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==Base mechanics==
+
{{TechniqueNavigation}}
  
-The minimum amount of hits required to fill the gauge is 25 hits or a certain amount of damage. The damage corresponds to the level of the enemy. On level 80 targets, it requires roughly 726k HP of damage to fill the gauge, with maximum fill rate being at 726k/25 damage per hit. On level 75 targets, it requires roughly 500k HP of damage to fill the gauge. I believe zanverse does not contribute to this gauge filling.
+
==Learning Compound Techniques==
 +
To learn a Compound Technique, you must acquire the Disc. Discs may be acquired in two ways.
  
-Some potentials do not boost compound tech damage. Such as psycho wand's hidden potential. Others, like the Ray series, do boost it.
+
===Compound Technique===
  
==Zandion==
+
*Claris Claes will distribute the following Client Orders if you have any class that is Level 70 or higher.
 +
** Creating a New Technique I: Awards the Zandion Disc.
 +
** Creating a New Technique II: Unlocked by clearing "Creating a New Technique I". Awards the Fomelgion Disc.
 +
** Creating a New Technique III: Unlocked by clearing "Creating a New Technique II". Awards the Baranstion Disc.
 +
 
 +
*Compound Technique Discs can be purchased from the [[Photon_Shop|Photon Exchange Shop]] for 50 Photon Spheres.
 +
 
 +
===Simple Compound===
 +
 
 +
* Marlu will distribute the Client Order "新たな技術に興味はある?". All Simple Compounds will be automatically learned upon completion.
 +
 
 +
==Mechanics==
 +
 
 +
===Compound Technique===
 +
 
 +
*To enable use of a Compound Technique, your Main Class must be Force or Techer. You must be armed with a Rod, Talis, or Wand.
 +
 
 +
*Compound Techniques are set to your Subpalette and are activated from it.
 +
 
 +
*Compounds may be used once their Gauge is charged. Inflicting damage to enemies with Techniques or Wand Gear Explosions will fill the Gauge. Using a Compound Technique will empty the Gauge. This Gauge is shared among all three Compounds.
 +
 
 +
*Compound Techniques cost 0 PP to cast.
 +
 
 +
*A Compound Technique must be charged. If the charge is interrupted by taking knockback or dodging, the cast will not be wasted.
 +
 
 +
*Each Compound Technique has a separate cooldown timer of 90s (as of 11/7/2019 balance update). It can be charged even when it is on cooldown.
 +
 
 +
====Compound Technique Gauge====
 +
 
 +
* The maximum rate the combo tech gauge can be filled is 4%** per hit. The amount that is filled is directly related to the damage you do with techniques. The damage required for max fill rate corresponds to the level of the enemy. On level 80 targets, it requires roughly 726k total damage to fill the gauge, with maximum fill rate being at 726k/25, or approximately 29040 damage per hit. On level 75 targets, it requires roughly 506k(?) HP of damage to fill the gauge, or approximately 25 hits of 20240 damage or more.
 +
** With the wand [[Magical Piece]]'s potential, {{pots|Harmonized Heart}}, it allows you to fill up to 1.7 times the amount per hit. This allows you to fill up to 6.8% per hit. So if you do one hit of 200k damage (say from ilbarta) on a level 80 enemy, you are still limited to filling the gauge by 29000, but that is multiplied by 1.7, which effectively gives you about 49300 damage toward your needed 726k. Doing 10k damage (say from ragrants) on a level 80 enemy fills the gauge by effectively 17k points each hit.
 +
 
 +
* Damage dealt by Zanverse does not contribute to the Gauge.
 +
 
 +
* Passive objects that are able to take damage, such as Darker Walls, count as enemies for the purposes of filling the Compound Technique Gauge and will fill the gauge when struck by a Technique.
 +
 
 +
====Properties That Affect Compound Techniques====
 +
 
 +
* T-ATK
 +
 
 +
* Elemental Weakness
 +
 
 +
* Various Skills, including Mastery Skills such as Light Mastery I and Fire Mastery I.
 +
 
