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When I look at the stars, I see two things: the fascinating lights coming from lightyears away, and the powerful energy that radiates from outer space. Both of which will ever so often try to reach our world.
-opening verse

Catch Cosmic is a Gacha Game for mobile devices, set in some fantastic, alternate version of Earth. A mysterious form of cosmic energy enveloped the Milky Way, with Earth being heavy affected, forming geological and biological changes as well as being bombarded by space rocks - the event has been called "Cosmic Cataclysm". The world is now populated by Beast Men, some exhibiting unusual powers. Monstrosities came to be from some of those space rocks called Astrophages, durable creatures which can only be stopped by said gifted folk. Afledgling joins an upstart delivery group in the center of Millennium City...

The player collects male furry characters with a strong gay appeal of varying degrees. These characters have different planetary alignments (the equivalent of elements), as well as a set of skills that befits their roles of Offense, Control, Defense, and Support. They can be further developed by improving their levels and increasing their level limit cap (up to level 60), awakening their attributes, and even morphing one of their attacks. Unlike most other RPG gacha, equipment sets are already predetermined, and it's more about equipping the right set of equipment that will help their playstyle.

For gameplay, it uses a Combatant Cooldown System of turn-based combat. Players field up to five units when fighting. Characters have three abilities, with the first being their "basic" ability that has no cooldown, functioning as a regular attack, and the third being their "ultimate" attack, complete with a cutscene (which can be turned off). The second ability can be a supplemental active ability or a passive ability. And all characters also feature unique "leader" boosts, though only one can be active at a given time. Speed determines how early a character acts, determining how fast their Action Turn fills up.

Game Tropes

  • Anti-Frustration Features:
    • Skipping cutscenes always leaves a summary of the skipped scene.
    • Aside from raised rates on featured characters during specific Character Stardates (the banner), the game has a unique "sparking" system where each time a Wish (summon) is made, Lucky Star Fragments are obtained (1 per summon). The player can trade 150 of them to the featured characters in the on-going Stardates, or save them up for later as they can be carried over to future Stardates.
    • Losing or quitting a quest refunds all of the stamina.
  • Combatant Cooldown System: The combat in this game is turn-based but relies on Speed in getting turns. The character with highest Speed goes first. Then there is the Action Turn System where a character's turn comes up when as their Action Turn fills to 100, with speedier characters filling theirs faster, allowing them to get more turns. And then there are abilities and effects that raise or reduce Action Turns too.
  • Elemental Rock-Paper-Scissors: Rather than using traditional elements, the game uses "planetary alignments" which, upon analysis, are similar to traditional elements they replaced: Mars, Jupiter, Neptune, and Saturn. An advantageous alignment matchup gets 20% bonus to deal critical hit, 20% bonus to damage, and 20% chance of inflicting status. Meanwhile a disadvantageous alignment matchup gets 20% less on those three. Mars is effective against Jupiter but weak to Neptune. Jupiter is effective against Neptune but weak to Mars. Neptune is effective against Mars but weak to Jupiter. Saturn meanwhile is the "neutral" alignment, getting no advantage or disadvantage.
  • Non-Elemental: Saturn-aligned characters are this. With that in mind, they are rare to obtain.
  • Status Effects: As it is an RPG gacha game, it has lots of this. Positive effects are called Boosts and negative effects are called Conditions.
    • Boosts:
      • Anti-Debuff: Immunity prevents any further Condition to be inflicted on the character, there is also Cleanse that removes existing Conditions with the amount depending on the Ability
      • Beehive Barrier: Barrier creates a temporary shield with a certain amount of HP (which varies depending on the Ability that casted it) that absorbs attacks, but can be dispelled
      • Gradual Regeneration: Regenerate, a gradual HP recovery that grants 16% HP on the character with this Boost at the start of their turn
      • Invincibility Power-Up: Invincibility prevents any form of damage, but can still be affected by Conditions and have their Action Turn manipulated
      • Last Chance Hit Point: Guts prevents the character from being knocked out, leaving only 1 HP, and the effect doesn't wear off after multiple fatal hits as it can only be removed by the end of the effect or by being dispelled
      • Life Drain: Absorb restores HP of the character for 20% of the final damage they dealt.
      • Status Buffs: These Boosts temporarily improve a specific stat. Might (Attack up), Fortitude (Defense up), Haste (Speed up), and Sharpen (Critical Rate up)
    • Conditions:
      • Anti Buff: Curse prevents gaining any Boosts to the afflicted character
      • Anti-Regeneration: Disease outright prevents HP recovery, while Poison also reduces the healing received
      • Damage Over Time: Poison deals damage upon the start of the target's turn based on the their maximum HP and Bleed deals damage upon the start of the target's turn based on the the inflicter's Attack
      • Draw Aggro: Taunt forces the character to only perform their Ability 1 on the enemy that did the Taunt.
      • Forced Sleep: Sleep, which makes the afflicted skip a turn to wake up unless they are attacked, causing them to wake up prematurely
      • The Paralyzer: Stun outright locks the character for doing anything.
      • Power Nullifier: Silence locks out Ability 2 and 3 of the user (passives are unaffected).
      • Status-Buff Dispel: While not an outright Condition, Dispel is affected by Efficacy as it removes Boosts from the target, with the amount depending on the Ability. There is also Steal Boost which has the effect of Dispel but also snatching the Boost from the target.
      • Status Debuffs: These Conditions temporarily reduce a specific stat. Weaken (Attack down), Break (Defense down), Delay (Speed down), and Dull (Critical Rate down)
      • Temporary Blindness: Blurry makes the character deal damage as though they have alignment disadvantage.
    • And of course, there also a bunch of Unique Boosts and Conditions which are only delivered by certain characters.
  • 20 Minutes into the Future: The game is set on the modern-futuristic side.
  • World-Wrecking Wave: Thousands of years ago, Earth got exposed to a cosmic event that terraformed its land and seas, and altered its organisms. This gave birth to beast men with strange powers as the new people of the planet, combating remnants called Astrophages to this day.
  • The Eight Stats: Each character has eight stats: HP (how much life the character has), Attack/ATK (how much damage the character does... usually), Defense/DEF (how much damage is reduced), Efficacy/EFF (how accurate their Conditions will land), Resist/RES (how the character can resist Conditions), Speed/SPD (how quickly the character will get a turn), Critical Rate/CRATE (how likely the character will land a critical hit), and Critical Damage/CDMG (how much additional damage the character will do with a critical hit). Some character refer to their other stats like HP, Defense, and Speed when doing damage.

