Giraffe's Apprentice
Deal +30% damage with Spears.
Skill type: Passive

Xgpmcnp: Dealing more damage with spears is always good!

Xero: If you intend to give your Lead a Spear, you'll find this useful. If you don't, ignore this.

Vitamins
Gain +15% HP.
Skill type: Passive

Xgpmcnp: You gain more HP, which is always good for a Lead!

Spear damage is a great bonus, and in raw percentage it's a better choice over Vitamins, but it's always depending on what your Squad needs!

Xero: Observed counting HP before the Lead or Actor's boosts. It's still good even if you use Spears.

Season 3

Join Up
All standing allies move next to you.
Skill type: Movement
Cooldown Cost: 80

Xgpmcnp: Very useful for dealing Finishing Moves to enemies or regroup when you're all over the map

Xero: Use the Assault to check the Lead, then Join Up for a massive regrouping; even better if the Assault has the Catapult. Absolutely huge amount of mobility is granted from this. As this is a Free Action, you can move the team, move the enemy and prepare for a Finishing Move all in one turn.

Provoke
All enemies up to 7 tiles will ignore allies for 3 turns. Heal 30% of your health.
Skill Type: Healing and debuffing
Cooldown Cost: 80

Xgpmcnp: Not only will this heal you, but also will protect all of your squad members for 3 whole turns. It's a great skill that will most of the time attract the whole map on your lead, so be careful with your Lead's health!

Xero: I was really surprised how far 7 tiles are. With good positioning, you can aggro everybody against the Lead, causing them to cluster into one spot, which makes Crowd Control moves every effective. It also means you can focus on Healing the Lead over everybody else. One last note: Certain bosses will try to move to your allies, or move your allies to them. However, they will only attack the Leader. This can royally break some of the boss AI.

Season 4

Guardian Beast
Allies up to 2 tiles from you gain 30 defense for 3 turns. Starts on cooldown.
Skill type: Buffing
Cooldown Cost: 100

Xgpmcnp: Great defensive skill, one of the rare to get defense higher

Xero: With enough SR, you can have as many as three instances of this active on your entire squad, making them an iron wall. Good for defensive builds. Its only problem is the short range, ignoring diagonals, giving it a diamond shape. Recommend having Join Up if you intend to use this at all. As a special plus: Free Action.

Shout of Courage
Allies up to 3 tiles away from you gain +30% attack for 3 turns and are healed for 30% of their health. Starts on cooldown.
Skill type: Buffing
Cooldown Cost: 120

Xgpmcnp: This is like Circle of Friendship but it also gives you an attack bonus. It's really good when you want to pile up offensive buffs on like Scout that used Biinon's Invisibility

Guardian Beast might really help by putting defense on your team, but Shout of Courage will add a lot of Firepower and replace the defense by decent heal!

Xero: Shorter Range than Circle of Friendship, grants attack bonus, has a smaller CC and the Lead doesn't have the Assist's bonus to SR. Pretty good. Join Up is recommended if you intend to use this. Less required that it is for Guardian Beast, however.

Season 5

Marvelous Strength
Team attacks you participate in do +30% damage.
Skill type: Passive

Xgpmcnp: Now teamwork is an even better weapon, and Finishing Moves are a lot stronger!

Xero: Stronger Team Attacks and Finishing Moves are good. However, the Lead must be part of it. If you intend to use the Lead to eat enemy aggro or Buff allies more often than attack, you might want something else. Then again...

Role Model
Global Audience gain is increased by 20%.
Skill type: Passive

Xgpmcnp: If you need help with Audience and don't mind losing strength in Finishing Moves, get this! But Season 5 is a bit late on fixing Audience issues..

Role Model would be decent if it was a Season 1 Skill, but it's not. If you REALLY need audience, get it, but Marvelous Strength is very strong.

Xero: You're giving up Marvelous Strength for this. Do you really need the audience? Do you really need the Teamwork power? Good questions. May you find the answer you need.
Assault Class' Skills
Season 1

Strong Arm
Allies executing Teamwork Acrobatics with you may jump 2 extra tiles.
Skill type: Passive

Xgpmcnp: This makes Assault become a great help on putting the rest of your team on the battlefield right at the beginning, or throwing an ally away from fighting he's close to death.

Xero: While the Assault can end up left behind if you use this often, it does allow you to throw your Allies behind enemy lines, or to harder to reach enemies. Once you're done chucking allies around, the Assault can join a Team Attack to not waste its power.

