Post by AgentMercury on Mar 16, 2017 14:06:51 GMT -3
Class: Infiltrator
Cost: 100
Cost: 100
Stats:
HP: 280
SP: 270
ATK: 25
DEF: 15
ACC: 38
EVA: 27
Luck: 3
Skills:
1 Aimed Shot
[/ul][/ul]Luck: 3
Skills:
1 Aimed Shot
- Target: Single
- SP: 10%
- # of Hits: 1
- Hit/Crit: 92%/16%
- DMG Type: Ranged Gun
- DMG: 7-9 * 1d5
- Applied Effects:
- Pain (Target)
- Duration: 3 Rounds
- Increase DMG taken by 15%
- Stacks up to 5 times
- Hobbled (Target)
- Duration: 1 Round
- Attacks cannot be Stealthy
- Retaliation (Self)
- Duration: 2 Rounds
- Counter-Attack with Aimed Shot when an Ally is attacked
2 Revolutionary Strike
- Target: Single
- SP: 20%
- # of Hits: 1
- Hit/Crit: 92%/16%
- DMG Type: Melee Unarmed
- DMG: 5-7 * 1d5
- Applied Effects:
- Reduced Potential (Target)
- Duration: 2 Rounds
- Chance to apply the following each round while in effect:
- Flustered: (1 Round) Lock out Buff Skills (30% - Roll 1d10, apply on 1, 2, or 3)
- Immobilized: (1 Round) Lock out Melee Skills (30% - Roll 1d10, apply on 1, 2, or 3)
- Perplexed: (1 Round) Lock out Debuff Skills (30% - Roll 1d10, apply on 1, 2, or 3)
- Shaken: (1 Round) Lock out Ranged Skills (30% - Roll 1d10, apply on 1, 2, or 3)
- Revolution (Self)
- Duration: 2 Rounds
- Follow-Up Ally's Single-Target attack with Aimed Shot
- Reduced Potential (Target)
3 Magnetized Mines (Mines replaced with Detonate after use)
- Magnetized Irradiated Frag Mine
- Target: Area
- SP: 10%
- # of Hits: N/A
- Hit/Crit: 100%
- DMG Type: Debuff Tech
- DMG: N/A
- Properties
- Subtle
- Does not trigger most Status Effects
- Subtle
- Applied Effects
- Magnetized Irradiated Frag Mine
- Mine explodes when Magnetized or Detonated
- Does not detonate on Counters and Follow-Ups
- Target gains the following:
- Radiation Exposure (100%) + Radiation Exposure (50% - roll 1d2, apply on 1)
- Duration: 3 Rounds
- Take 7.5% of base HP each round
- Take 10% more DMG from Energy attacks
- Can Stack up to 4 times
- Bleeding
- Duration: 3 Rounds
- Take 4% of base HP every Round and during every Hostile action (Skills, Counters, and Follow-Ups)
- Does not proc on Subtle or All attacks or when attacking an Ally
- Can Stack up to 3 times
- Radiation Exposure (100%) + Radiation Exposure (50% - roll 1d2, apply on 1)
- Magnetized Irradiated Frag Mine
- Magnetized Chemical Mine
- Target: Area
- SP: 10%
- # of Hits: N/A
- Hit/Crit: 100%
- DMG Type: Debuff Tech
- DMG: N/A
- Properties
- Subtle
- Does not trigger most Status Effects
- Subtle
- Applied Effects
- Magnetized Chemical Mine
- Mine explodes when Magnetized or Detonated
- Does not detonate on Counters and Follow-Ups
- Target gains the following:
- Dizzy: (3 Rounds) ACC down 25%
- Exposed: (3 Rounds) DEF down 25%
- Slowed: (3 Rounds) EVA down 25%
- Weakened: (3 Rounds) ATK down 25%
- Incapacitated: (2 Rounds) 40% chance to Stun; counts as Stun
- Magnetized Chemical Mine
- Detonate
- Target: Single
- SP: 10%
- # of Hits: N/A
- Hit/Crit: 100%
- DMG Type: Tech
- DMG: N/A
- Properties
- Subtle
- Does not trigger most Status Effects
- Detonator
- Detonates Explosives on Enemy Targets
- Subtle
4 Knife Assault
- Target: Single
- SP: 30%
- # of Hits: 3
- Hit/Crit: 100%/18%
- DMG Type: Melee
- DMG: 4-6 * 3d4
- Properties
- Brutal Strike
- DMG cannot be prevented by Resurrection effects
- Guaranteed Hit
- 100% chance to hit, unless countered by certain abilities
- Ignore Defense
- DMG ignores enemy DEF
- Attack ignores Shields
- Brutal Strike
- Applied Effects
- Fatal Blow
- Defeat normal enemies with >20% HP
- Deal 30% of base HP to bosses with >20% HP
Passive Abilities:
[/span][/div][/div][/b][/div]- Counter Offensive
- Counters and Follow-Ups deal 20% more DMG
- Iron Curtain
- Grant Cold War to Allies
- Each Ally gains Advantage (deal 20% more against targets with Locked-Out moves)
- Sense of Control
- Immune to Delirium Effects