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The '''Cyber Ninja''' is a trained killing machine, dispatching foes with deadly efficiency. As primarily melee combatants, they focus on delivering swift and deadly punishment to both individuals and groups of enemies. While exploring, they are invaluable in situations that require subterfuge and cunning.
 
The '''Cyber Ninja''' is a trained killing machine, dispatching foes with deadly efficiency. As primarily melee combatants, they focus on delivering swift and deadly punishment to both individuals and groups of enemies. While exploring, they are invaluable in situations that require subterfuge and cunning.
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<br>
 
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<h2>Abilities</h2>
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Cyberninjas add Combo Points to targets and then consume them to deal bonus damage, add status effects, or boost team defense.
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<br>
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<h3>Combination</h3>
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<h4>Combo Strike</h4>
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Prerequisite: N/A; Available at start
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<br>
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150 Time Units (100% Weapon Speed)
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<br>
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Deals Weapon (Physical) Damage
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<br>
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Requires Melee Weapon
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<h5>Rank 1</h5>
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The Cyberninja strikes for 70% Weapon Damage, consume 1 Combo Point to deal 30% Weapon Damage, and apply Combo Strike until the Cyberninja's next turn.
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<br>
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If an ally damages the Combo Strike target, add 1 - 2 Combo Points and the Cyberninja attacks for 20% Weapon Damage. Triggers once per ally.
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<br>
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Combo Points are consumed to power abilities.
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<h5>Rank 2</h5>
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If the Cyberninja's ally critically hits, the Cyberninja attacks an additional time.
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<h5>Rank 3</h5>
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Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.
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<h4>Flipkick</h4>
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Prerequisite: 3 Points spent in the Combination Ability Tree
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<br>
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300 Time Units (200% Weapon Speed)
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<br>
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Deals Physical Damage
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<br>
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Cooldown: 4 Turns
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<br>
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<h5>Rank 1</h5>
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The Cyberninja kicks for 100% Weapon Damage, adds 1 Combo Point to the target, and backflips away.
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<br>
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If the next character to act is the Cyberninja's ally, the Ninja flips over them in the timeline, reduces the cost of Flipkick to 5 Time Units, and boosts the damage dealt by 20%.
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<h5>Rank 2</h5>
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If the next character to act is the Cyberninja's enemy, the enemy is Dzed for 30% of the Time Unit value of the Cyberninja's weapon and Flipkick has no cooldown.
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<h5>Rank 3</h5>
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Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.
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<h4>Ambush</h4>
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Prerequisite: 3 Points spent in Combination Ability Tree
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<br>
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<b>Passive Ability</b> - Always Active
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<br>
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Deals Weapon (Physical) Damage
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<br>
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Requires Melee Weapon
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<br>
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<h5>Rank 1</h5>
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When the Cyberninja's ally dodges, the Cyberninja deals 20% Weapon Damage and adds 1 Combo point to the attacker. If the target is Blinded, the chance to critically hit is boosted 5%.
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<br>
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Ambush can trigger 3 times per turn.
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<h5>Rank 2</h5>
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When triggered, the Cyberninja's Time Units are reduced by 10.
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<h5>Rank 3</h5>
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Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.
 
[[Category:Classes]]
 
[[Category:Classes]]

Revision as of 12:03, 16 December 2017

"When you need a tough target taken down with brutal efficiency, you need a Cyberninja. Hailing from their homeship, The Yokai, they occasionally join crawler crews, pursuing their own mysterious agendas." - Home Page Character Blurb
Looking for another Class?

Cyber ninja


The Cyber Ninja is a trained killing machine, dispatching foes with deadly efficiency. As primarily melee combatants, they focus on delivering swift and deadly punishment to both individuals and groups of enemies. While exploring, they are invaluable in situations that require subterfuge and cunning.

Abilities

Cyberninjas add Combo Points to targets and then consume them to deal bonus damage, add status effects, or boost team defense.

Combination

Combo Strike

Prerequisite: N/A; Available at start
150 Time Units (100% Weapon Speed)
Deals Weapon (Physical) Damage
Requires Melee Weapon

Rank 1

The Cyberninja strikes for 70% Weapon Damage, consume 1 Combo Point to deal 30% Weapon Damage, and apply Combo Strike until the Cyberninja's next turn.
If an ally damages the Combo Strike target, add 1 - 2 Combo Points and the Cyberninja attacks for 20% Weapon Damage. Triggers once per ally.
Combo Points are consumed to power abilities.

Rank 2

If the Cyberninja's ally critically hits, the Cyberninja attacks an additional time.

Rank 3

Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.

Flipkick

Prerequisite: 3 Points spent in the Combination Ability Tree
300 Time Units (200% Weapon Speed)
Deals Physical Damage
Cooldown: 4 Turns

Rank 1

The Cyberninja kicks for 100% Weapon Damage, adds 1 Combo Point to the target, and backflips away.
If the next character to act is the Cyberninja's ally, the Ninja flips over them in the timeline, reduces the cost of Flipkick to 5 Time Units, and boosts the damage dealt by 20%.

Rank 2

If the next character to act is the Cyberninja's enemy, the enemy is Dzed for 30% of the Time Unit value of the Cyberninja's weapon and Flipkick has no cooldown.

Rank 3

Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.

Ambush

Prerequisite: 3 Points spent in Combination Ability Tree
Passive Ability - Always Active
Deals Weapon (Physical) Damage
Requires Melee Weapon

Rank 1

When the Cyberninja's ally dodges, the Cyberninja deals 20% Weapon Damage and adds 1 Combo point to the attacker. If the target is Blinded, the chance to critically hit is boosted 5%.
Ambush can trigger 3 times per turn.

Rank 2

When triggered, the Cyberninja's Time Units are reduced by 10.

Rank 3

Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.