Character Tropes

Silver Star Delivery Services

The "lead" group - this is where the first set of characters the player meets work. They are featured in almost all stories, and the first episode in particular uses them as an Audience Surrogate to Exposition Dump the setting. In universe, Silver Star Delivery Services (SSDS) is a delivery service. While they take mundane tasks like delivering food or documents, this service also handles things like "delivering" people, sensitive artifacts, and even data.

Ace

Delivery-man On Time
Class: Offense
Rank: Epic
Alignment: Mars
Age: 22
Likes: Corndogs

The "protagonist" of sorts, he is the first character the game introduces to the player. A grey hawk who wants to get a job to support himself, he gets pulled into the whole delivery business of SSDS, where soon enough he realizes he probably was way in over his head. However, his determination in completing his work makes him a remarkable employee.

Ace is an Offense unit with a hint of Support in his abilities. He works well when his allies are around as he can buff them while letting them attack during his turn (and him attack during their turns). Despite being a free, starting unit, he is actually quite capable and can last long enough when invested.

Leader - Express Delivery: Final damage of pursuit attacks is increased by 50% and can transfer a Condition to the enemy.

Ability 1 - Hawkwind: Hurls his boomerang at the enemy dealing 100% ATK in a single hit. If it deals a critical hit, the ally with the highest attacking stat will perform a pursuit attack to his target.
Ability 2 - Tailwind: Strikes all enemies once for 90% ATK damage. Allies gain Haste for 2 turns. When he has Haste, he will always perform a pursuit attack with Hawkwind when allies use their Ability 1.
Ability 3 - Razorwind: Makes his boomerang even larger, tossing it to shred all enemies once for 175% ATK damage in a single hit. His allies gain Sharpen for one turn. When Awakened, the attack has a 100% chance to dispel up to two Boosts from enemies.

Cosmic Morph A - Throwing Arm: After a pursuit attack is done, he follows up with another Hawkwind that cannot pursuit.
Cosmic Morph B - Incoming Delivery: The pursuit attack he performs is now Tailwind.
Cosmic Morph C - Cyclone: Razorwind also gives allies 25 Action Turn.

  • Assist Character: His specialty includes summoning party members to follow up from his attack (called a pursuit attack), and he himself can perform a pursuit attack when he has Haste.
  • Starter Mon: One of the free early units in the game, an Offense class.

Basil

Shield for Hire
Class: Defense
Rank: Rare
Alignment: Neptune
Age: 20
Likes: Hamburgers

Ace immediately meets up with Basil when the former was about to enter Neopolis to look for a job. And just in the nick of time, as an Astrophage attack suddenly occurred in the middle the city square. He inadvertently ends up joining SSDS along with Ace, as he wants to train himself to be a proper bodyguard, before eventually becoming one for the delivery service.

Basil is the first Defense character the player gets, and he's free. While his kit is basic, he has the fundamentals of how a Defense-oriented character plays (like relying more on DEF as a source of damage), and one can even last him when built properly. His Leader ability is also very peculiar, making him a key Taunt unit.

Leader - Distraction: Taunt cannot be resisted outside of Immunity.

Ability 1 - Smack: Strikes an enemy with his holo-shield once for 90% DEF damage. Has 100% chance of inflicting Taunt for 1 turn.
Ability 2 - Protector: Bathes himself in light from his holo-shield. Gains Fortitude and Barrier for 2 turns. Barrier health is based on 100% DEF.
Ability 3 - Super Tackle: Enlarges his holo-shield before tackling towards the enemies, hitting all for 160% DEF damage. Has 100% chance of inflicting Taunt for 2 turns. When Awakened, it also reduces Action Turn by 50.

Cosmic Morph A - Confidence: Damage from enemies with Taunt is reduced by 20%
Cosmic Morph B - Buckle Up: Gain an extra turn after Protector.
Cosmic Morph C - Resilience: His abilities now have a Lifesteal effect, restoring his own HP by 50% of damage dealt.

Purple Pentagram

This small organization has a philosophy involving the Cosmic Cataclysm. That the whole event has an underlying mystical phenomenon. They believe that beyond the forces of nature, the paranormal are also affected. While not big or popular, their small shop selling trinkets talking about fortune or luck seem to be popular, much to the leader Kohaku's chagrin.

Mizuno

Occult Fan
Class: Control
Rank: Rare
Alignment: Neptune
Age: 18
Likes: Horror movies

Mizuno is a young muskrat who mostly stays in the shop as a part time employee. He mostly sees this as a chance to indulge in his desire - to read up on spooky and mystical stories. While he doesn't truly believe in what Koharu is preaching, he easily believes in any supernatural story given to him, and so the group feels like a natural for him.

Mizuno is a useful budget unit for inflicting Disease, as that is where he specializes. He can also stun opponents if needed, but his prime use is to prevent healing on enemy units.

Leader - Scary Stories: Enemies with Disease receive additional 20% final damage.

Ability 1 - Ghastly Attack: Hurl a make-shift will-o-wisp at the enemy. Hits once for 100% ATK. Has 100% chance to inflict Disease for 1 turn.
Ability 2 - Spook: Tells a horrific tale, hitting once for 100% ATK. Has 100% chance to inflict Stun for 1 turn. If the enemy is has Disease, Stun duration is increased with an additional 1 turn.
Ability 3 - Terrorize: Scare all enemies which hits twice for 75% ATK. Each hit has 100% chance to inflict Disease for 2 turns. When Awakened, if the second hit strikes an enemy with Disease, Break is inflicted for 2 turns as well.

Cosmic Morph A - Horrific Depths: Disease from Terrorize cannot be resisted.
Cosmic Morph B - Occult Enjoyer: Receive 20% less damage from enemies with Disease.
Cosmic Morph C - More Horror Stories: Attacking an enemy with Disease gains 10 Action Turn.

Makoto

Junior Warder
Class: Control
Rank: Rare
Alignment: Jupiter
Age: 16
Likes: Origami

A young stoat who studies in a nearby school. He is actually a warder-in-training, i.e. a priest in charge of repelling and sealing evil spirits. Although in practice it's more of using latent energy to fight off Astrophages. He often follows his senior Tenma. Purple Pentagram is a perfect place for him to practice his skills.

Makoto excels in inflicting Silence at opponents. As he is a Rare unit, this is makes him an easy Silence unit to get. The Condition itself is underrated, as locking an enemy from using their other abilities can turn the tides.

