This group of actions focuses on the use of Free Actions that empower Chryssa's attacks in exchange for inflicting recoil damage. Which really, isn't that much of a problem for her thanks to her having high RES,
Energy Redirection, and
Relentless.
Breaking Point Acts as a damage boost that, at lower Energy Point quantities acts to build them up before the enemies have really dealt much damage and the medics are free to heal her. At higher Energy Point quanitities, the damage shouldn't matter as much.
Pandaemonium is a more potent damage boost that doubles as a surefire way to build up Energy Points regardless of how high Chryssa's current RES is.
Stop Hitting Yourself takes the previous two actions, and any other similar equipment effects, and weaponizes it for considerable burst damage.
- Breaking Point (Free Action): Chryssa augments her attack with so much Dust that the sheer force of the recoil harms her.
- v1.0: Increase the Physical Damage of Chryssa's attack. Chryssa takes Physical Damage as a Recoil Effect. Has Cooldown. Leveling up increases both the Boost and Recoil Effects.
- v1.8: Increase the Physical Damage of Chryssa's attack. Chryssa takes Physical Damage as a Recoil Effect. Has Cooldown. Boost and Recoil Effects are proportional to Energy Points spent on it. Leveling up increases both the Boost and Recoil Effects.
- Pandaemonium (Free Action): Chryssa loads her attack with Chaos Dust, greatly increasing the potency of her attack at the cost of harming herself and her Aura.
- v1.0: Add Magical Damage proportional to the Physical Damage dealt by Chryssa's attack. As a Recoil Effect, Chryssa's RES is halved for the turn, she takes Pure Damage, and all other damage from Recoil Effects becomes Pure. Has Cooldown. Leveling up increases both the Boost and Recoil Effects.
- v1.8: Add Magical Damage proportional to the Physical Damage dealt by Chryssa's attack. As a Recoil Effect, Chryssa's RES is halved for the turn, she takes Pure Damage, and all other damage from Recoil Effects becomes Pure. Has Cooldown. Boost and Recoil Effects are proportional to Energy Points spent on it. Leveling up increases both the Boost and Recoil Effects.
- Stop Hitting Yourself (Free Action): Using her Semblance, Chryssa redirects her weapon's recoil, channeling it into her attack instead.
- v1.0: Remove all Recoil Effects from Chryssa's attack. Raise the power of the attack further, proportional to the severity of the removed effects. Has Cooldown. Leveling up increases the Boost Scaling.
- v1.5a: Remove all Recoil Effects from Chryssa's attack. Raise the power of the attack further, proportional to the severity of the removed effects. Has Cooldown. Costs Energy Points. Leveling up increases the Boost Scaling.
- v1.5b: Reduce the severity of the Recoil Effects from Chryssa's attack. Raise the power of the attack further, proportional to the severity of the dampened effects. Has Cooldown. Leveling up increases the Recoil Effect Dampening and Boost Scaling.
- v2.0: Reduce the severity of the Recoil Effects from Chryssa's attack. Raise the power of the attack further, proportional to the severity of the dampened effects. Has Cooldown. Costs Energy Points. Leveling up increases the Recoil Effect Dampening and Boost Scaling.
- v2.2: Reduce the severity of the Recoil Effects from Chryssa's attack. Raise the power of the attack further, proportional to the severity of the dampened effects. Has Cooldown. Costs Energy Points, Recoil Effect Dampening is proportional to Energy Points spent on it. Leveling up increases the Energy Point Efficiency and Boost Scaling.
- v?.?c: Look at one of the above versions. Take a Perk, and make it grant it as an abnormally powerful Action. Milk it for as much you you can.
This group of actions revolves around tanking attacks and deriving benefit from it.
Take One For The Team is just a reflavored
Calm Vigil (hence why I didn't even bother giving it alternate versions), the idea is that not only is Chryssa tanky enough, unlike Yuko she'll be able to profit from it as well.
Defiant Roar counters with a debuff that benefits from
Threatening Roar being leveled up; the reworked
Retaliation is designed to work better with how tanky Chryssa is now, by scaling with the damage absorbed rather than the damage taken.
Mitigate turns attacks into barrages of weaker attacks, letting Chryssa absorb even more damage and further raising the chances of activating
Defiant Roar.
- Retaliation (Active): Chryssa redirects all the energy she just deflected into her weapon, preparing to unleash a powerful strike.
- v1.0a: Chryssa strengthens her next attack proportional to the total amount of damage she RES rolls absorbed the previous turn. Leveling up increases scaling.
- v1.0b: Chryssa strikes a foe who attacked her the previous turn with attack with power proportional to the total amount of damage she RES rolls absorbed the previous turn. Leveling up increases scaling.