 +
* Potentials that boost damage. Potentials that boost Technique damage do not affect Compound Techniques.
 +
 
 +
* Talis Tech Bonus does not affect Compound Techniques.
 +
 
 +
* Skills and Potentials that reduce Charge Time do not affect Compound Techniques.
 +
 
 +
===Simple Compound===
 +
 
 +
==Compound Techniques==
 +
 
 +
===Zandion===
 
{| class="center prettytable sortable" style="width: 100%;"
 
{| class="center prettytable sortable" style="width: 100%;"
 
! class="unsortable" style="width: 70px;"| Icon
 
! class="unsortable" style="width: 70px;"| Icon
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|-
 
|-
| [[File:Zandion.png]]
+
| [[File:UITechZandion.png]]
 
| [[Compound Techniques|Zandion]]<br>ザンディオン
 
| [[Compound Techniques|Zandion]]<br>ザンディオン
 
| Power <br> Accuracy <br> PP <br> Status
 
| Power <br> Accuracy <br> PP <br> Status
| 2500<br>100<br>0<br>40
+
| 3000<br>100<br>0<br>40
 
| 1.00 sec.
 
| 1.00 sec.
 
<!--Obtain List-->
 
<!--Obtain List-->
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|}
 
|}
  
- 7 hits of wind element, 8 hits of lightning element.
+
* 7 hits of wind element, 8 hits of lightning element.
 +
** Despite this, '''both relevant element masteries from the force and techer trees contribute to the damage of all hits'''. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
 +
 
 +
* '''Each hit is actually 990% power, or 33% of the listed power.'''
  
- Each hit is actually 825% power, or about 33% of the listed power.
+
* '''15 hits x 990% = 14850% total power'''
  
- 15 hits x 825% = 12375% total power
+
* You are invulnerable for most of the duration. However, you can be knocked out of the cast if you are struck during the brief period between releasing the charge and Zandion's movement, which will waste the cast.
  
- You are invulnerable for most of the duration.
+
* Moves constantly and will circle targets if the target can be passed through. Can reliably target a single enemy due to its sharp turning speed and radius.
  
- Very hard if not impossible to target one specific part, let alone enemy since you are constantly moving forward and have limited turn radius.
+
* In a straight line, you move forward about 63-64M.
  
==Fomelgion==
+
* This will leave enemies with the shock status effect if they can be afflicted with it.
 +
 
 +
===Fomelgion===
 
{| class="center prettytable sortable" style="width: 100%;"
 
{| class="center prettytable sortable" style="width: 100%;"
 
! class="unsortable" style="width: 70px;"| Icon
 
! class="unsortable" style="width: 70px;"| Icon
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|-
 
|-
| [[File:Fomelgion.png]]
+
| [[File:UITechFomelgion.png]]
 
| [[Compound Techniques|Fomelgion]]<br>フォメルギオン
 
| [[Compound Techniques|Fomelgion]]<br>フォメルギオン
 
| Power <br> Accuracy <br> PP <br> Status
 
| Power <br> Accuracy <br> PP <br> Status
Line 63: Line 123:
 
|}
 
|}
  
- 5 hits of fire, 5 hits of dark by default.
+
* 5 hits of fire, 5 hits of dark by default.
 +
** Despite this, '''both relevant element masteries from the force and techer trees contribute to the damage of all hits'''. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
  
- Each hit is actually 1056% power, or about 33% of the listed power.
+
* ''' Each hit is actually 1056% power, or 33% of the listed power.'''
  
- Up to 8 additional hits of dark explosions are given along the length of the beam, at random.
+
* ''' Up to 8 additional hits of dark explosions are given along the length of the beam at random.'''
  