Leader - Warding Seal: Receive 15% less damage from enemies with Silence.

Ability 1 - Sealing Paper: Throws a sealing paper that hits the enemy once for 100% ATK. Has 90% chance of inflicting Silence for 1 turn.
Ability 2 - Confining Paper: Throws a binding paper that hits the enemy once for 90% ATK. Has 100% chance of reducing 90 Action Turn, and when Awakened, has 80% chance of inflicting Stun for 1 turn.
Ability 3 - Evocation: Place an assortment of sealing papers around the enemies, which hits all once for 150% ATK. Has 100% chance of inflicting Silence for 2 turns.

Cosmic Morph A - Double Seal: Sealing Paper has 50% of performing a pursuit with another Sealing Paper.
Cosmic Morph B - Concentrated Chanting: Evocation has 100% chance of reducing 30 Action Turn.
Cosmic Morph C - Exorcism: Increase damage to enemies with Conditions by 10%.

Tenma

Talisman Ward
Class: Defense
Rank: Epic
Alignment: Mars
Age: 18
Likes: Tonkatsu curry

A white heron who studies in a nearby school and is also an expert warder. He takes Makoto under his wing as a junior and warder-in-training.

Tenma is a unique Defense unit. He inflicts a unique Condition that lets him counterattack when him or his teammates get damaged, and his attacks scale off from his maximum HP. And he can even perform his third ability as a counterattack, allowing for off-turn damage.

Leader - Expel Malefic Spirits: Whenever an ally dispels an enemy Boost, a random Condition from a random ally is cleansed.

Ability 1 - Exorcising Paper: Throws an exorcising paper at the enemy to damage once for 6% of Tenma's max HP. Has 100% chance of inflicting Taunt for 1 turn.
Ability 2 - Purging Chant: Passive. Hitting enemies inflicts them with Exorcism Seal. When an enemy with Exorcism Seal attacks a party member, there is a 65% to counterattack. There is a 15% chance to counter with Purging Talisman.
Ability 3 - Purging Talisman: Summons a massive crest from scattered talismans that hits all enemies twice for 8% of Tenma's max HP. Has 70% chance of inflicting Weaken for 2 turns and 65% of dispelling one Boost per hit. When awakened, it also has 90% chance of inflicting Cursed at the last hit.

Unique Condition - Exorcism Seal: When this Condition is cleansed or has expired for 1 turn, the bearer receives damage based on 6% of Tenma's HP that ignores DEF. Cannot be resisted but can be immunized and cleansed.

Cosmic Morph A - Focused Talisman: Purging Chant does not perform regular counterattacks anymore. Chance to counter with Purging Talisman is now 30%
Cosmic Morph B - Confining Talisman: Each hit of Purging Talisman has 70% chance of reducing 20 Action Turn.
Cosmic Morph C - Rejuvenation Prayer: Counterattacks restore HP based on 20% of the damage dealt.

  • Counter-Attack: His kit relies on this. Inflicting Exorcism Seal on enemies gives him a high chance to perform counter attacks and even counter with his third ability, and any time he attacks, he always inflicts Exorcism Seal. This lets him perform counter attacks without needing to wear the Counter set.
  • Paper Talisman: Much like his understudy, he has them by the bunch.

Kenji

Fire-Tailed Monk
Class: Offense
Rank: Epic
Alignment: Mars
Age: 24
Likes: Peaches

A studly red fox monk who can somehow conjure flames thanks to his "intense meditation". He rarely stays in the city and he isn't actually part of Purple Pentagram, but he is good friends with Koharu and usually brings things like gifts and more importantly stories from the countryside. He feels at ease in the shop and thus goes there for meditation. People can't help swoon at his build despite his young age.

Kenji is a fighter who can dispel Boosts from his targets while becoming faster in the process. He is really good at removing enemy Boosts and eliminating them in the process, and can snowball if there are Boosts to dispel. He also specializes in multi-hits.

Leader - Purifying Ashes: When enemy Boosts are dispelled or stolen, recover 5% HP by the dispeller.

Ability 1 - Embers: Lobs a fireball that strikes the enemy twice for 45% ATK + 0.3% ATK for every SPD. Each hit can dispel target's Boost for 80%.
Ability 2 - Scorching Blast: Perform a fiery kick that hits the enemy thrice for 45% ATK + 0.5% ATK for every SPD. Gain Haste for 2 turns. If Awakened, each hit can dispel target's Boost for 60%.
Ability 3 - Nine Flares: Summon nine flaming tails that hits the enemy thrice for 75% ATK + 1% ATK for every SPD. Gain 25 Action Turn. Each hit steals target's Boost for 100%. For every stolen Boost, he gains additional 15 Action Turn.

Cosmic Morph A - Burning Soul: Gained Action Turn from Nine Flares is given to all allies.
Cosmic Morph B - Running Fire: Embers and Scorching Blast also grant 20 Action Turn for each dispelled Boost.
Cosmic Morph C - Fox Focus: Any Boost gained or stolen has a 50% chance to be extended for extra turn.

  • Asian Fox Spirit: He's a regular red fox, but has a spiritual motif with being a monk, being able to create flames through his "spiritual training", said flames being able to singe someone's spirit, and his third ability giving him a look like a nine-tails.
  • Cunning Like a Fox: Inverted. He's actually a straight-laced person.
  • Multiple-Tailed Beast: His third ability spawns long flames from his tail, making it look like he is a nine-tailed fox, before sending those flames to his target.
  • Playing with Fire: Can project flames to strike enemies.

Koharu

Retriever of Good Luck
Class: Support
Rank: Legendary
Alignment: Jupiter
Age: 26
Likes: Manga

Koharu is a golden retriever leader of the Purple Pentagram. In actuality, the name of the group came from the store he inherited from his family. He himself intensely believes in mysticism, and considers the Cosmic Cataclysm affecting the spiritual balance of the world. It's why he made the store some sort of headquarters for like-minded people. And while the supposed mystical happenings could be handwaved with the events many years, it just made him pour more effort into studying the whole phenomenon.

Koharu is a pure support unit capable of giving massive heals and removing Conditions. He can keep the party alive due to his massive recovery spells and even adding Action Turn, making them act faster. With that said, he lacks in providing Boosts.

Leader - Ward Evil: When a Condition is resisted, recover 5% HP.