- v1.2a: Chryssa strengthens her next attack proportional to the total amount of damage she RES rolls absorbed the previous turn. Costs Energy Points. Leveling up increases scaling.
- v1.2b: Chryssa strikes a foe who attacked her the previous turn with attack with power proportional to the total amount of damage she RES rolls absorbed the previous turn. Costs Energy Points. Leveling up increases scaling.
- v1.2c: Chryssa strengthens her next attack proportional to the total amount of damage she RES rolls absorbed the previous turn. Has Cooldown. Leveling up increases scaling.
- v1.2d: Chryssa strikes a foe who attacked her the previous turn with attack with power proportional to the total amount of damage she RES rolls absorbed the previous turn. Costs Energy Points. Has Cooldown. Leveling up increases scaling.
- v1.6a: Chryssa strengthens her next attack proportional to the total amount of damage she RES rolls absorbed the previous turn. Has Cooldown. Leveling up increases scaling.
- v1.6b: Chryssa strikes a foe who attacked her the previous turn with attack with power proportional to the total amount of damage she RES rolls absorbed the previous turn Costs Energy Points. Has Cooldown. Leveling up increases scaling.
- Take One For The Team (Active): Chryssa siphons energy from incoming attacks, letting the stolen power crash against her Aura instead.
- v1.0: A percentage of damage taken by allies for one turn is taken by Chryssa instead and reduced against her RES. Disallows Consecutive Use. Leveling up drains more damage or confers a RES bonus.
- Defiant Roar (Passive): Chryssa roars in defiance after being struck, unnerving her assailant.
- v1.0a: After taking a hit, Chryssa has a chance to counter with Threatening Roar at increased power but only targeting the foe who harmed her. Leveling up increases the power increase and/or the chance.
- v1.0b: After taking a hit, Chryssa has a chance to counter with Threatening Roar. Leveling up increases the power increase and/or the chance, and allows this to stack more times.
- v1.0c: After taking a hit, Chryssa has a chance to counter with a roar that increases all damage taken by the foe who harmed her next turn. Power is proportional to the effect of Threatening Roar. Leveling up increases the scaling and/or the chance.
- Mitigate (Free Action): Chryssa splits the energy of incoming attacks, making them easier to siphon.
- v1.0: All incoming attacks are split in two attacks each at 60% damage. Has Cooldown. Leveling up increases the amount of splits.
The next few actions are just miscellanious.
Mistakes Were Made is a replacement for
Retaliation if that is going to be nerfed. It keeps the enormous damage output, and makes it mesh well with her now high RES; at the cost of being an enormous risk and basically requiring a healer should the resulting attack fail to end the battle.
Blood Bath provides synergy between
Ripping Strike and
Combo-Break, using the aftermath of the former to enhance the latter. This is especially useful if Chryssa were to upgrade it or get equipment that has a chance of performing some sort of beneficial effect with each hit.
- Mistakes Were Made (Active): A daredevil move wherein Chryssa rushes in for an attack and makes a controlled mishap leaving her completely open for an attack.
- v1.0: Chryssa's target has their next attack redirected at her. All her RES rolls for this turn are ignored for purposes of damage calculation (but still made). If she would have survived with those RES rolls, her HP will not be able to fall to below 1. Next turn, if she attacks that target, she deals extra damage proportional to the damage she recieved the previous turn. Has Cooldown. Leveling up raises scaling.
- v1.5: Chryssa's target has their next attack redirected at her. If she survives the turn, her remaining HP is set to 1, regardless of how little damage she took. Next turn, if she attacks that target, she deals extra damage proportional to the damage she recieved the previous turn (setting HP to 1 is not considered damage). Has Cooldown. Leveling up raises scaling.
- v2.0: Chryssa's target has their next attack redirected at her. If she survives the turn, her remaining HP is set to 1 and she loses all her Energy Points, regardless of how little damage she took. Next turn, if she attacks that target, she deals extra damage proportional to the damage she recieved the previous turn (setting HP to 1 is not considered damage). Has Cooldown. Leveling up raises scaling.
- Blood Bath (Passive): Redirecting the kinetic energy of her target's arterial spray, Chryssa cloaks herself with the scarlet spray, using it as an opportunity to strike more times before breaking off without a single stain on her.
- v1.0: Increase the number of Combo-Break hits if it is used on a foe Bleeding from Ripping Strike. Leveling up grants more extra hits and/or gives a damage boost.
- v1.5: Increase the damage and number of Combo-Break hits if it is used on a foe Bleeding from Ripping Strike, but removes the Bleeding effect. Leveling up grants more extra hits and/or damage boost.