- 1056 * 10~18 = 10560%~19008% total power
+
* ''' 10~18 hits * 1056% = 10560%~19008% total power'''
  
- You cannot be knocked back for the duration of Fomelgion. You also cannot dodge. You can be stunned by things like Hagito in Yamato EQ, which will interrupt this before it can finish.
+
* You cannot be knocked back for the duration of Fomelgion. You also cannot dodge. You can be stunned or shocked, which will interrupt this before it can finish.
  
==Barantion==
+
* '''The length of the beam animation is about 42M long'''. For quick reference, [[Fire Techniques#Foie|Foie]]'s max range is about 50M by default.
 +
 
 +
* Enemies are afflicted with the burn status effect when hit by this, again if they can be afflicted with it.
 +
 
 +
===Barantsion===
  
 
{| class="center prettytable sortable" style="width: 100%;"
 
{| class="center prettytable sortable" style="width: 100%;"
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|-
 
|-
| [[File:Barantsion.png]]
+
| [[File:UITechBarantsion.png]]
| [[Compound Techniques|Barantion]]<br>バーランツィオン
+
| [[Compound Techniques|Barantsion]]<br>バーランツィオン
 
| Power <br> Accuracy <br> PP <br> Status
 
| Power <br> Accuracy <br> PP <br> Status
| 3600<br>100<br>0<br>440
+
| 3600<br>100<br>0<br>40
 
| 1.00 sec.
 
| 1.00 sec.
 
<!--Obtain List-->
 
<!--Obtain List-->
Line 98: Line 163:
 
|}
 
|}
  
- 5 hits of ice, 6 hits of light.
+
* 5 hits of ice, 6 hits of light.
 +
** Despite this, '''both relevant element masteries from the force and techer trees contribute to the damage of all hits'''. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
 +
 
 +
* ''' Each hit is actually 1188% power, or 33% of the listed power.'''
 +
 
 +
* ''' 11 hits x 1188% = 13068% total power.'''
 +
 
 +
* Grants invulnerability during the initial animation.
 +
 
 +
* Grants a super armor effect during the attack. However, you can be struck out of it if you are attacked between releasing the charge and making contact with the target, which will waste the cast. It is possible to cancel by evading.
 +
 
 +
* The movement step of this Compound travels about 17.75m (the distance of a charged [[Lightning Techniques#Ilzonde|Ilzonde]]), toward your target.
 +
 
 +
* The position can be mildly adjusted on each hit of the attack animation.
 +
 
 +
* Inflicts Freeze if possible.
 +
 
 +
==Simple Compounds==
 +
 
 +
===Re Zandia===
 +
{| class="center prettytable sortable" style="width: 100%;"
 +
! class="unsortable" style="width: 70px;"| Icon
 +
! style="width: 130px;"| Name
 +
! class="unsortable"  style="width: 70px;"| Stat
 +
! | +1
 +
! | Charge
 +
! style="width: 200px;" | Obtain List
 +
! class="unsortable" style="width: 300px;" | Description
 +
 
 +
|-
 +
| [[File:UITechReZandia.png]]
 +
| Re Zandia<br>レ・ザンディア
 +
| Power <br> Accuracy <br> PP <br> Status
 +
| 1373<br>100<br>66(+16/s)<br>30
 +
| N/A
 +
<!--Obtain List-->
 +
| Marlu (Client Order Reward)
 +
<!--Description-->
 +
|
 +
 