Ability 1 - Life Giver: Throws a green ball of energy to an enemy, hitting once for 100% ATK damage. Heals ally with lowest health by 6% of Koharu's HP.
Ability 2 - Vital Vibes: Calls forth positive energy that heals an ally, recovering based on 30% of Koharu's HP. All allies gain Barrier for 2 turns based on 20% of Koharu's HP.
Ability 3 - Inverse of Luck: Grants good karma to all allies, recovering 35% of their own HP. If there are Conditions, they are all cleansed, and if Awakened, grants the ally 15 Action Turn for every Condition removed.

Cosmic Morph A - Shared Fortune: Restore Koharu's HP by 7% whenever he heals an ally with Life Giver or 15% if he heals with Vital Vibes.
Cosmic Morph B - Vivid Bagua: Increase Life Giver heal to 8% of Koharu's HP, and target 2 allies (target the same ally if they are still the lowest HP).
Cosmic Morph C - Purification: Life Giver cleanses 1 Condition and Vital Vibes cleanses 2 Conditions. Both grant 10 Action Turn per Condition cleansed.

Wildside District Union

This is a self-named organization of merchants, business owners, and vendors in the Wildside District. While not officially recognized, it is seen like an "honor system" for the traders to have a fair competition among each other. It is also a way for them to have protection over certain gangster groups that try to shake them down.

Markus

Ultra Heavy Smith
Class: Offense
Rank: Legendary
Alignment: Mars
Age: 42
Likes: Malt liquor

Owns the smith-and-shop Hard Headed Anvil which provides smithing services for the general populace, and weapon-making services for certain folks fighting the Astrophages. Unusual for a blacksmith, he a short raccoon, but he is overly muscular and strong that he can carry a massive hammer twice his size. He is a bit on the vulgar side, but one can expect the best metalwork from his shop. He does want to have an apprentice to help around.

Markus is a sturdy Offense unit who can provide support as well by giving his allies a unique Boost and his enemies a unique Condition. One can cycle his abilities so that he can consistently keep up the damage output for the party while building him solely for damage.

Leader - Tempering: There's a 15% allies randomly gain Might for one turn.

Ability 1 - Anvil Smash: Smacks the enemy once with propelled hammerhead for 100% ATK. If the target has a Condition, inflict Cracked Armor for 1 turn.
Ability 2 - Heat Wave: Smash the ground, generating a heat wave. All allies gain Might for 2 turns. Hits all enemies once for 100% ATK, with 100% chance of inflicting Break for 2 turns.
Ability 3 - Meteor Strike: Jump up to the air with a massive hammerhead. All allies gain Smith's Soul for 2 turns, before crashing down on all enemies and hitting twice for 120% ATK with a 100% chance of inflicting Weaken and Cracked Armor for 2 turns. When Awakened, he starts with Smith's Soul for 1 turn.

Unique Boost - Smith's Soul: Increases final damage done by 10%. When character has Might, increases final damage done by 25%. When attacking a foe with Cracked Armor, dispel a Boost. Cannot be dispelled or stolen.

Unique Condition - Cracked Armor: Increase.final damage received by 15%. When character has Break, increase final damage received by 30%. Attacker has 30% more CRATE if they have Smith's Soul. Cannot be resisted but can be immunized and cleansed.

Cosmic Morph A - Dense Hammerhead: Anvil Smash deals 75% damage to 2 additional random enemies while also inflicting Cracked Armor on them. If there are 2 enemies left, the additional damage is increased to 90%. If there is only 1 enemy left, Anvil Smash deals 110% damage.
Cosmic Morph B - Well-Forged: Smith's Soul gained from Meteor Strike lasts 3 turns.
Cosmic Morph C - While the Iron Is Hot: Gain an extra turn after Meteor Strike.

Irwin

Has a Cure for You
Class: Support
Rank: Legendary
Alignment: Neptune
Age: 35
Likes: Green tea

An alligator who runs a pharmacy Medicine Cabinet. Despite his seemingly imposing appearance, he's actually quite calm and kind. His store sells various assortment of cure alls, and is even licensed to have imported medicine, despite being an independent, self-owned pharmacy. He assisted by Franc.

Irwin specializes in cleansing Conditions, giving heals from them. He doesn't give direct heals, but he makes sure the party remains spotless and healthy. He also is fast and his skills have short cooldowns, so he can keep churning cleanses.

Leader - Strong Stuff: Allies with Immunity receive 10% less damage.

Ability 1 - Cure-All: Throws a medicine bottle that hits the enemy once for 5% of max HP. Cleanses 2 Conditions of 1 random ally (prioritizes ally with most Conditions). Restores 6% of ally's HP for each Condition cleansed.
Ability 2 - Quick Fix: Passive. At the start of his turn, cleanse 1 Condition from all allies. If there is no Condition to cleanse, the party recovers 6% of ally's HP. When Awakened, whenever an ally gets afflicted with a Condition, he gains 15 Action Turn.
Ability 3 - Special Medicine: Readies a medicine box containing various drugs. Cleanses all Conditions of all allies. Restores 10% of allies' HP + 6% of ally's HP for each Condition cleansed. Allies gain Immunity for 3 turns.

Cosmic Morph A - Better than Cure: Cure-All and Special Medicine heals allies with Immunity as though they have 2 cleansed Conditions.
Cosmic Morph B - Two for One: Cure-All targets 2 random allies.
Cosmic Morph C - Wonder Drug: Increase healing from cleanse to 8%. Increase Quick Fix passive heal to 8%.

  • Anti-Debuff: His kit cleanses Conditions and can provide Immunity. And his Leader skill reduces damage taken when allies have Immunity.
  • Gentle Giant: He is a big gator, but he is quite friendly.
  • Support Party Member: Primarily focuses on cleansing status conditions.

Sniff and Sleuth

A private investigator agency. Composed only of two people, they're always ready to take on a case, especially the more "stimulating" ones. Shirou is a bit picky on the cases, while his partner Schwarz compels him to get "boring" ones just to put food on the table. They bicker a lot but otherwise work magnificently.

Schwarz

Analytic Analyzer
Class: Support
Rank: Epic
Alignment: Saturn
Age: 31
Likes: Classical music in vinyl

In the opposite spectrum is Schwarz. Frequently haggard from worrying at not making ends meet, he usually takes cases that Shirou would ignore on his own - he is after all also capable. And while the agency has never been strapped for cash, he always keeps Shirou on his feet about being unable to pay the bills. Despite that, he trusts his partner as much as he trusts his tailfeathers.

