Combat Arts/Wave Guard

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There are five Wave Guard combat arts available to Spheromancers: two first-level and two second-level ones, which Lea can unlock one each of, and one third-level one.

Pain Grip[edit | edit source]

Pain Grip.gif

Pain Grip-icon.PNG Block one attack and regenerate part of the blocked damage.

Pain Grip is a Wave-elemental, level one Guard-type Combat Art. It costs 1 CP to activate and 1 SP to use.

When using it, Lea generates a Wave aura, and is frozen in place guarding for one second. If an enemy attacks her with a guardable attack while the aura is active, the attack does no damage and Lea recovers some health.

Pain Grip is quite similar to perfect guarding, except that it trades the chance to break enemies for healing. The timing, while still fairly important, is much less tight than for perfect guarding, making this a useful ability for anyone who has difficulty perfect guarding consistently. It can also be useful to turn a high-damage, hard to dodge attack into instant healing.

Guarding Gale[edit | edit source]

Guarding Gale.gif

Guarding Gale-icon.PNG Spawns aura that pushes away nearby enemies for several seconds.

Guarding Gale is a Wave-elemental, level one Guard-type Combat Art. It costs 1 CP to activate and 1 SP to use.

When using this art, Lea generates a circular aura around herself that lasts for around six seconds. Enemies within the aura are pushed away from Lea and take minor damage.

Guarding Gale is a useful skill for crowd control, allowing Lea a period of respite while pushing enemies away. Be aware that the force does not guarantee protection, however, as a determined enemy can dash against it. Another, more unorthodox use for this art is to use it offensively by forcing enemies into hazards.

Circle of Valor[edit | edit source]

Circle of Valor.gif

Circle of Valor-icon.PNG Block all attacks for a few seconds and regenerate part of the blocked damage.

Circle of Valor is a Wave-elemental, level two Guard-type Combat Art. It costs 2 CP to activate and 3 SP to use.

When using this, Lea generates a large wave aura and is locked in place guarding for around three seconds. During this time, any guardable attacks that hit her deal no damage. When the aura expires, Lea heals by an amount related to the damage absorbed.

Circle of Valor is actually much more useful than its weaker counterpart for the simple fact that it can nullify damage from an attack that deals weak damage several times. Flamethrowers, swarms of balls and area attacks can be blocked for high healing, although the art is wasted against single-hit attacks. Be aware of other enemies while using this, as it can't block non-guardable attacks and a particularly strong one could completely disrupt the aura.

Poltergeist[edit | edit source]

Poltergeist.gif

Poltergeist-icon.PNG Spawns aura that pushes away nearby enemies and throws projectiles for several seconds.

Poltergeist is a Wave-elemental, level two Guard-type Combat Art. It costs 2 CP to activate and 3 SP to use.

When using this art, Lea generates a circular aura around herself that lasts for around six seconds. Enemies within the aura are pushed away from Lea and take minor damage. While the aura is active, Lea also throws small Wave balls in random directions. The balls are moderately homing and disappear on hitting a surface.

Aside from the additional balls, Poltergeist is nearly identical to Guarding Gale in function. The additional damage helps with the offensive capabilities of this primarily defensive art, and the minor knockback from the projectiles adds to the aura's pushing force.

Karma Scale[edit | edit source]

Karma-scale.gif

Karma-scale-icon.png Enter critical mode but become invincible. Absorb any enemy attacks for a short time. The more absorbed, the larger the ending explosion and the more HP healed

Karma Scale is a Wave-elemental, level three Guard-type Combat Art. It costs 3 CP to activate and 6 SP to use.

When using this art, Lea first enters the critical state (the HP bar flashes CRITICAL), and becomes immune to any attacks from enemies. Meanwhile, these attacks are immediately absorbed when they hit Lea. After the critical mode is over, Lea draws all enemies within a large radius and triggers an ending explosion, followed by an HP restoration. The damage of the explosion and the HP healed are based on how many attacks Lea absorbed.

Karma Scale works the best when Lea has low HP and is surrounded by a large number of enemies. Using this art can revert the situation: hit the enemies hard and restore large amounts of HP. Note that the HP healed is exactly based on the attacks absorbed. If no attacks hit Lea, the ending explosion and the HP restoration are NEVER TRIGGERED, and Lea will stay in the critical mode (very low HP). Thus don't use it when enemies have the least eager to attack. While in the critical mode, Lea can still be harmed by environmental damage (e.g. falling into water or off the cliffs). Some enemies (such as Shokat) are able to push / pull Lea around the map. Lea will be killed instantly by the environmental damage in the critical mode.