 +
|}
 +
 
 +
* Combination Wind/Bolt Technique. Summon a whirlwind that pulls enemies toward it while dealing Wind and Bolt damage. Finish enemies with a lightning strike that can inflict Stun.
 +
** Wind and Bolt damage alternates between hits. Deals '''18% power notation per hit''', final hit deals '''32% power notation''' of one hit each Wind and Bolt damage.
 +
** '''Talis Tech Bonus applies if possible''' at the start of the Technique cast. This is the only Compound that can do this.
 +
** Consumes 66 PP on Technique activation and causes the player to enter a charge phase. Once activated, the player may not move or evade during the Tech cast.
 +
*** Whirlwind originates from Talis card position if cast from a thrown Talis. Whirlwind otherwise originates from locked-on target.
 +
*** You will maintain your height if airborne until the end of the Tech cast.
 +
** Release PA button to summon a whirlwind with potent suction and a Stun effect. After the PA button is released, pressing the PA button continuously will sustain the whirlwind.
 +
*** Consumes PP at a rate of ~16PP per second. Mashing the PA button increases the PP consumption speed.
 +
*** PA will automatically stop after ~90PP is consumed after the initial charge and cast the finisher.
 +
** Upon completion of the Tech cast (if the button is not mashed, player runs out of PP, or reaches time limit), a bolt of lighting appears and strikes the center of the whirlwind. Lightning bolt is hybrid Wind/Bolt damage.
 +
** Invulnerability and Super Armor are not granted during cast.
 +
** Unaffected by Bolt Tech PP Save.
  
- Each hit is actually 1188% power, or about 33% of the listed power.
+
===Re Fomelgia===
 +
{| class="center prettytable sortable" style="width: 100%;"
 +
! class="unsortable" style="width: 70px;"| Icon
 +
! style="width: 130px;"| Name
 +
! class="unsortable"  style="width: 70px;"| Stat
 +
! | +1
 +
! | Charge
 +
! style="width: 200px;" | Obtain List
 +
! class="unsortable" style="width: 300px;" | Description
 +
 
 +
|-
 +
| [[File:UITechReFomelgia.png]]
 +
| Re Fomelgia<br>レ・フォメルギア
 +
| Power <br> Accuracy <br> PP <br> Status
 +
| 887<br>100<br>40(+9/s)<br>40
 +
| N/A
 +
<!--Obtain List-->
 +
|Marlu (Client Order Reward)
 +
<!--Description-->
 +
|
 +
 
 +
|}
 +
 
 +
* Combination Fire/Dark Technique. Charge forward with a lance made of pure concentrated energy. Finish with an elemental explosion.
 +
** Fire and Dark damage alternates between hits. Deals '''16% power notation per hit''', final hit deals '''40% power notation''' for one hit each Fire and Dark damage.
 +
** Upon PA button hold, move forward at average speed while holding a spear. Coming into contact with a valid target will inflict damage.
 +
*** PA consumes 40 PP on activation and ~9 PP per second. The PP consumption of this Technique can be offset with certain effects, allowing you to maintain activation near-indefinitely.
 +
** Upon button release, jump backwards a certain distance and strike all targets in a fan-shaped area in front of you. You have invulnerability during the backstep.
 +
** Technique gives full Super Armor during cast.
 +
 
 +
===Re Barantsia===
 +
{| class="center prettytable sortable" style="width: 100%;"
 +
! class="unsortable" style="width: 70px;"| Icon
 +
! style="width: 130px;"| Name
 +
! class="unsortable"  style="width: 70px;"| Stat
 +
! | +1
 +
! | Charge
 +
! style="width: 200px;" | Obtain List
 +
! class="unsortable" style="width: 300px;" | Description
 +
 
 +
|-
 +
| [[File:UITechReBarantsia.png]]
 +
| Re Barantsia<br>レ・バーランツィア
 +
| Power <br> Accuracy <br> PP <br> Status
 +
| 919<br>100<br>30(+6/s)<br>30
 +
| N/A
 +
<!--Obtain List-->
 +
|Marlu (Client Order Reward)
 +
<!--Description-->
 +
|
 +
 