Schwarz has an interesting gimmick of giving Boosts to himself then distributing it to all party members. If one can cycle his turns frequently, they will never run out of buffs, allowing the party to be topped off.

Leader - Worrywart: Dispels are 15% less effective on the party.

Ability 1 - Case Found: Hits the enemy once with a research file for 100% ATK. Gives a random ally 20 Action Turn.
Ability 2 - Details Obtained: Looks up a case file, which grants Might, Sharpen and Fortitude to himself for 3 turns. When Awakened, he also gets another turn.
Ability 3 - Intelligence Shared: Prepares intelligence to be shared to everyone through radio. Gain Regenerate to all allies for 2 turns. All non-unique Boosts he currently has is also shared to all allies, with the same amount of duration. Allies afflicted with Curse won't receive any Boosts.

Cosmic Morph A - More Details Discovered: Boosts from Details Obtained lasts to 4 turns.
Cosmic Morph B - Encompassing Details: Details Obtained also heals for 18% HP.
Cosmic Morph C - Additional Cases: A Case Found now gives 2 random allies 20 Action Turn.

  • Support Party Member: His only damaging attack is negligible as his kit is all about granting buffs to himself and replicating them to party members.

Phantom Wolfpack

An independent mercenary band lead by Garm that mostly serves as a military force. While they work for cash, Garm insists on choosing carefully who to lead his "family". Despite the team's name, all but two are not wolves and are in fact a ragtag team of trained of a bit colorful bunch of beastmen with peculiar histories. They treat each other as blood brothers, and are very loyal to each other.

Felton

Support Rookie
Class: Support
Rank: Rare
Alignment: Neptune
Age: 20
Likes: In-line skating

A young brown wolf and newcomer to the band. He lost his parents at a young age from an Astrophage attack, but was saved by Garm. He was then left to be raised in a boys' orphanage, but the soldier would occasionally check up on him. When he is of age, he decided to follow his rescuer, and so he joins the Wolfpack as a newcomer.

Felton focuses on giving allies offensive Boosts as his form of support. He also reduces cooldowns of allies. If your team needs a quick character who can provide immediate ATK and CRATE buffs while lowering cooldowns for immediate use of abilities, he is a good option.

Leader - Prepped Up: Gain Sharpen whenever cooldown reduction happens.

Ability 1 - Suppression: A pistol shot is fired at one enemy, hitting once for 120% ATK and has 90% chance of inflicting Blurry for 1 turn. 1 random ally gains Sharpen for 1 turn.
Ability 2 - Ready Supply: Passive. At start of Felton's turn when he isn't controlled, allies gain Might for 2 turns. When Awakened, two random allies with Might gain 15 Action Turn.
Ability 3 - Resupply: Distributes ammunition and supply to the whole party. Allies gain Sharpen for 2 turns and allies with Might reduce their cooldowns by 1.

Cosmic Morph A - Cover Fire: Suppression grants 15 Action Turn to a random ally with Might.
Cosmic Morph B - First Aid Pack: Resupply restores ally's HP by their 20% max HP.
Cosmic Morph C - Runner Logistics: Reduce the amount of turns being controlled by 1.

Jacob

Efficient Scout
Class: Control
Rank: Epic
Alignment: Jupiter
Age: 24
Likes: Sun baths

A quiet, stoic chameleon member of the group. He is the youngest, which often leads to teasing. He usually just ignores them, but never really drifts away from them since he finds comfort in their company. The team knows to rely on him as the frontline scout, and he relies on the team to know what to do with his work. During his his R-and-R, he can be seen in a local sun bath.

Jacob is a mix of control and support - he is a fast unit who can push allies because of his third ability, can stun enemies with his first, and due to his passive, he can also be built as a sub-damage unit. If his turn comes first, you can be assured the rest of the team will follow suit.

Leader - Opportunity: Stunned enemies receive 20% more damage.

Ability 1 - Armed Pistol: Fires handgun to one enemy, hitting once for 110% ATK. Has 75% chance to Stun the enemy for 1 turn.
Ability 2 - Flanking: Passive. When an ally deals a critical hit, gain 15 Action Turn. Has +30% CRATE when attacking stunned enemies.
Ability 3 - Silent Signal: Transmits a signal to allies, making them gain 25 Action Turn. When Awakened, allies also gain Might for 2 turns.

Cosmic Morph A - Trapper Gun: Reduce Armed Pistol damage to 70% ATK. Has now 80% chance to inflict Stun for 1 turn and 100% chance to inflict Break for 1 turn to the enemy.
Cosmic Morph B - Positioning: Flanking now gives 20 Action Turn when an ally deals a critical hit.
Cosmic Morph C - Reinforcements: Silent Signal also grants Sharpen for 2 turns.

Garm

Phantom Wolfpack Master
Class: Offense
Rank: Legendary
Alignment: Saturn
Age: 44
Likes: Peanut butter ice cream

Old silver-furred wolf and leader of the Phantom Wolfpack. He was a former soldier who, after the seeing the horrors of Astrophage attacks and the slowness of beaurocracy, decided to leave his post and start his own mercenary force. While he operates in cash, he is intelligent enough to pick missions that won't put his team in a deep end, and has a bit of humanity in him at helping out smaller, rural areas by simply letting things like shelter or gifts as compensation. He considers the Wolfpack his family, all of which are loyal to him and to each other.

He is a raw DPS character. His abilities focus on stripping Boosts on enemies to bring down massive damage on groups. He is built to be fast as well, so he hits early on to remove immediate Boosts on enemies for the party.

Leader - Commanding Presence: Gain bonus CDMG from CRATE, with 1% CDMG for every 2% CRATE.

Ability 1 - Automatic Fire: Fires an AR to one enemy, hitting thrice for 20% ATK with bonus %0.5 ATK for every 1 SPD. Each hit has 60% chance to dispel 1 Boost. Hitting an enemy without a Boost increases final damage by 10%.
Ability 2 - Bombs Away: Throws a bomb that damages all enemies twice for 40% ATK. If enemy has no Boosts, it does 60% ATK damage per hit. If Awakened, it gains a passive where whenever an ally attacks an enemy without any Boost, Garm will perform a pursuit with this attack with 25% ATK per hit or 45% ATK per hit if there are no Boosts (triggered once per turn).
Ability 3 - Unload: Grabs a rope and unloads AR to all enemies before ending with an explosion. Hits 5 times for 55% ATK, with bonus %0.5 ATK for every 1 SPD. Has 100% chance to dispel all Boosts on enemies and the final hit inflicts Break for 2 turns.