Season 2

Square House Kick
Deal 120% damage to all adjacent enemies.
Skill type: Offensive
Cooldown Cost: 70

Xgpmcnp: Very good horde control skill that can kill multiple enemies, especially since it deals 120% damage. You can also use it on a boss when he's standing alone, making more damage than usual.

Xero: I've never seen an enemy dodge this. 70 CC is pretty low so it's easy enough to use this every turn by the endgame. Even against a solo enemy, the bonus damage makes it worth using if you don't plan on performing a Team Attack or a Weapon Attack.

Almighty Assault
Gain +15% Critical chance.
Skill type: Passive

Xgpmcnp: This is pretty useful for Critical builds on the Assault, and makes Assault deal Critical hits a lot more, dealing tremendous damages to even basic attacks without buffs.

Xero: Pairing this with an Actor that gives a boost to critical hit chance and the best boosts to Critical hits can potentially result in having 100% critical hits. If you don't intend to use Square House Kick, this will let you do some impressive damage against a single target. It's worth considering.

Season 3

Fan Club
Gain double Audience for dealing damage.
Skill type: Passive

Xgpmcnp: Another Fan Club Skill... Like all others, avoid unless in dire need of Audience.

Xero: If you need Audience, this is useful. It's less useful if your Assault doesn't fight that much.

Martial Arts Master
Gain +15% base Attack.
Skill type: Passive

Xgpmcnp: More damage on Assault is a great thing! With the default +30% attack, adding this gives a +45% attack stat by default. Now if your actor has bonuses to attack, you're sure to pack a punch!

Xero: When it comes to damage, more is more. It's definitely worth considering.

Weapon Master
Your weapon attacks deal 50% more damage.
Skill type: Passive

Xgpmcnp: Big bonus, but only works on axes! If you take this, you might want more Skill Regen too to use your Weapon often.

Xero: Description suggests works with anything. Weapon Finisher gets a nice boost from this. If your Assault doesn't have an Axe though, then you probably want to ignore this.

Season 4

It's Cleave Time!
50% chance of hitting all adjacent enemies when you attack.
Skill type: Passive

Xgpmcnp: 50% chance to deal damages to every enemy surrounding your target is very good, especially since it deals the same amount of damages so it's kind of like a Square-House Kick but on a regular.

Xero: Applies to weapon attacks and regular attacks; a good way to deal Crowd Control damage. Not sure how well this combos with Square House Kick. You can potentially deal tons of damage against larger crowds. Oddly enough, if you knock an enemy backwards and this triggers, it'll hit the enemy a second time.

Trample
Move up to 5 tiles in a straight line, dealing 70% damage to all enemies along the way.
Skill type: Movement and Offensive
Cooldown Cost: 90

Xgpmcnp: Trample is one of the rare skills that hits enemies in a line, and can hurt up to 4 enemies while also moving through them, but the low damages might make you take It's Cleave Time!

Xero: Good for movement. It may not hit as hard as a regular attack, but it can probably trigger Stunning Parable. If you have enough SR to use this every turn, or even every two turns, it's useful for boosting your damage against a single target. It may not be as effective at crowd control as It Cleave Time! Worth looking into if you plan on having the Assault focus more on killing single targets, if you need more movement or if you need to just punch through the enemy. Also, it's a free action. It's hard to go wrong with that.

Season 5

Battle Fever
Gain +30% Attack for 3 turns. Heal 40% of your health. Starts on Cooldown.
Skill type: Buffing and Healing
Cooldown Cost: 130

Xgpmcnp: A good attack buff while also healing you for good amount and it's a Free Action. What to ask more?

Xero: Pretty Straightforward. Unfortunately, it's currently impossible to legitimately reach 130 SR with the Assault. Still, you can have two copies of this enabled for a single turn. Free Actions are always welcome too.

Stunning Parable
50% chance of stunning your target when you attack.
Skill type: Passive

Xgpmcnp: 50% chance to stun your target or daze it if it's a boss. With enough luck that can stop an enemy from moving next turn if you didn't kill it, and making a boss Dazed is always a great idea. Problem is, Assault mostly one-shots.

Xero: I haven't used this much. That said, it combos with Trample to have more chances to Daze or Stun a single target. If combined with Trample, It's Cleave Time! or Square House Kick, you can potentially stun/daze several targets at once. It's handy to have.
Scout Class' Skills
Season 1

Stunning Pose
Stun adjacent minions, and daze adjacent bosses.
Skill type: Debuffing
Cooldown Cost: 90

Xgpmcnp: As a Free Action, this is very useful to stun a lot of enemies and gain a free turn over them or daze a boss and then attack it. There's no second choice, but this is still a good choice!

