F Fire Move L Lightning Move P Physical Move * - can only be used on yourself < - can be used on friendly units > - can be used on enemies = - can be used on all units P: prerequisite
Start Fire Strike F 25focus 0CD > Attack the enemy for 280% of your instinct.
Charge L 0focus 1CD * Recover 100 focus, but you are sealed for 1 turn.
lvl1 Slowing Bolt L 10/10/5/5focus 0CD > Attack the enemy for 160/180/200/220% of your instinct and decrease enemy speed by 3/4/5/6% for 7 turns.
Pushing Bolt L 10/10/5/5focus 0CD > Attack the enemy for 175/200/225/250% of your instinct and increase enemy speed by 3/4/5/6% for 7 turns.
Stable Beam F 15focus 1CD 2slots > Attack the enemy for 160/230/300% of your instinct.
Unstable Beam F 15focus 1CD 2slots > Attack the enemy for either 140/200/260% or 180/260/340% of your instinct.
Discharge L 5focus 3CD 3slots > Target looses 1/2 buffs and 60/100 focus over 3/4 turns.
Sunrise P 10focus 2CD 3slots < Heal a friendly unit for 150/235/320% of your instinct and dispel 1/2/3 fire, lightning, poison or physical debuffs.
Solar Energy F 0focus 4CD 1/1/2/2slots < Target recovers health equal to 65/80/95/110% of your instinct each turn for 4 turns.
Blinding Sunlight F 15focus 6CD 1/2slots > P: Stable Beam and Unstable Beam Attack the enemy for 120/180% of your instinct and stun it for 2 turns.
lvl1+ Prospective Strike L 20focus 4CD > Attack the enemy for 10% of your instinct. The target will receive damage equal to 200/233/267/300% of your speed and instinct next turn.
Time Gap L 20focus 3CD < Give yourself or an ally a boost of +30/50/70% speed for 3 turns.
Light Cone F 10/0focus 3CD = P: Sunrise and Solar Energy Target is shielded for 400% of your instinct, but deals 35% less damage.Lasts 4 turns.
Flamy Spirit -passive- P: Blinding Sunlight Increase Fire piercing by 40/80/120/160/200%.
lvl4+ Energy from Past L 0focus 6CD 2slots * Recover 20focus each turn for 3/4/5 turns.
Rush Hour L 30focus 8CD * P: Time Gap Gain 200/250/300% additional speed for 1 turn.
Future Gene -passive- P: Light Cone Increase speed and instinct by 1/2/3/4/5% and life by 4/8/12/16/20%.
Sunburn 15focus 5CD > Target suffers damage equal to 50/67/83/100% of your instinct each turn for 6 turns.
lvl6+ Spiritual Independence -passive- P: Energy from Past Increase max. focus by 10/20/30.
Doom of Destiny L 10focus 5CD > Target receives 30/45/60/75% less healing for 3/3/4/4 turns.
Solar Flux F 15focus 3CD 2slots > Attack an enemy for 150/175/200/225% of your instinct and 20/35/50/65% of your instinct each turn for 4 turns.
Solar Storm F 15focus 3CD 2slots > Attack an enemy for 200/250/300/350% of your instinct and dispel 0/1/2/3 fire, lightning, poison or physical buffs.
lvl8+ Subversion P 0focus 4/5CD = The effects of healing and damage are switched on the target for 1 turn. No dispel on lvl2.
Time Hacker Form L 0focus 15CD * P: Doom of Destiny Transform into a Hacker for 5 turns and increase your speed and instinct by 15%. Unlocks Savior Moves. Also recover 20focus each turn. No dispel.
Sun Controller Form F 0focus 15CD * P: Solar Flux Transform into a Controller for 5 turns and increase your damage dealt by 20% and recover all focus. Unlocks Icarus Moves. No dispel.
Supernova 20focus 4CD 2slots > Attack target for 250/300/350/400% of your instinct with a 30/40/50/60% chance to seal it for 2 turns.
lvl10+ Savior's Protection L 40focus 10CD < P: Time Hacker Form Shields a friendly unit from damage equal to 350/450% of your speed and instinct for 5 turns. No dispel.
Savior's Salvation L 60focus 10CD < P: Time Hacker Form Target with Savior's Protection recovers full health and focus and loses all (de)buffs. Also recovers 25/40% health each turn for 3 turns. No dispel.
Flare of Icarus F 60focus 10CD > P: Sun Controller Form Attack target with Blaze of Icarus for 500% of your instinct and stun him for 1 turn. No dispel.
Blaze of Icarus F 40focus 10CD > P: Sun Controller Form Target suffers damage equal to 120/160% of your instinct each turn for 8 turns. No dispel.
1 Stable Beam 1 Unstable Beam 1 Blinding Sunlight 5 Flamy Spirit 4 Solar Flux 4 Solar Storm 1 Sun Controller Form 2 Blaze of Icarus 1 Flare of Icarus 3 Energy from Past 3 Spiritual Independence 1 Sunrise 1 Solar Energy 1 Light Cone 5 Future Gene
2x Solar Flux 2x Solar Storm Sun Controller Form Blaze of Icarus Flare of Icarus Energy from Past
Defensive Build
4 Slowing Bolt 3 Sunrise 4 Solar Energy 2 Light Cone 5 Future Gene 3 Energy from Past 3 Spiritual Independence 1 Subversion 1 Doom of Destiny 2 Subversion 1 Time Hacker Form 2 Savior's Protection 1 Savior's Salvation
Slowing Bolt or Sunrise Subversion or Sunrise Solar Energy Light Cone or Sunrise Time Hacker Form Savior's Protection Savior's Salvation Energy from Past
@singid Discharge is basicly a DoT version of biological's disrupt. Is disrupt overpowered? Maybe... the cooldown shouldn't be longer, but i agree with your idea that 2slots are enough.
@firetail Since all moves scale with instinct you can combine whatever moves you want. E.g.: Replace the 4 solar storm/flux from the offensive build with 2 (un)stable beam and 2 sunrise and you can heal your team and still do good damage.
I also noticed a small mistake on Subversion: It should have 5CD on lvl1 and 4CD on lvl2
It's too similar to Cosmological, and I do not want anyhting along those lines being used witha nythong other than earth and cosmic. (you've also used some names of attacks that would quite clearly be used by cosmological...) and second; lightning's already used extensively by practically ALL psychological players. Sure, physical's a bio setup, but 3 elements is a first... but lightning's overused.
first of all, the name. It's too similar to Cosmological,...
Well, i simply can't find another name that would fit that great.
and second; lightning's already used extensively by practically ALL psychological players.
For psycho lightning is the offensive element, for astro it's the defensive one and fire is for the offensive moves. The other element that would fit for time-attacks is cosmic, but I'm sure you'd hate me if I use it instead.=D