Cosmic Morph A - Tactical Analysis: Change dispel effects to stealing Boost.
Cosmic Morph B - Frag Grenade: Bombs Away has a 100% chance of dispelling 1 Boost and inflicting Curse for 1 turn.
Cosmic Morph C - Adrenaline: Unload grants Garm Haste for 2 turns.

Planetes Syzygy

Normally unrelated to each other, these characters are the focus of the three-part event Planetary Syzygy. In that event, a wild cosmic blast struck Earth once more, focusing the planetary energies of Mars, Jupiter, and Neptune to three characters. A cataclysmic phenomena forced the three to undergo a transformation that radiates cosmic energy from them. This also summoned new Astrophages, and what seems to be a prelude to another Cosmic Cataclysm. While they are unaffiliated to one another, the game calls them under this grouping.

  • Early-Bird Cameo: All of them made random appearances in earlier events as NPCs.
  • Hulking Out: Three of them unleash their more muscular, planetary wave form because the cosmic rays expound a part of their emotion (rage, pride, ego), letting their powers loose. One of them however intentionally absorbed the neutral (but way more dangerous) rays of Saturn which has a more balanced flow, avoiding his emotions going rampant but with the trade off of initializing a near-death experience.

Ares

Martian Fury
Class: Defense
Rank: Legendary
Alignment: Mars
Age: 25
Likes: Sunsets

His real name is Conrad. Soft-spoken and aloof, this brown wolf prefers to spend his time painting on his tablet. Beneath this however is a man hurt by his past - his family was lost by an Astrophage attack and a natural disaster. The seemingly passive nature of the government to help people fueled his anger. It seems like painting is his way of calming down. But then the concentrated planetary energy of Mars fueled him, creating his persona of Ares. Will he temper his rage to defeat his foes without becoming blind?

Ares has an interesting way of being a defense unit. He can outlast his allies with how his passive work, but he can also take damage for them. The more he fights, the more he gets stronger as well.

Leader - Martian Waves: Mars-aligned party members deal additional 30% CMG to Jupiter-aligned targets.

Ability 1 - Wicked Blow: Strikes an enemy with spear once for 100% DEF. Bonus 1% DEF is added for every stack of Battle Scars.
Ability 2 - Avenger: Passive. Gain 1 stack of Battle Scars when dealing damage, directly receiving damage, gaining Boosts, or being inflicted with Conditions. Reduce final damage of party by 8%, and Ares takes in 15% of the damage received by a party member.
Ability 3 - Raging Wrath: Summons wrathful shades to skewer all enemies, hitting once for 180% DEF. Allies receives Fortitude for 3 turns, and when Awakened, cleanses all Conditions.

Unique Boost - Battle Scars: Increase final damage by 1% per 1 stack. Reduce damage by 5% per 10 stacks. Up to 50 stacks can be obtained. When taking a lethal blow, can consume 50 stacks to avoid KO and recover 50% HP. Cannot be dispelled or stolen.

Cosmic Morph A - Rallying Shades: Raging Wrath reduces 30 Action Turn to enemies and gives the party 30 Action Turn.
Cosmic Morph B - Unrelenting: 40% to pursuit Wicked Blow with another Wicked Blow.
Cosmic Morph C - Memory of War: Start with 10 stacks of Battle Scars, and the stacks are carried over per round.

  • Auto-Revive: If he has 50 stacks of Battle Scars, he can avoid a killing blow by consuming all those stacks and coming back with 50% health.
  • Early-Bird Cameo: Appeared with a few lines in the Art Show episode as a contestant.
  • Mighty Glacier: Has a low SPD stat and is the slowest among the Planetes. To offset this, he has a high DEF and HP growth. His attacks are also based on his DEF, giving a good output in damage. His unique Boost also allows him to bulk up even more and dish out a lot of damage in response.
  • Shared Life Energy: He reduces an ally's damage, taking it to himself.
  • Playing with Fire: Downplayed. While the shades he summons are made of flames, he is otherwise fighting with what seemed to be a solid spear and shield.
  • Token Good Teammate: Among the initial trio of Planetes, he is outwardly a good person compared to the scheming Poseidon and the egotistical Zeus.
  • Unstoppable Rage: As the Martian energy seeps into him, he gains a form where his anger overtakes his senses. He eventually gains control of this, using his rage more as a weapon. When using him as a unit, he is more like that.

Poseidon

Neptunian Conceit
Class: Control
Rank: Legendary
Alignment: Neptune
Age: 22
Likes: Clam chowder

Emett the otter is a professional scuba diver. One of the youngest in the city, he prides himself in getting to the depths of the sea, doing various jobs like scavenging or taking underwater photographs. He is quite reliable despite being a freelance diver, much to the chagrin of other divers, and he indulges in making sure he is the best. In spite of that, he hates his work. He used to dream of becoming a bodybuilder, but it never really came to fruition thanks to his body. And so he has accustomed himself into showing off his diving skills despite knowing he couldn't get what he wanted, and finds such sentimentality worthless. This complex soon becomes more complicated as the Neptunian Waves transform him...

Poseidon irritates groups of enemies by harassing their ability to take action with his unique Condition. He can slow down groups of enemies and continuously damage them. While he doesn't have massive damage output, he can keep his enemies stuck because they couldn't get a turn.

Leader - Neptunian Waves: Neptune-aligned party members deal additional 30% CMG to Mars-aligned targets.

Ability 1 - Trident Strike: Strikes an enemy thrice with a trident for 33% ATK. Each hit has 65% chance to steal 1 Boost.
Ability 2 - Torrent: Passive. When an ally hits an enemy with Whirlpool, increases 10 Action Turn to all allies. When an enemy with Whirlpool attacks an ally, Poseidon gains 30 Action Turn. Both can occur only once per turn.
Ability 3 - Tidal Surge: Summons a massive whirlpool to hit all enemies thrice for 70% ATK. Each hit has 80% chance to steal 1 Boost and, when Awakened, reduce 15 Action Turn. If a target has no Boost, inflict unresisted Silence. One targeted enemy and one random enemy gets inflicted with Whirlpool for 2 turns.

Unique Condition - Whirlpool: Target with Whirlpool have reduced SPD by 10% and reduced CRATE by 20%. Up to 2 enemies can have Whirlpool at a given time, and it will be the same enemies afflicted unless Whirlpool was removed. Cannot be resisted but can be immunized and cleansed.