Xero: Sometimes it's not even that you intend to attack them, as it's sometimes worth it to just not be attacked by certain enemies. It's a free action, which means you can stun then move, or move, stun, and run back... The possibilities are endless.

Season 2

Dexterity
Gain +20% Dodge.
Skill type: Passive

Xgpmcnp: +20% dodge is a 1/5 chance to dodge just with this skill. Now add dodge chances from other sources and your scout is going to avoid all those hits like a champ!

Xero: Considering you usually have a 5% chance to Dodge as a base, you can dodge 1/4 of all attacks with this. This is one thing that helps the Scout become a Dodge Tank and doesn't get hit in the first place. Useful if you want more dodge or your Scout.

Fan Club
Gain +3 Audience for each tile you move.
Skill type: Passive

Xgpmcnp: Get this for Audience; otherwise leave it with the other Fan Clubs.

Xero: If you need Audience, it's useful. If you use both actions to move, you can potentially get a bunch of Audience. Not sure how that gets people watching though...

Mobility
Gain +2 Move.
Skill type: Passive

Xgpmcnp: That makes a lot of movement! Scout has a default +1 movement, but with this you get +3 which lets you move mostly everywhere on the map and will help on tons of situations!

Xero: If you choose to use your second action to move, you can easily walk half the map if not more. It's really useful for getting around. Pick if you want your Scout to move around even more.

Season 3

Full Power Dagger
You deal +50% Critical damage and gain +15% chance to stun with Daggers.
Skill type: Passive

Xgpmcnp: If you have good Crit chances with your Scout, you want to deal 50% more damage with those crits. Also, chances to stun are welcome!

Xero: Stunning is stunning. Not entirely sure why you would use this, as you have Stunning Pose. I suppose it's good for a low-SR setup you would likely have one if you run a setup high on Critical hits. This increases your power output a lot in a high critical setup.

Lightning Dagger
Make a lightning attack at melee range.
Skill type: Offensive
Cooldown Cost: 70

Xgpmcnp: Lightning Dagger is a free action that deals basic damage to enemies. You attack twice in the turn! Pretty useful, especially since it has low Cooldown Cost!

Xero: About as powerful as your regular attack. It's a free attack, and 70 SR isn't super hard to get. As it's a free action, with 70 SR you can basically attack twice in a turn. It's worth trying out.

Season 4

Biinon's Invisibility
Enemies ignore you and you gain +100% attack for 3 turns, heal 20% of your health. This effect will end early if you cause and damage.
Skill type: Buffing
Cooldown Cost: 110

Xgpmcnp: The ultimate skill for Scout, Biinon's Invisibility will make you invisible for 3 turns so no one attacks you and you deal double damage. You can move freely and prepare for 3 turns to use a killer skill on like, the boss or a tanky enemy. Buffs, heals and removes attention, it's great!

Xero: While the CC is absurd, with enough effort, you can use this every turn. Be careful though. There's a bug floating around that can reduce the Scout's power to 0 because of this skill. If you have two copies of this active at once, the damage you do skyrockets; even more so with other buffs. Healing and Invisibility just add to it.

Fast Reflexes
Always perform a Counter when you Dodge an attack.
Skill type: Passive

Xgpmcnp: Countering after dodges is a great feature since Scout can dodge everything with the correct skill! They'll just hurt themselves to the wall Scout becomes when you get this skill.

Xero: Considering the Scout can reach the legendary 95% Dodge rate, this is quite good in a dodge-tank setup. Allows you to charge into enemy lines and smash everybody while dodging everything. Recommend for setups with high dodge.

Season 5

Rogue Like
Your equipped Dagger's skill now how no Cooldown.
Skill type: Passive

Xgpmcnp: This will make you able to use your weapon every turn, dealing way higher damages and letting you use your dagger alongside Biinon's Invisibility at all time. Getting higher Weapon Damages is very important alongside this skill!

Xero: If you're in a low SR build, such as a dodge-tank or high critical setup, then this will allow you to negate the CC on your daggers. However, in a high SR setup, you will be able to use most Daggers every turn anyways; worth a look in a low SR build.

Shockwave
Hit all enemies in a column up to 5 tiles away, dealing 200% damage.
Skill type: Offensive
Cooldown Cost: 120

Xgpmcnp: 3 squares wide "Beam" attack that deals great damage for 5 tiles away. Combine this with Biinon's Invisibility and various other buffs for Overkill!

Xero: Imagine hitting one of the four spaces directly next to the Scout, the two next to it to make a wide slash and then make it go five squares away. It has a nice, large hit area, and is the only skill I know of where its visible range changes with where you move your cursor. Very good when combined with Biinon's Invisibility.
What Actors Fit What Role?
Some actors in the game have better advantages then others, we can all agree on that. Though, having a great actor won't help you if the actor is having the wrong role! Thus, here's a list of the actors and what roles they should be put in a priority list divided in 5, where each number means:

1: Top priority, this is the actor's best class
2: If number one is taken, this class suits very well too!
3: There's better out there.
4: Avoid getting this.
5: Avoid getting this AT ALL COST.

Alert Johansen
Salary: 30$
Perks: +6 Skill Regen
+1 Fan Conversion Rate


World famous, this actress will attract lots of fans

Good actress to get if you're in need of Skill Regen, the Fan conversion is more of a bonus.

Priorities:
1: Assist
2: Techie
3: Scout
4: Lead
5: Assault

Alien
Salary: 30$
Perks: +10 Skill Regen
-30% Health


He came from outer space!

This actor is the one with the biggest Skill Regen, but his health makes him an easy target!

Priorities:
1: Assist
2: Techie
3: Scout
4: Assault
5: Lead

Antitonic
Salary: 30$
Perks: +10% Dodge
-1 Movement
+10% Health

A calm artist and musician who may look unremarkable but has secret pro wrestling moves!(Kickstarter Backer)

Antitonic has the big debuff of -1 movement which makes him very sluggish, but he's a great lead!

Priorities:
1: Lead
2: Assault
3: Scout
4: Techie
5: Assist

Ashley Smith
Salary: 20$
Perks: -20% Health
+30% Sword Damage


She does not take "no" for an answer!

Great damage with melee weapons (Sword counts for Axe, Spear and Dagger too!) but lower health makes this actress a high risk high gain one.

Priorities:
1: Assault
2: Scout
3: Lead
4: Assist & Techie (They don't use Melee!)

Asimobot
Salary: 40$
Perks: -5 Skill Regen
+30% Health
+10 Crafting Quality Rate


He is bound by only two of Asimov's laws

Even though Asimobot suffers from lower Skill Regen, he sure does get a lot of Health!

Priorities:
1: Lead
2: Assault
3: Scout
4: Techie
5: Assist

Dude Lee
Salary: 20$
Perks: +4 Skill Regen
+10% Critical
-20% Health


Trained in the mountains of china, is the lead actor in all major fighting movies of all time

More Skill Regen and Critical makes this a great Assist, but the lower Health might be fatal!

Priorities:
1: Assist
2: Techie
3: Scout
4: Assault
5: Lead

Evan Tyson
Salary: 20$
Perks: -1 movement
+1 Acrobatic Range (Throws your squad members way further in Team Acrobatics!)
+30% Attack


Expert in Boxing and Monster Punching

Higher attack and the only one to improve Acrobatic Range, this makes for a great Assault!

Priorities:
1: Assault
2: Scout
3: Lead
4: Techie
5: Assist

Gus Fune
Salary: 30$
Perks: -1 Movement
+20% Attack
+25% Team Attack Damage


Pandas are cute an lazy creatures who sleep all day, unless someone tries to destroy the city! (Kickstarter Backer)

The massive Team Attack Damage and higher Attack makes this a great Assault!

Priorities:
1: Assault
2: Scout
3: Lead
4: Techie
5: Assist

J Blues
Salary: 40$
Perks: +5 Skill Regen
+8% Dodge
+5% Critical


Basketball star, specialized in flashy moves. With a flashy salary to boot.

Only positive perk is great, and the extra Skill Regen and Dodge makes this guy the perfect Assist!

Priorities:
1: Assist
2: Techie
3: Scout
4: Lead
5: Assault

Mao Shinmei
Salary: 30$
Perks: +3% Critical
+20% Attack


Anything is a deadly weapon on this girl's hands.

More critical and attack makes for good offensive power!

Priorities:
1: Assault
2: Scout
3: Lead
4: Techie
5: Assist

May Yeerum
Salary: 30$
Perks: +20% Counter
-30% Enemy Dodge
-30% Enemy Counter


Expert in Muay Thay and Kick Boxing

Both defensive and offensive perks makes this actress an accurate and vengeful attacker!

Priorities:
1: Lead
2: Assault & Scout (I can't seem to pick a better choice between those two!)
3: Techie
4: Assist

Michael Florian
Salary: 40$
Perks: +4 Skill Regen
-15% Attack
+10% Shop Discount


A leader and a problem-solver. (Kickstarter Backer)

Even though he can save you some money--which is good on the long term, he kind of sucks; kind of.

Priorities:
1: Assist
2: Techie
3: Scout
4: Lead
5: Assault

Michonne
Salary: 30$
Perks: +15% Counter
+20% Health


Expert survivalist, this actress has survived hordes of fans

Michonne is a great Leader to your group, and is one of the best choices out there for a tank!

Priorities:
1: Lead
2: Assault
3: Scout
4: Techie
5: Assist

Mr. Beaver
Salary: 30$
Perks: +20% Health
+10 Item Drop Rate


Passionate defender of technology

This actor makes crafting items a lot easier with more material drops, and his health is pretty good!

Priorities:
1: Lead
2 :Assault
3: Scout
4: Assist
5: Techie

Ryo Yoshi
Salary: 20$
Perks: +1 Movement
-20% Weapon Attack


A silent monk trained to move like water.

The lower Weapon Attack would make this a bad actor if it wasn't for the +1 Movement!

Priorities:
1: Scout
2: Assist
3: Lead
4: Assault
5: Techie

Telemelia
Salary: 20$
Perks: -30% Dodge
-30% Counter
+15% Mecha Health


Takes care of his RV as much as he takes care of our giant robot (Kickstarter Backer)

I've never lost a Mecha fight, even in Challenging, so I don't really see the use of this guy..

Priorities:
1: Assist
2: Techie
3: Assault
4: Lead
5: Scout

Von Andy
Salary: 12$
Perks: -1 Movement
-10% Attack
+15% Audience per Episode


Pretty boy. He's just here to raise your audience.

This guy could be useful to get for someone who is having difficulty with Audience, but still sucks.

Priorities:
1: Assist
2: Techie
3: Lead
4: Scout
5: Assault

Weasley Stripes
Salary: 30$
Perks: +10% Health
+30% Pistol Damage


Experienced with sci-fi movies and cryogenics

Since Pistol also counts for Rifle and Bow, this makes a great Assist or Techie!

Priorities:
1: Techie
2: Assist
3: Lead, Assault & Scout (They don't use ranged weapons!)

Comments from Xero: As we may potentially hit the character limit, I won't be giving my input on this section. I personally recommend picking actors that go along with whatever setup you intend to give a class. An example would be to pick Dude Lee for a high-critical setup; up to you though. I cannot confirm or deny whether Pistols accounts for all ranged weapons and whether Swords accounts for all Melee weapons.
Conclusion to Chapter 1
Well, now you know a lot of things and should be able to beat Cardboard Boxer and Fat Alien! But what about the Transitmancer? Will you be able to defeat such monstrosity and save the human race of such danger? Find out next time in the next action-packed episode of... Power Rang-- Copyright'd

Special thanks to:
JSlayerXero for being a great partner in writing this and helping with typos and so much stuff I can't even mention all the help
Xarugas for letting me use part of a community thread he posted where he showed the skills' Cooldown Cost.
And all the other things I can't think about right now.

See you next chapter!

[Read Chapter 2 Here]
26 Comments
kotamine 11 Apr, 2020 @ 7:23am 
i picked 4 people with priority 5 and i feel like something about this guide is off
like dude lee on lead, the +50% health basically makes up for his -20% and then some
JadsonFox07 9 Feb, 2018 @ 5:59pm 
an awesome guide! thanks a lot! :blissful_creep:
Mohime 12 Aug, 2017 @ 5:40am 
Nice guide!
Xgpmcnp  [author] 14 Mar, 2016 @ 5:59pm 
I personally didn't do the Sheriff paths, and the Rider skills are not something you can choose so it's pointless to say what to decide.
Mr. Beast Domain Expansion 14 Mar, 2016 @ 5:45pm 
what about the rider skills for assualt?
and the sheriffs
.VM8RA 17 Jan, 2016 @ 8:48am 
PS: I picked a much better team when I restarted. I have the samurai chick from the walking dead, can't remember the rest. I will download the game again and have a look who I have on my team now. I did a lot more work putting a team together this time so I have the right people in the right roles. :dotecrystal: :cybereye: :golden:
.VM8RA 17 Jan, 2016 @ 8:45am 
Need to pick this up again... great guide btw. have been playing marvel heroes lately and it's all I want to play. this was great though, one of the best games from last year.
Xgpmcnp  [author] 17 Jan, 2016 @ 8:10am 
Glad you liked it!
Moogleosis 16 Jan, 2016 @ 8:09pm 
This guide was informative. Thank you for making it.:diehard:
Joe Stanley Laserpants 3 Jan, 2016 @ 5:59pm 
I think you should know that Michael Florian's 10% shop discount doesn't work. It never has and until it does, there is no point to picking that character for anything, because it's his only real bonus.