 +
|}
  
- 11 hits x 1188% = 13068% total power.
+
* Combination Ice/Light Technique. Take to the skies and shower bullets Ice and Light upon your foes. Finish with a blast that can Freeze enemies.
 +
** Bullets alternate between Ice and Light damage. Final hit is one hit each Ice and Light damage.
 +
** Bullets inflict '''25% power notation''' per bullet, final hit is '''30% power notation''' for two hits.
 +
** Upon Technique activation, the player summons wings of Ice and Light and begins flying.
 +
*** If this Technique is activated on the ground, the player leaps into the air before flying.
 +
*** Activation animation has invulnerability frames.
 +
** Holding the PA button allows you to move around in midair while slowly descending. Bullets are continuously shot at targets during flight.
 +
*** PA consumes 30 PP on activation and drains PP at ~6 PP per second.
 +
*** Rate of descent is similar to charging a Technique with Jet Boots or Hero Talis while in midair.
 +
*** Invulnerability and Super Armor are not given during cast time.
 +
*** Tech cast duration can be supplemented with effects that regenerate PP during Technique activation.
 +
** Release the PA button to unleash a shockwave around you.
 +
*** You have Super Armor during the finish animation.
 +
*** Endlag animation can be cancelled with any other action, including normal attacks, Mirage Escape, or other Techniques.
  
- No special properties; you can be knocked back, stunned, take damage, etc.
+
{{TechniqueNavigation}}
  
- You can dodge out early if it's unsafe. Doing this still consumes your combo tech gauge though.
+
[[Category:Techniques]]
 +
[[Category:Incomplete]]

Latest revision as of 06:44, 3 August 2022

Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound

Learning Compound Techniques

To learn a Compound Technique, you must acquire the Disc. Discs may be acquired in two ways.

Compound Technique

  • Claris Claes will distribute the following Client Orders if you have any class that is Level 70 or higher.
    • Creating a New Technique I: Awards the Zandion Disc.
    • Creating a New Technique II: Unlocked by clearing "Creating a New Technique I". Awards the Fomelgion Disc.
    • Creating a New Technique III: Unlocked by clearing "Creating a New Technique II". Awards the Baranstion Disc.

Simple Compound

  • Marlu will distribute the Client Order "新たな技術に興味はある?". All Simple Compounds will be automatically learned upon completion.

Mechanics

Compound Technique

  • To enable use of a Compound Technique, your Main Class must be Force or Techer. You must be armed with a Rod, Talis, or Wand.
  • Compound Techniques are set to your Subpalette and are activated from it.
  • Compounds may be used once their Gauge is charged. Inflicting damage to enemies with Techniques or Wand Gear Explosions will fill the Gauge. Using a Compound Technique will empty the Gauge. This Gauge is shared among all three Compounds.
  • Compound Techniques cost 0 PP to cast.
  • A Compound Technique must be charged. If the charge is interrupted by taking knockback or dodging, the cast will not be wasted.
  • Each Compound Technique has a separate cooldown timer of 90s (as of 11/7/2019 balance update). It can be charged even when it is on cooldown.

Compound Technique Gauge

  • The maximum rate the combo tech gauge can be filled is 4%** per hit. The amount that is filled is directly related to the damage you do with techniques. The damage required for max fill rate corresponds to the level of the enemy. On level 80 targets, it requires roughly 726k total damage to fill the gauge, with maximum fill rate being at 726k/25, or approximately 29040 damage per hit. On level 75 targets, it requires roughly 506k(?) HP of damage to fill the gauge, or approximately 25 hits of 20240 damage or more.
    • With the wand Magical Piece's potential, Potential.png Harmonized Heart, it allows you to fill up to 1.7 times the amount per hit. This allows you to fill up to 6.8% per hit. So if you do one hit of 200k damage (say from ilbarta) on a level 80 enemy, you are still limited to filling the gauge by 29000, but that is multiplied by 1.7, which effectively gives you about 49300 damage toward your needed 726k. Doing 10k damage (say from ragrants) on a level 80 enemy fills the gauge by effectively 17k points each hit.
  • Damage dealt by Zanverse does not contribute to the Gauge.
  • Passive objects that are able to take damage, such as Darker Walls, count as enemies for the purposes of filling the Compound Technique Gauge and will fill the gauge when struck by a Technique.