Cosmic Morph A - Vortex: Whirlpool reduces enemy HP by 10% when an afflicted enemy's turn starts. Cleansing Whirlpool also leaves 10% HP damage.
Cosmic Morph B - Spurred Tides: Tidal Surge has 85% ATK multiplier and reduces 20 Action Turn.
Cosmic Morph C - Maelstrom: Whirlpool affects 3 enemies.

  • Break the Haughty: In the penultimate chapter of Planetary Syzygy Part 2, after being a hardass towards the protagonists, Zeus smites him. He begrudgingly stops being a jerk before he comes around.
  • Early-Bird Cameo: Has a minor speaking role in the episode Seaside Sails.
  • Heel–Face Turn: After getting zapped hard, he comes to his senses. He still acts smarmy but eventually mellows out.
  • Jerkass: Even in his initial appearance, he already wasn't pleasant to deal with. And even in this three-parter, it took him a while to get around.
  • Making a Splash: Controls water. Even from the vapor in the air.
  • Mermaiding Swimsuit: He actually retains his swimwear look (trunks, goggles), while his power makes water form onto his forearms and calves to look like fins. His otter tail is covered with water, making it look like a massive fishtail much like a mermaid's. His "crown" is even made of water.
  • Mr. Fanservice: While all of the Planetes are Striperrific due to their powers breaking much of their clothing as well as the case of Hulking Out, his was the most revealing. Without the water-made fins, tail, crown, and sarong (which are transparent), he is essentially wearing nothing more than a pair of swimming briefs, goggles, and a necklace with a clam crest. Funnily enough despite being sorely muscular he is lithe compared to the rest.
  • Never My Fault: Has this attitude, primarily because he sees his skills much better that he develops a superiority complex.
  • Prongs of Poseidon: Can materialize a trident from water.

Zeus

Jovian Ego
Class: Damage
Rank: Legendary
Alignment: Jupiter
Age: 27
Likes: Music albums of Hellhound

Arthur is an unassuming bald eagle office worker. His work gets the most of him, feeling haggard from all the stress. He treasures his free time, especially when it involves going to concerts of his favorite band. However, one unpleasant day happened when bad things aligned - bad coffee, work being more stressful, missing tickets - and worse of all, the stray Jupiter waves struck him. The surge of power opened his eyes to what he can do, like striking a lamp post with lightning with just mere thought. And so a sinister side began to grow in him, a tyrannical one at that. Will someone reign him in before his thirst for power bring him down as well?

Zeus is a thorough damage dealer. By inflicting enemies with Static, he (and allies) can trigger an extra attack that can add more damage and even stun enemies. He can even push through foes with Immunity as he can dispel Boosts. Truly a terrifying attack unit.

Leader - Jovian Waves: Jupiter-aligned party members deal additional 30% CMG to Neptune-aligned targets.

Ability 1 - Smite: Fires a lightning bolt at an enemy, hitting once for 90% ATK. If enemy has Static, the attack bounces once at 1 random enemy for 80% ATK and inflicts Static.
Ability 2 - Arc Lighting: Passive. When an enemy with Static attacks Zeus, there's a 50% chance of counterattacking. When an ally attacks an enemy with Static, Zeus has 50% chance of doing a pursuit. When awakened, Zeus also gains 15 Action Turn when either actions are triggered.
Ability 3 - Judgement Bolt: Gathers electricity before discharging them towards all enemies. Hits 3 times, with the final hit inflicting Static. Each hit deals 70% ATK and has a 100% chance to dispel 1 Boost and 65% chance to inflict Curse for 2 turns.

Unique Condition - Static: Afflicted enemies gain a stack of Static for each hit they receive. When it reaches 5 stacks, it detonates, creating a lighting storm that strikes all enemies once for 85% ATK. It has a 60% chance to dispel 1 Boost and 50% chance of inflicting Stun for 1 turn. Cannot be resisted but can be immunized and cleansed.

Cosmic Morph A - Strikes Twice: The lightning storm produced by Static inflicts Static.
Cosmic Morph B - Shocking Body: Enemies afflicted with Static attacking Zeus has 50% chance of being afflicted with Stun for 1 turn.
Cosmic Morph C - Brisk Lightning: Smite bounces to 2 random enemies.

  • Arc Villain: Is one at the end of Part 1 and throughout Part 2 and halfway of Part 3.
  • Chain Lightning: Smite has a bolt of lightning jump off from one to another if the enemy already has Static.
  • Drunk with Power: The surge of Jovian Waves plus a really bad day didn't really take Arthur well.
  • Electricity Knocks You Out: Why some of his attacks can Stun.
  • Heel–Face Turn: Snaps out of his ego-driven rampage after being smacked hard, and it didn't take long before he realized what he was doing was wrong.
  • Shock and Awe: His abilities involve hurling electricity at the enemy, creating a static field at them, and summoning even more lightning at them.

Cronus

Saturnian Wisdom
Class: Support
Rank: Legendary
Alignment: Saturn
Age: 30
Likes: Crossword puzzles

Nathan is a white gecko astronomer who is part of a science branch studying the Cosmic Cataclysm. A few days ago, the branch detected strange behavior from space. It took instruments in space to see what it was, but it was too late. He took it upon himself to observe the stray cosmic rays hitting Millennium City - realizing that it affected three people and that the event gave birth to stronger Astrophages. Fearing that this could be a prelude of another Cosmic Cataclysm, he took it upon himself to forcefully unite the three as they might be the key in stopping the emerging danger. But even then they weren't enough, and so he discovered a hidden "neutral" energy among the rays. Risking himself, he filtered the Saturnian Rays and exposed himself...

Cronus is an amazing support unit with hints of control. He enhances the offensive capabilities of his allies while also stalling enemies with cooldown reduction and Action Turn manipulation. He protects allies from being controlled, making him a really good boon for a team against enemies that like to inflict crowd control.

Leader - Cosmic Care: Gaining Action Turn restores HP. 2 Action Turn restores 1% HP of the character. Caps at 15% HP recovered.

Ability 1 - Planetary Disc: Hurls a miniature orbiting light at an enemy, hitting once for 4% of max HP. Allies with Rings of Saturn gains 15 Action Turn.
Ability 2 - Photon Scythe: Summon a cutter made of light to damage all enemies, hitting twice for 3% of max HP. Each hit has a 100% chance to dispel 1 Boost and increase ability cooldown to 1. Allies with Rings of Saturn gain Barrier. Barrier strength is Cronus' 10% max HP.
Ability 3 - Saturnian Waves: Unleash cosmic rays from Saturn to the party, granting boons. Allies gain Rings of Saturn, Might, and Fortitude for 2 turns. Cleanses all Conditions when awakened.

