Do you want to know what a specific Skill does and how it fits into your strategy? Find the full list below!
DEFENSIVE
Bodyguard
While not stunned, the first time each turn that an ally teammate takes 30% of their max HP from a single attack, rush, Active, or Signature skill, this character will take that damage instead. Damage transferred this way is reduced by 50%.
Combat Medic
When this character performs a critical attack, all teammates get 25% of this character’s ATK as bonus hp (Bonus HP is applied before reflect damage).
Dexterity
If this specialist takes damage, the amount taken is reduced based on their current AP. The more AP the specialist has the less damage they take. If this character’s health is above 20% and they take damage that would kill them, their health will be reduced to 19% instead.
Evasion
Whenever this character takes damage from an Attack or Rush, they will reduce the amount based on their current AP.
Evasion II
Whenever this character takes damage from an Attack or Rush, they will reduce the damage by 7% for every 20% of max adrenaline points (AP) it has.
Guardian
When this character performs a critical attack on a target, they will apply a protective Shield on an ally with the lowest HP. The Shield will remain active until it negates 1 incoming source of damage from another combatant. Maximum 1 specialist applied shield per turn.
Guardian II
When this character performs a critical attack on a target, they will apply a damage negating Shield on two allies with the lowest HP. The Shield will remain active until it negates 1 incoming source of damage from another combatant. Maximum 2 specialist applied shields per turn.
Halo
The first time this specialist dies in combat, they revive at 50% max hp at the start of their next turn.
Human Shield
While this character is defending, all attacks from human enemies may only target them. (Swipe right on character icon to defend)
Indomitable
While not Stunned, whenever this character takes damage, they gain +30% Defense until the start of their next turn, in addition to any existing Defense increases, including prior activations of this skill.
Overheal
If this character were to be healed over 100% HP, this character gains Bonus HP equal to 50% of the amount healed over 100% HP.
Overheal II
If this character were to be healed over 100% HP, this character and all teammates get Bonus HP equal to 50% of the amount healed over 100% HP, regardless of any Heal Reduction affecting those teammates.
Resilient
This character gets +50% to any status resistance applied to them, and an inherent 50% resistance to all statuses to which they otherwise have no source of resistance.
Tenacity
If this character’s health is above 20% and they take damage that would kill them, their health will be reduced to 19% instead.
Vitality
At the beginning of each turn, this specialist regains health based on the amount of unspent adrenaline it has.
Vitality II
At the beginning of each turn, this specialist regains 7% health for every 20% of max adrenaline points (AP) it has.
GAME FLOW
Command
When this character defends, the previous ally to take an action this turn will receive a bonus action. That ally will be unable to act the next turn.
Confounding
When this character performs a critical attack on a human target, that target will be confused for 1 turn.
Confused characters will not use Rushes or Active Skills and have a chance to attack a random teammate.
Confused characters will not use Rushes or Active Skills and have a chance to attack a random teammate.
Disarming
This character will never trigger a special or epic weapon effect that activates when an enemy character is defending.
When this character performs a critical attack on a human target, that target will be disarmed for 2 turns.
Disarmed characters lose any slot 3 special effects granted by their weapons.
When this character performs a critical attack on a human target, that target will be disarmed for 2 turns.
Disarmed characters lose any slot 3 special effects granted by their weapons.
Head Cracker
When this character performs a critical attack on a target, that target will be dazed for 2 turns and this character recovers from all penalties.
Manic
Every turn, if this character is at or below 75% HP, this character gains +50% AP at the start of their turn.
Neutralize
When this character attacks a human target that has 80% or more Adrenaline, that target will be impaired for 1 turn.
Impaired characters cannot gain AP or use Adrenaline Rushes.
Impaired characters cannot gain AP or use Adrenaline Rushes.
OFFENSIVE
Aggro
This character gets +30% ATK and DEF at the beginning of each turn if it was not directly targeted by a successful attack or ability in the previous turn. Bonuses given this way stack with each other and other bonuses. Resets on a new wave of Combat.
Arsonist
Whenever this character attacks a character suffering from Burn, the damage of that Burn effect is doubled. Target can only be affected once per turn.
Berserker
Whenever this character takes damage, they gain +20% Attack until the end of their next turn, in addition to any existing Attack increases, including prior activations of this skill.
Bloodthirst
Whenever this character attacks a target suffering from Bleeding, the damage of that bleeding effect is doubled. Target can be doubled once per turn. If this character performs a critical hit on an target, the target gets Crosshairs for 3 turns.
Collateral Damage
When this character performs a critical attack on a target, they will deal splash damage (a 50% damage attack) to up to two adjacent targets.
Collateral Damage II
When this character performs a critical attack on a target, they will deal splash damage (a 100% damage attack) to up to three adjacent targets.
Cutthroat
Whenever this character deals damage to a fighter that is under the effect of a debilitating status, they will deal 50% extra damage.
Cutthroat II
Whenever this character deals damage to a fighter that is under the effect of a debilitating status, they will deal 100% extra damage.
Decapitate
When this character lands the killing blow on a target, that target can not be revived.
Execution
When this character attacks a target that has 20% HP or less (including Bonus HP), the target will be immediately defeated.
Firestarter
Whenever this character attacks a character suffering from Burning, an adjacent target will be affected with a copy of that Burning effect.
Follow-Up
Once per turn, when this specialist kills a target with an Attack or Adrenaline Rush, they will receive a bonus action.
Headhunter
If this character performs a critical hit on a target, the target gets Crosshairs for 3 turns.
Hemorrhage
When this specialist lands a Critical Hit on a target, that target suffers extreme bleeding which increases every turn. (+150 bleed damage per turn)
Lacerator
Whenever this character attacks a target suffering from Bleeding, the damage of that bleeding effect is doubled. Target can only be Lacerated once per turn.
Life Steal
When this character performs a critical hit, they will regain 15% of their max health.
Life Steal II
When this character damages a target with a standard attack, they will regain 10% of their max health.
On A Roll
This character’s attack increases by +20% at the start of each turn after the first, up to a max of +120% after 6 turns. Bonus resets if killed, stunned, or impaired.
Waste Not
When this specialist kills a target with an Attack or Adrenaline Rush, any excess damage is dealt to one adjacent target.
REVENGE
Bide
This character stores the damage it takes from attacks, active abilities, and rushes. After reaching 2000 stored damage (or if the Defend action is used), deal 150% of the stored damage to 1 enemy immediately. Stored damage is reset to 0 after use. Bide does not trigger if this character is killed.
Bide II
This character stores the damage it takes from attacks, active abilities, and rushes. After storing damage equal to 30% of its max HP (or if the Defend action is used), deal 150% of the stored damage to 1 enemy immediately. Stored damage is reset to 0 after use. Bide does not trigger if this character is killed.
Hold The Line
For every dead teammate, this specialist receives +25% Defense and +25% Attack, in addition to any existing Attack or Defense increases, including prior activations of this skill.
Lightening Reflexes
When this character is not stunned and is targeted by a Damaging Adrenaline Rush, they will immediately counterattack.
Outlast
When this specialist is defeated, their death is delayed for 1 turn during which they may still take an action, and they receive 100% AP.
Parting Shot
If this character is killed by an enemy attack, they will immediately perform a guaranteed critical attack against the enemy.
Payback
If this character were to take more than 30% of their max hp in a single rush, active, or signature skill, deal that same damage back to the attacker and up to 2 additional enemies.
Retribution
When this character is defeated, all of the character’s surviving teammates will immediately receive 25% of their max AP.
Retribution II
When this character is defeated, all of the character’s surviving teammates will immediately receive 50% of their max AP.