Properties That Affect Compound Techniques

  • T-ATK
  • Elemental Weakness
  • Various Skills, including Mastery Skills such as Light Mastery I and Fire Mastery I.
  • Potentials that boost damage. Potentials that boost Technique damage do not affect Compound Techniques.
  • Talis Tech Bonus does not affect Compound Techniques.
  • Skills and Potentials that reduce Charge Time do not affect Compound Techniques.

Simple Compound

Compound Techniques

Zandion

Icon Name Stat +1 Charge Obtain List Description
UITechZandion.png Zandion
ザンディオン
Power
Accuracy
PP
Status
3000
100
0
40
1.00 sec. Client Order Reward: Claris Claes

Photon Shop (Photon Spheres x50)

A compound wind and thunder attribute technique. While wearing wings of wind and lightning, lightning strikes will follow in your wake as you charge towards your enemy.
  • 7 hits of wind element, 8 hits of lightning element.
    • Despite this, both relevant element masteries from the force and techer trees contribute to the damage of all hits. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
  • Each hit is actually 990% power, or 33% of the listed power.
  • 15 hits x 990% = 14850% total power
  • You are invulnerable for most of the duration. However, you can be knocked out of the cast if you are struck during the brief period between releasing the charge and Zandion's movement, which will waste the cast.
  • Moves constantly and will circle targets if the target can be passed through. Can reliably target a single enemy due to its sharp turning speed and radius.
  • In a straight line, you move forward about 63-64M.
  • This will leave enemies with the shock status effect if they can be afflicted with it.

Fomelgion

Icon Name Stat +1 Charge Obtain List Description
UITechFomelgion.png Fomelgion
フォメルギオン
Power
Accuracy
PP
Status
3200
100
0
40
1.00 sec. Client Order Reward: Claris Claes

Photon Shop (Photon Sphere x50)

A compound fire and dark attribute technique. Concentrate fire and darkness into a flame that envelops your target and consumes them.
  • 5 hits of fire, 5 hits of dark by default.
    • Despite this, both relevant element masteries from the force and techer trees contribute to the damage of all hits. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
  • Each hit is actually 1056% power, or 33% of the listed power.
  • Up to 8 additional hits of dark explosions are given along the length of the beam at random.
  • 10~18 hits * 1056% = 10560%~19008% total power
  • You cannot be knocked back for the duration of Fomelgion. You also cannot dodge. You can be stunned or shocked, which will interrupt this before it can finish.
  • The length of the beam animation is about 42M long. For quick reference, Foie's max range is about 50M by default.
  • Enemies are afflicted with the burn status effect when hit by this, again if they can be afflicted with it.

Barantsion

Icon Name Stat +1 Charge Obtain List Description
UITechBarantsion.png Barantsion
バーランツィオン
Power
Accuracy
PP
Status
3600
100
0
40
1.00 sec. Client Order Reward: Claris Claes

Photon Shop (Photon Sphere x50)

A compound ice and light attribute technique. Execute an onslaught of attacks using blades made of ice and light. Your brilliant display of sword mastery will be the last thing they see.
  • 5 hits of ice, 6 hits of light.
    • Despite this, both relevant element masteries from the force and techer trees contribute to the damage of all hits. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
  • Each hit is actually 1188% power, or 33% of the listed power.
  • 11 hits x 1188% = 13068% total power.
  • Grants invulnerability during the initial animation.
  • Grants a super armor effect during the attack. However, you can be struck out of it if you are attacked between releasing the charge and making contact with the target, which will waste the cast. It is possible to cancel by evading.
  • The movement step of this Compound travels about 17.75m (the distance of a charged Ilzonde), toward your target.
  • The position can be mildly adjusted on each hit of the attack animation.
  • Inflicts Freeze if possible.