Unique Boost - Rings of Saturn: Prevents Action Turn reduction and control effects, and reduces damage from any attack with Action Turn reduction and control effects by 30%. Upon protection from said attack, a turn of the Boost is consumed. If an ally with Rings of Saturn is Saturn-aligned, they gain advantageous alignment to non-Saturn-aligned units.

Cosmic Morph A - Observer: Has 20% chance to counterattack when allies with Rings of Saturn are attacked.
Cosmic Morph B - Harvesting Light: Planetary Disc and Photon Scythe heals allies with Rings of Saturn. Planetary Disc restores 5% of max HP of ally, while Photon Scythe restores 15% of max HP of ally.
Cosmic Morph C - Large Rings: Saturnian Waves lasts 3 turns.

  • Big Good: Of Planetary Syzygy event.
  • Light 'em Up: Uses "light from Saturn's rings" as power.
  • A Taste of Power: Inverted. In the penultimate stage and finale of Planetary Syzygy Part 3, the player gets to use Cronus. What makes this applicable to the trope is that the rate of getting a Legendary Saturn-aligned unit is very low, so the two stages are the only time a player can experience using him.

Canadian Dino Front

Dinosaur-people are mostly isolated in Canada. The Canadian Dino Front (CDF) is an organization from that country that engages in international concerns. The organization is represented by these units.

Unaffiliated

These characters don't belong to a specific faction.

Kine

Hook, Line and Sinker
Class: Offense
Rank: Legendary
Alignment: Neptune
Age: 34
Likes: Fishing

A layabout brown bear who is often seen fishing. He is an expert angler, to the point where he is never without his tackle box, rods, and a folding chair. He considers catching fish beyond entertainment that he finds it meditative - indeed he is usually seen zenned out especially when he is in the zone. Perhaps he might be able to share some sage words despite being about throwing the line.

Kine is a great area of effect damage dealer especially for beginners. He is easy to build and can focus on bringing momentum as his attacks can contribute to continuous damage. He cycles pretty well with his abilities too, with a typical Ability 3, 2, 1, rinse and repeat, with the occasional recast of Ability 3 thanks to an additional effect of his attacks.

Leader - Catch of the Day: Allies' first turn has additional 25% CRATE.

Ability 1 - Bait Toss: Hurls his fishing lure at an enemy, hitting once for 100% ATK. Has 80% chance of inflicting Break for 1 turn. Gain 1 stack of Bait.
Ability 2 - Line Check: Swings his line towards all enemies, hitting them once for 100% ATK. When Awakened, if it deals critical hit, raise own Action Turn by 30. Gain Sharpen for 2 turns and 1 stack of Bait.
Ability 3 - The Big Catch: Pulls out his rod, which then gets bitten by a massive fish. The approaching catch hits all enemies three times for 70% ATK. Has 100% chance of inflicting Break for 2 turns. Gain Might for 2 turns and 3 stacks of Bait.

Unique Boost - Bait: When Bait reaches 5 stacks upon performing Bait Toss or Line Check, consume all Bait and follow up with The Big Catch (this follow up doesn't grant any stack of Bait). Cannot be dispelled or stolen.

Cosmic Morph A - Bigger Fish: The Big Catch has a 80% chance to reduce enemy Action Turn by 15 per hit.
Cosmic Morph B - Swallowing Fish: The Big Catch has a 80% chance to dispel an enemy Boost per hit.
Cosmic Morph C - Another Swing: Gain an extra turn if Line Check defeats an enemy.

  • Area of Effect: His forte. Two of his attacks involve hitting all enemies and even his first ability can trigger an area of effect attack.
  • Attack! Attack! Attack!: The basis of his kit is to be able to stack up a lot of Bait to perform an extra Ability 3. The additional effects and unique boost complement this tactic, and is often recommended to have him wear an equipment set that allows Pursuit.
  • Brilliant, but Lazy: Make no mistake, he would rather lounge and spend his time fishing, but his words are full of insight and he is actually rather smart.
  • Rod And Reel Repurposed: Averted. While he uses his fishing rod in his attacks, it still involves fishing. It just so happens that the enemy was in the way.
  • The Slacker: The only time you see him do something is when it is related to fishing. Otherwise he'd rather spend his time tossing his line and watching his reel.

Ling Li

Superstar Athlete
Class: Offense
Rank: Legendary
Alignment: Mars
Age: 26
Likes: Football

Ling Li is a red dragon with flowing ebony hair. He is a famous football player and captain of Millennium City's Raging Cannons. He is quite famous for his winning strikes and his athletic stride. But why is he now fighting Astrophages?

Ling Li is a ridiculously fast unit who is good at clearing waves of enemies due to his strong area-of-effect attacks. More importantly, he has the elusive speed boost as a leader, thus increasing his strength even further.

Leader - Team Captain: Everyone's SPD is increased by 20%.

Ability 1 - Goal Kick: Kicks a fiery ball towards an enemy which then bounces to another random target for 60% ATK + 0.50% ATK for every SPD. If there is only one enemy, the attack hits twice without changing the multiplier.
Ability 2 - Bonus Shot: Passive. When an enemy is defeated by Ling Li, perform a follow up attack with an explosive ball that hits all enemies once for 80% ATK + 0.60% ATK for every SPD. Gain 20 Action Turn if an enemy is defeated. If Superstar is active, gain Sharpen.
Ability 3 - Winning Shot: Performs a spectacular kick to a ball which in winning the game. Hits all enemies once for 200% ATK + 1% ATK for every SPD and reduce 30 Action Turn. Gain Superstar for 2 turns.

Unique Boost - Superstar: Adds an additional 1.5% ATK for SPD multiplier and lets him perform a pursuit attack once per turn. Gain Haste whenever a critical hit is dealt. Cannot be dispelled or stolen.

Cosmic Morph A - Strong Kicks: Gain Might for 1 turn after performing Goal Kick. If Ling Li already has Might, final damage +10%.
Cosmic Morph B - Team Tactics: Party also gains Might from defeating an enemy.
Cosmic Morph C - Morale Boost: Party gains 20 Action Turn after performing Winning Shot.

  • I Know Madden Kombat: Fights with a football and his knowledge in playing the game. Sure, he somehow engulfs it with flames, but the thought is still there.

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