Simple Compounds

Re Zandia

Icon Name Stat +1 Charge Obtain List Description
UITechReZandia.png Re Zandia
レ・ザンディア
Power
Accuracy
PP
Status
1373
100
66(+16/s)
30
N/A Marlu (Client Order Reward)
  • Combination Wind/Bolt Technique. Summon a whirlwind that pulls enemies toward it while dealing Wind and Bolt damage. Finish enemies with a lightning strike that can inflict Stun.
    • Wind and Bolt damage alternates between hits. Deals 18% power notation per hit, final hit deals 32% power notation of one hit each Wind and Bolt damage.
    • Talis Tech Bonus applies if possible at the start of the Technique cast. This is the only Compound that can do this.
    • Consumes 66 PP on Technique activation and causes the player to enter a charge phase. Once activated, the player may not move or evade during the Tech cast.
      • Whirlwind originates from Talis card position if cast from a thrown Talis. Whirlwind otherwise originates from locked-on target.
      • You will maintain your height if airborne until the end of the Tech cast.
    • Release PA button to summon a whirlwind with potent suction and a Stun effect. After the PA button is released, pressing the PA button continuously will sustain the whirlwind.
      • Consumes PP at a rate of ~16PP per second. Mashing the PA button increases the PP consumption speed.
      • PA will automatically stop after ~90PP is consumed after the initial charge and cast the finisher.
    • Upon completion of the Tech cast (if the button is not mashed, player runs out of PP, or reaches time limit), a bolt of lighting appears and strikes the center of the whirlwind. Lightning bolt is hybrid Wind/Bolt damage.
    • Invulnerability and Super Armor are not granted during cast.
    • Unaffected by Bolt Tech PP Save.

Re Fomelgia

Icon Name Stat +1 Charge Obtain List Description
UITechReFomelgia.png Re Fomelgia
レ・フォメルギア
Power
Accuracy
PP
Status
887
100
40(+9/s)
40
N/A Marlu (Client Order Reward)
  • Combination Fire/Dark Technique. Charge forward with a lance made of pure concentrated energy. Finish with an elemental explosion.
    • Fire and Dark damage alternates between hits. Deals 16% power notation per hit, final hit deals 40% power notation for one hit each Fire and Dark damage.
    • Upon PA button hold, move forward at average speed while holding a spear. Coming into contact with a valid target will inflict damage.
      • PA consumes 40 PP on activation and ~9 PP per second. The PP consumption of this Technique can be offset with certain effects, allowing you to maintain activation near-indefinitely.
    • Upon button release, jump backwards a certain distance and strike all targets in a fan-shaped area in front of you. You have invulnerability during the backstep.
    • Technique gives full Super Armor during cast.

Re Barantsia

Icon Name Stat +1 Charge Obtain List Description
File:UITechReBarantsia.png Re Barantsia
レ・バーランツィア
Power
Accuracy
PP
Status
919
100
30(+6/s)
30
N/A Marlu (Client Order Reward)
  • Combination Ice/Light Technique. Take to the skies and shower bullets Ice and Light upon your foes. Finish with a blast that can Freeze enemies.
    • Bullets alternate between Ice and Light damage. Final hit is one hit each Ice and Light damage.
    • Bullets inflict 25% power notation per bullet, final hit is 30% power notation for two hits.
    • Upon Technique activation, the player summons wings of Ice and Light and begins flying.
      • If this Technique is activated on the ground, the player leaps into the air before flying.
      • Activation animation has invulnerability frames.
    • Holding the PA button allows you to move around in midair while slowly descending. Bullets are continuously shot at targets during flight.
      • PA consumes 30 PP on activation and drains PP at ~6 PP per second.
      • Rate of descent is similar to charging a Technique with Jet Boots or Hero Talis while in midair.
      • Invulnerability and Super Armor are not given during cast time.
      • Tech cast duration can be supplemented with effects that regenerate PP during Technique activation.
    • Release the PA button to unleash a shockwave around you.
      • You have Super Armor during the finish animation.
      • Endlag animation can be cancelled with any other action, including normal attacks, Mirage Escape, or other Techniques.
Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound