Jumat, 25 Februari 2011

Grand Chase Ottoshot

OTTOSHOT

The Ottoshot (or just Otto and a naming of Auto) is a fairly common move made possible by abusing various gameplay mechanics (aka Glitch Abuse). Despite the glitches, GMs verified it as legal. It allows the user to repeatedly strike with the first hit of their combo at an extremely rapid pace by attacking while going through a platform underneath.

The Ottoshot is a useful technique, and can quickly kill a monster if used successfully, but it will only ever bring the opponent to fatal status if used in PvP. In PvP, it can only be used up to 5 times, until Season 3 which removed the feature.
Although using Ottoshot is perfectly legal, it is banned from tournament use since it is classified as "Infinite Chaining", and disobedience of this rule will end in immediate disqualification.
Other Types of OttoshotEdit Other Types of Ottoshot sectionEdit

Certain other classes have their own method of "Ottoshot".

All of Lire's ottoshot, however, requires the class to walk off the edge of a platform and shoot an arrow at the right time. The recoil of the arrow then sends the archer back to the edge of the platform, in which they can then repeat the ottoshot.
If possible, she may use both Double Jump Shot and Rapid Fire to jump to the air, and fire constantly until the buff runs out.

The Shisa's "Step" ability can easily be translated into an Otto if done repeatedly.

The Dark Assassin has an Otto called the Air Otto, in which the Dark Assassin must be in the air to use. The Air Otto is considered to an be intended design instead of an actual otto, however.

The Battle Mage's aerial firebolt attack can be used as an Otto, called the Firebolt Otto; however it is not as fast as a traditional Otto, and some players do not consider this a true Otto. It is used by performing the aerial firebolt attack just before touching a platform to cancel out the firebolt and jumping animation. Generally, the Battle Mage would need to be able to jump up and then back down between platforms while performing the aerial firebolt attack in quick succession repeatedly.

Selasa, 08 Februari 2011

Grand chase Bermesiah Boss


Trial Forest

Treant

Image:GC_Treant.jpg

Treant is the Old Tree Sprit protecting the Trial Forest. It lives deep inside the Trial Forest with raccoons and slimes.
Attacks

Melee Attack

Treant will raise both arms up to start this attack. Notice that his hands are pointed upwards. Then he will make a sweep with his one arm, followed by his other arm. If a character is caught in both attacks, it will generally be thrown a far distance. If you are knocked down, make sure to check if Treant is going to follow the attack with a Root Snare or Apple Throw, so you do not get combo-attacked. This attack can be avoided simply by running a far enough distance away from Treant.


Root Snare

Treant will raise both arms up to start this attack. Notice that his finger tips will be pointed down for this attack. The screen will flash green and Treant will then sink both hands into the ground, causing a bunch of vines to erupt from below your character, ensnaring it and draining your character's health if caught. To get out of it, you must press the Left and Right arrow keys continuously. This attack can be avoided by jumping right before Treant's arms reach the ground. Be sure not to go any sooner than the green flash, or else you will land before the roots appear.


Apple Throw

Treant will reach up to the top of its head and grab an apple and then throw it towards you. Usually the apple will be thrown towards the top of the stage, but it can go anywhere. This move is often followed after Root Snare, so be careful not to be caught in the roots or you will be hit again. Simply jump up or down floors to avoid the incoming apple.


Supports

Treant does not have any enemy supports nor summons any monsters.



Trial Tower

Wendy

Image:GC_Wendy.jpg

A good monster at the top of Trial Tower that helps with Grand Chase's training. It's attack specialty is the cold air attack.

Normal combo Wendy has a 3 hit normal combo hit

Roll attack Wendy when attacking sometimes roll at you but can not hit you if you are above him. When hit by the roll you are sent away.

Freeze breath Wendy's most dangerous attack where when he breaths a cold breath which freezes you that can make you frozen but while frozen if the person do not get out of the ice fast enough then it will continue to take damage. To get out of the freeze the person have to press left and right fast a few times.


Outer Wall of Serdin

Orc Warrior

Image:GC_Orc_Warrior.jpg

Among the Orcs, the Orc Warrior is most warlike and strongest fighting powerful Orc. The Orc Warrior is clad in big and thick armor.


Kerrie Beach

Harpy Queen

Image:GC_Harpy_Queen.jpg

A monster that is the head of the Harpy flock with gorgeous wing feather and attacks with powerful feather skill.



Orc Temple

Orc Lord

Image:GC_Orc_Lord.jpg

It is the boss of the Orcs and one of a bodyguard of Kaze'aze. It uses a big hammer.


Gorgos' Dungeon

Red Gorgos

Image:GC_Red_Gorgos.jpg

A boss monster that lives in the Gorgos Dungeon with powerful fire attack as its weapon


Elven Forest

Troll

Image:GC_Troll.jpg

It once used to be a protector of forest, but its mind is controlled by Kaze'Aze's magic. It has an aggressive character.


Attacks

Melee Attack

Troll will swing his arm 3 times in order to damage your character. The last hit of this attack can launch you in the air if you are too close. Simply go away from the troll and jump when he's about to do the last hit.


Charge Attack

Troll run toward you quickly and then swing his arm upward. He use this attack if you are too far away from him, but still on the same level. To avoid this attack, either try to jump above him, run away or, the safest way, drop from the platform your on, if your on one.


Jump Attack

Troll will jump on you or near where you are if your on a platform above or below him. A JUMP message will appear before he does this attack. To avoid it, simply jump when he's about to land. Be careful he doesn't land on you, because it might also do some damage to your character.
Support

Troll get the support of 2 Orc Warriors and 1 Orc Ranger during this fight. Troll can't summon any monster.


Gorge of Oath

Giant Drillmon

Image:GC_Giant_Drillmon.jpg

As a DrillMon's boss it has a big body, it uses a sharp and huge drill.


Marsh of Oblivion

Elizabeth

Image:GC_Elizabeth.jpg

It was a kind of Troll but is now changed by Kaze'aze's magical power.


Forgotten City

Paradom

Image:GC_Paradom.jpg

It is a guardian which is guarding the Kastulle ruins and the Forgotten City. It attacks anybody who is approaching the Kastulle ruins.


Gaikoz's Castle

Gaikoz

Image:GC_Gaikoz.jpg

He is a follower of Kaze'aze that lives in the Gaikoz's Castle. He attacks violently and swiftly with excellent swordsmanship.

Sabtu, 05 Februari 2011

Grand Chase Zero Job

Zero
From Grand Chase Wiki




Wanderer
Gender Male
Age Unknown
Race Demon
Home Continent Unknown
Hometown Unknown
Affiliations Grand Chase
Job classes Wanderer, Seeker
Original Job Wanderer
Weapons Grandark

Description
Main Info

Name: Zero Zephyrum

Age: Unknown

Favorite Activities: Unknown

Pet Peeve: Unknown

Fearful of the strength of the Ancient Demons, the remaining demon races banded together and formed a league to annihilate the Ancient Demons and began the fight with a surprise attack. The intense fighting continued for a long time with no end in sight. In the midst of the war, "Duel Pone Jack Avenger," the master of the magical sword "Eclipse," joined the war, taking it into a whole new direction. The ever reckless "Duel" lost all reason, and as the war continued, his lust for destruction awakened within him, and after destroying Ancient Demons and lesser demons alike, disappeared. The great wizard "Oz Pone Max Reinhardt" barely survived, and on the very spot where he was wounded, he created the "Grandark," a magical sword that would rival "Duel"'s sword "Eclipse." However, Oz was unable to control Grandark's powerful ego, and began searching for someone who could wield it.

After much time had passed, such that the past was virtually forgotten, a mysterious swordsman called the "Wanderer" appeared in "Aernas." He carried with him a strangely formed sword, the likes of which no one had ever seen while destroying every obstacle in his path, and while looking for evidence of an unknown mysterious power, he encounters the Grand Chase in Xenia.


Other

When Zero is unlocked, he reveals his name as "Zero Zephyrum".
Zero's play-style is similar to Dio's and Ley's; the use of Action Points, five different abilities, and the Skill Tree.
It appears that Zero was either created artificially, or stored in a sort of stasis by another demon. Whether this is a teaser or part of his storyline remains to be discovered.
It is said that Zero had a master who completely had his doubts about him, even though Zero had shown loyalty to him.
It is also indicated that Zero is, in fact, a demon, similar to Dio and Ley. Whether they are of the same clan, or have any affiliation to each other remains to be seen.
Zero's blade is called "Grandark". According to resources, the sword is possessed by a soul that has enough power to bend even Ancients to its will. It is stated that Zero is the only being strong enough to control the ghost within the blade. Void may also have been attempting to locate this sword.
A translated Comic shows that Zero's Master told Zero to take Grandark and flee, possibly in hopes to not let the blade fall in the wrong hands.

Quotes

"Will I find what I seek today?"
"Am I supposed to keep on fighting now?"
"Sorry, Gran."
"I'm... I'm so sorry..."
"Hrrgh... You bore me... There seems to be no other solution..."
"Gran, am I supposed to keep at it?"
"Fighting is the only way to prove myself!"

Trivia

The Brazilian server was the first server to receive Zero and right after it was secondly released in the the Korean server, mimicking Dio's release into the North American server.
Currently, Zero is the only character whose Age, Likes, or Pet Peeves were never officially stated to be known or not.
Elesis claims that Zero's attacks, specifically Gran X, was based off from the Sieghart Family. Although it is not specific which attack it was.
According to the dialogue in Thunder Hammer, Zero claims that he met Elscud on his travels.
According to the dialogue in Kamiki's Castle, Zero is vagabond knight who constantly wanders the world with the Grandark being dragged behind him, leaving off an odd trail.
Zero's physical appearance resembles an elf (pointy ears) and believed to be one rather than a demon (he lacks demonic skin and horns). However, contrary to popular belief, Zero is confirmed to be a demon.[1]
Even without the confirmation, evidence suggests that Oz, who is also a demon and is Zero's creator, gave him a different physical appearance but infused the body with demonic energy. Also, since Oz was in a rush to get Grandark controlled, Oz probably thought that the body details weren't important. In addition, Void in Thunder Hammer mentions that Zero is "one of them."
If Zero is equipped with a Lower Head Accessory, it will be invisible, most likely due to the mask interfering.
Zero may be a reference to Cloud Strife, the hero of the Final Fantasy 7 (VII) series.
His neutral stance, where he places the Grandark on his back, is the way Cloud places his Buster Sword on his back, as well as his signature pose. This position has been shared with Elesis's 3rd job, Sword Master, and Sieghart's 4th job, Prime Knight.
Upon switching into Sword Stance, he whips the Grandark quickly similarly to Cloud's fast-paced movement with his large swords.
Sword Stance's ability is to smash the opponent slowly and powerfully, similarly to Cloud in Dissidia Final Fantasy - his ability is to slash at the opponent with slow but powerful slashes that send them flying away.
Zero casts Fire Force similarly to Cloud Strife and Zack Fair where they cast Fire, Fira, and Firaga.
Zero's quotes could reference Cloud in several ways. When beginning a battle, Zero's encounter quote is, "Will I find what I seek today?" which references to Cloud's will to look for what he needs in Advent Children. Zero's taunt is, "Am I supposed to keep on fighting now?" which resembles Cloud's hesitation to fight in Dissidia Final Fantasy. Zero's victory quote is "I... I'm so sorry..." though it is ironic to say this when winning. In Dissidia Final Fantasy and Dissidia 012 Final Fantasy, many of Cloud's victory quotes are joyless compared to the other heroes.
The Wanderer image, which shows him running while holding the Grandark with both of his hands, is a common pose made by Cloud and Squall when running.
Like Dio, when Zero appears armorless, he seems to have a type of shoes on yet they leave the toes exposed. In addition, the numbers "00" are engraved on his chest.
In Sword Stance, Grandark's "Eye" can be seen looking around and blinking.
Zero is the only demon character that doesn't have any butlers.
As of the 3-23-11 patch in the North American server, a chibi-style Zero is shown on the log-in screen, replacing Dio.



Seeker

Having made overcoming Duel's incredible strength the sole reason for his existence, Zero ventured until he reached Archimedia and finally encountered Duel at Thunder Hammer. However, Grandark sensed that Duel had become stronger than before and restrained Zero from following him. Clearly seeing just how much Duel's strength overwhelmed his own, Zero began to seek greater power for himself, but began to lose confidence as he continued to compare himself with Duel. As Zero's confidence weakened, Grandark's own influence over Zero's body grew stronger. Grandark was confronted with the danger of Zero's will gradually disappearing and became quite frustrated.

Thus, we have the Seeker: a Zero in pursuit of even greater power that he may take on Duel!

The Seeker (or Craver) is the one who pursues strength surpassing that of Duel's and it is in this state that we now find Zero. As a Seeker, Zero exhibits a far more effective offensive stance by inflicting additional damage when attacking while his newly added command skills give him a greater defensive stance through a stronger base defense, increased HP recovery rate, the ability to dash, and the ability to deflect an enemy's attack.

Requirements

It is necessary to be lvl 20 to participate in 2nd Job Promotion.
GP Mission

(Cost 2000 GP)
Part 1

Run the Marsh of Oblivion once. Even if you don't successfully pass the dungeon, you'll still complete the mission.
Entering the dungeon and leaving immediately does not count as "running". It only counts if the dungeon is completed or failed.

Part 2

Slay 8 Zombie Stone Orcs in the Forsaken Barrows.

Part 3

Slay the Paradom in Forgotten City and collect 3 Seeker's Orb.

Part 4

Slay 100 monsters within the range of ± 2 above or below level monsters.

Cash Mission

(Cost 2700 Cash)

Obtain 1 Gem.

Quotes

"Hrrgh... You bore me... There seems to be no other solution..." (Beginning)
"Gran, am I supposed to keep at it?" (Taunt)
"Fighting is the only way to prove myself!" (End)

Grand Chase Amy Job


Dancer

Weapon: Chakrani

Obtained: Base Job (Quest required, see below).

Job-Specific Quotes:

* "Hi! I'm Amy!"
* "Everybody wants you to give in to me!"
* "Lalalalala!"
* "Wow, you're so weak!"
* "Hm, does it hurt? Does it?"
* "Ugh... You wont get away with this!"
* "Ow... Did you just hit a girl?!"
* "Maybe next time, we`ll be friends!"
* "One, two, three, ding ding ding, GET UP!"
* "That hurts..."

Contents
[hide]

* 1 Dancer Characteristics
o 1.1 Unlocking Dancer
* 2 Dancer Skills
o 2.1 General
o 2.2 Dancing Mode
o 2.3 Fighting Mode
* 3 Guides for Dancer
* 4 Dancer Videos

Dancer Characteristics

Amy practices two different styles of martial arts: fight and dance. One is a pure fighting form while the other aims to raise the spirits of comrades. Both fighting styles rely on fast movements and her whirling chakrani. Her dance mode is based on boosting the morale of her comrades. With her dances she calls down magical powers to increase the strength and health of her compatriots. Despite her dancing and sweet demeanor, she'll crush anyone who gets in the way of her goal.
Unlocking Dancer

Note: To unlock Amy with her GP mission, it is strongly recommended that you have a character around level 40~50 or above as lower levels will struggle to do this mission effectively.

GP Mission

"Ever hear about the Oracle of Xenia Continent? She is a lovely and talented dancer yet she fights impressively, as young as she may be. To impress her, you'll have to defeat many foes. But that shouldn't be a problem for you!"
- Bard of Xenia -

* Cost: 30,000 Game Points, the in-game currency of Grand Chase

Octus' Fang - Defeat Octus at the Xenia Border at ☆☆☆ and collect 5 of his fangs. (0/5)
Lenasien's Claws - Defeat Lenasien at the Xenia Border at ☆☆☆ and collect 5 of his claws. (0/5)
Fragments of Vanessa's Armor - Defeat Vanessa inside the Temple of Cuatal and collect 15 fragments of her armor. (0/15)
Samsara's Rings - Defeat Samsara inside the Temple of Cuatal at ☆☆☆ and collect 15 of his rings. (0/15)
Evidence of Amy - Regardless of the dungeon or PvP mode, be victorious and collect 50 pieces of evidence pointing towards Amy's existence. (0/50)

Cash Mission

"Ever hear about the Oracle of Xenia Continent? She is a lovely and talented dancer yet she fights impressively, as young as she may be. It is most certain she loves precious stones, so try winning her over with 1 gem."
- Bard of Xenia -

* Cost: 9,800 Ntreev Cash; currency converted from real money at 1$:1000 points

Acquire 1 gem. Buy a gem for 1000 GP in the academy tab of the in-game store (0/1)
Dancer Skills
General

The Dancer class can double-jump and double air-dash in both Fighting Mode and Dancing Mode.

The Dancer can perform the Chakrani Toss by jumping and pressing down+attack while in the air. This can hit several enemies if they are clumped together. Pressing the attack key a second time while still in the air triggers a diving attack which launches enemies away from the impact point.

In both modes, Dancer has a basic 3-hit knockback running attack that can be upgraded to allow different dash techniques.

* To hit three times, don't mash the attack button. Press it once to trigger the first two attacks, then again for the knockback kick.

Dancer can perform the Power Recharge Dance (commonly known as "MP Dance"), a skill that restores MP to surrounding allies. To use it, simply press the Taunt key while in Dancing Mode.

* Remember that it does not affect the user; only allies.

When switching from Fighting Mode to Dancing Mode, the skill Lasting Lyric is triggered, a magical effect which slightly raises the Defense of Amy and her allies.

* Amy can only switch modes when she is up and fighting. If she is knocked down, or in the teleporter, she cannot change modes.

Dancing Mode

In Dancing Mode, the Dancer can perform up to 4 hits (3 + double-attack) in a normal-attack combo, restoring slightly more MP per hit than in Fighting Mode. Her double-attack/critical hit launches light enemies away from her.

Lv. 1 - Shy Shy Punch

Dancer's 1st grade dance move, Amy covers her face and unleashes a furious storm of punches.

* Causes light damage to a single enemy or closely-packed group of enemies. Best used as a defensive attack to knock enemies down so that Amy can escape.
* Extremely chainable. Charging and releasing the skill just before Amy says "Punch!" will cancel the knockback hit.
* This skill has some delay during the final punch, so in PvP its possible for the user to grab another player right after this skill.

Lv. 2 - Dance Fever

Dancer's 2nd grade dance move is intended to improve morale. It increases Amy's attack as well as that of her friends.

* This skill provides a 10% boost to Attack for 20 seconds, affecting all allies within range and the Dancer herself.
* Range is limited to roughly halfway to the edge of the screen on either side of the Dancer.
* An ideal usage time would be right after a room change in a dungeon. Teammates should be warned of its imminent use however, so that they don't run out of range before it's charged and released.


Lv. 3 - Loving You
Loving You

Dancer's 3rd grade dance move is a dance that recovers her and her friends' HP.

* This skill instantly restores a small amount of HP, and continues to slowly restore it for 10 seconds.
* Range is the same as Dance Fever.
* It's possible to revive other players with this. If so, they will recover with 50% of their maximum HP (PvP only).

Fighting Mode

In Fighting Mode, the Dancer can perform up to 9 hits (8 + double-attack) in a normal-attack combo, restoring slightly less MP per hit than in Dancing Mode. Her double-attack/critical hit launches light enemies away from her.

Lv. 1 - Spinning Counter

Dancer's 1st grade fighting attack launches her foes with a triple axel, then lands a combo attack to bring them down with great force.

* Amy kicks three times, knocking launchable enemies into the air, then delivers a strong downward strike, causing a small AoE burst.
* A good follow-up to a 2-hit running attack.
* Useful for situations where Amy is trapped, as she is invulnerable for the duration for the skill, it has good forward range, and any enemies struck are knocked down.
* Due to the strength of the downward strike, enemies struck by it may be forcibly "phased" through the platform that they are standing on, as if they had pressed their Down button. This can mean instant death in PvP stages such as Gorge of Oath.

Lv. 2 - Ditzy Rush

Dancer's 2nd grade fighting attack delivers rushing blows to an enemy. Because she starts flailing aimlessly without even looking at what's in front of her, Amy's powerful rush skill makes her look clumsy, but she actually causes a lot of damage.

* Amy rushes forward, delivering four strong attacks before falling down.
* Maximum range is the distance to the edge of the screen.
o However, only enemies within melee range will be hit with all four attacks.
* Be careful of enemies that might be waiting at the end of the attack line, as Amy is immobilized briefly when she falls down.
o A good way around this is to use a lv. 1 skill directly after she falls down.

Lv. 3 - Grand Finale

Dancer's 3rd grade fighting rush combo is a series of powerful kicks that connect to cause a large amount of damage.

* Amy rushes forward causing a small purple AoE burst, followed by a long string of kicks, and finally kicks the enemy into the air and dives downwards with a final, powerful kick to end the skill.
* It can be very difficult to use this skill in combat if you have allies, as they will often knock an enemy away before the final hit. Try to reserve this attack for solo runs or stationary bosses.
* Every time this skill hits, it will cause massive delay onto the next attack.
* Amy is essentially invincible for the full duration of this skill.
o Because of this, this attack can be useful against enemies with Super Armor, however there is the possibility that Amy will "phase" through an enemy as it tries to attack her, causing her to waste most of the skill on empty air.



Muse

Weapon: Violin

Obtained: 2nd Job (Quest required; see below)

Level Required: 20 or above

Job-Specific Quotes:

* "You know I'm cute!"
* "Eh? Just stay down!"

Contents
[hide]

* 1 Muse Characteristics
* 2 Obtaining Muse
o 2.1 Worn-Out Muse Mission (GP)
o 2.2 Muse Mission (Cash)
* 3 Muse Skills
o 3.1 General
o 3.2 Performance Mode
o 3.3 Fighting Mode
* 4 Guides for Muse

Muse Characteristics

Muses wield specially built violins for use as instruments and weapons. The sound waves that emanate from a Muse's violin are so powerful that a well trained Muse can use them as an offensive force! When used as a weapon in close quarters, the sturdy Muse's Violin is very effective at doling out pain despite its fragile appearance. By playing the "Melody of War" the opponents' ability to concentrate becomes weaker while the morale of allies gets boosted. When weakened by a Muse's melody, enemies will fall like leaves caught in a gale. As a melee fighter, the Muse utilizes the strength and lightness of her violin to her advantage. She is able to quickly close gaps and swing the versatile instrument with destructive force. Muses have an inherent ability to dodge at high speeds allowing them to avoid all their enemies' attacks while in mid-air. It is the mysterious power of the Muse's Violin that gives her such skills.
Obtaining Muse
Worn-Out Muse Mission (GP)

Cost: 4,800 Game Points, the in-game currency of Grand Chase

"Dear child! Are you ready to dominate over evil and send a message of hope? If so, then gather fragments of the Muse's Violin and bring them to me. My strength, my will, I will give it all to you so that you can save the world from evil."
- Angel Violin -

* Violin Fragments - Collect 300 Violin Fragments from the monsters that have gathered between the Marsh of Oblivion and Gaikoz's Castle. (0/300)
* Gaikoz Swords - Gather 10 Gaikoz's Swords by defeating Gaikoz in Gaikoz's Castle. Difficulty ☆☆☆ (0/10)

Muse Mission (Cash)

Cost: 6,500 Ntreev Cash; currency converted from real money at 1$:1000 points

"Dear child! Are you ready to dominate over evil and send a message of hope? If so, then gather fragments of the Muse's Violin and bring them to me. My strength, my will, I will give it all to you so that you can save the world from evil."
- Angel Violin -

* Violin Fragments - Collect 10 Violin Fragments from the monsters that have gathered between the Marsh of Oblivion and Gaikoz's Castle. (0/10)
* Gaikoz's Sword - Gather 1 Gaikoz's Sword by defeating Gaikoz in Gaikoz's Castle. Difficulty ☆☆☆ (0/1)

Muse Skills
General

The Muse class can double-jump and double air-dash only while in Fighting Mode. Performance Mode is limited to simple "Side-Steps" (much like Lire's dash) and single-jumps.

Occasionally, during a running attack in Fighting Mode, Amy will fall down and cause a large amount of damage to whatever she hits. It is currently unknown what, if anything aside from random chance, causes this to happen.

In Fighting Mode, if you press the Down key in mid-air, it will trigger Magic Move, a quick downward dash. If aimed correctly, this will place the Muse directly behind an enemy. Pressing the attack button immediately will result in a knockback back-attack.

* The downward dash can also be used to extend the horizontal range of the Muse's jumps.

The Power Recharge Dance is absent from the Muse class. Please keep this in mind.

When switching from Fighting Mode to Performance Mode, the skill Lasting Lyric is triggered, a magical effect which slightly raises the Defense of all allies.

* This ability was absent for nearly a year after Muse was originally released in NAGC, but was incorporated during the 11/25/09 patch.

Performance Mode

In Performance Mode, the Muse can perform up to 5 hits (4 + double-attack/critical hit or Heart Crusher) in a normal-attack combo, restoring slightly more MP per hit than Fighting Mode.

* Note that the double-attack/critical hit in Performance Mode will not launch or knock enemies back; it will only make them flinch.

If you press the Up/Jump key after at least two notes in a musical combo, you will trigger Heart Crusher, a powerful melee aura attack which damages any nearby enemies and launches light ones up and away. It will not launch especially large enemies, so use it with caution.

* Unlike normal attacks, this attack doesn't generate MP when it hits.
* This attack causes around 400% the damage of a normal note.

If you dash and press both the attack button and directional button away from the direction you're moving in, it will activate Shock Rock, a musical attack slightly more powerful than a standard note.

* In PvP, this attack nullifies the MP of your opponent by 1/2 a bar.

Lv.1 - Pop Rocks!

Harnesses sound waves and shapes them into a devastating orb to hit her enemies. Also known as "Plasma Ball" in foreign severs.

* Sends out a blue ball of energy which travels until it hits an enemy or reaches full musical attack range, at which point it explodes, causing light damage to enemies at and around the impact point.
* Useful for launching an enemy into the air so one can "float" them there with a musical attack combo.

Lv.2 - Rhapsody

Bolsters the spirits of her nearby allies with a lively tune.

* Creates a brief swirl of musical notes and energy.
* This skill increases the amount of MP surrounding allies receive from hitting monsters with normal attacks for 6 seconds.
o In PvP, this skill instead increases automatic MP regeneration.
* The range of this skill is extremely limited, roughly 3/8ths to the edge of the screen on both sides of the Muse.
* Does not affect the user.

Lv.3 - Curtain Call

Signals the end of her performance, the Muse calls down her entire arsenal of musical weaponry to mercilessly crush her opponents!

* Signature attack of the Muse. Summons a large amount of instruments to hit a wide area, ending with a grand piano.
* Causes heavy cumulative damage to a foe or group of foes. The larger the enemy, the more instruments it will be hit with.
* The smaller instruments will not go through multiple enemies, however the grand piano will.
o This means that any enemies above your target must be taken into consideration, otherwise they may end up taking the bulk of the damage.
* The skill will not fall below your current height in the map (similar to Arme's Meteor), but will hit enemies above you, about half a screen's height above at most. Keep this in mind when you're about to activate the skill, as standing below an enemy is often far less dangerous than beside them.
* Curtain Call can be aimed. Right after you activate it, hold a directional button.
o If you hold the direction towards your character, the skill will fall barely in front of you.
o Not pressing any directional button will cause the skill to fall at half your musical attack range.
o If you hold the direction away from your character, the skill will fall at your full musical attack range.

Fighting Mode

In Fighting Mode, the Muse can perform up to 8 hits (7 + double-attack) in a normal-attack combo. Her double-attack/critical hit launches light enemies away from her.

Lv.1 - Flying Spin

Causes the Muse to spin around in a staccato of furious attacks, striking enemies in front of her.

* Amy spins into the air briefly, knocking struck enemies away from her and inflicting light damage.
* This attack can't be paired easily with a running attack, as Dancer's Spinning Counter could be. Instead, it is more useful when you are surrounded and being overwhelmed by enemies, as it knocks surrounding enemies down long enough to get away.

Lv.2 - Sweeping Crush

Sends the Muse spinning like a ballerina, smashing her violin on her target's head three times.

* The Muse smashes her violin into the ground in front of her three times, causing moderate AoE damage.
* The best time to use this attack may be during a normal-attack combo, after the stabbing "automatic" hits. When you reach the point when Amy begins stabbing at the enemy, start charging the skill. It should be ready to go right after the fifth hit.


Lv.3 - Amy Kick
Sends the Muse flying high into the air, dive bombing her opponent with devastating results.
Amy Kick

* Amy jumps into the air and comes down hard, delivering a single large packet of damage to targets at and around the impact point.
* Because this skill causes all of its damage in a single powerful blow, it can be useful against enemies that won't stay still for the length of Curtain Call.


Siren

Weapon: Kleiophone

Obtained: 3rd Job (Quest required, see below).

Level Required: 30 or above

Job-Specific Quotes:

* "A fateful battle determined by the gods!"
* "I'll bet my popularity on it. It's showtime!"
* "A lil' love an' maybe some affection!~♥"
* "Amy's Grand Finale~"

Contents
[hide]

* 1 Siren Characteristics
* 2 Background Info
* 3 Obtaining Siren
o 3.1 Worn-Out Siren Mission (GP)
o 3.2 Siren Mission (Cash)
* 4 Siren Skills
o 4.1 General
o 4.2 Performance Mode
o 4.3 Fighting Mode
* 5 Guides for Siren
* 6 Siren Videos

Siren Characteristics

With her fast movements generated by her double jumps, dashes, inherently powerful skills and the ability to switch from performer and fighter stances, the Siren is a highly adaptable combatant.
Amy can use her medium distance, lock down combos regardless of fight mode in the air and on the ground to quickly strike and then retreat.

With her Kleiophone she crushes enemies and her Idol Performances assist Knights in battle by restoring their strength. In Fighting mode, Amy snaps her Kleiophone in two and with quick attacks executes multiple hit combos inflicting great damage upon the entire battlefield.


Siren is known as Seiren on the foreign servers.
Background Info

Amy, the divine dancer of Silver Land and everyone's favorite idol; her dancing not only conveyed the will of the gods but also raised the spirits of tired warriors. As she wandered, searching for the fallen gods of Xenia to deliver to them the will of the rising people, she came across a music spirit and discovered the divine Kleiophone.

The Kleiophone was a tool originally used by high ranking oracles called Sirens to convey to the gods the voices and intent of mortals but is now no longer in use. Amy can become a Siren and speak to the hearts of the gods, hastening the search for the gods while at the same time boosting the morale of warriors on the battlefield with her dance and song, using the Kleiophone as a microphone to the world. By singing a song from the heart to the gods, Amy will light up Xenia before it is completely plunged into darkness with her pink-colored hope and lively song and dance.
Obtaining Siren
Worn-Out Siren Mission (GP)

Cost: 120,000 Game Points, the in-game currency of Grand Chase

"I've already heard much about you, that you are the best dancer in Xenia. You are also a very popular Muse. There are test awaiting you to see if you are worthy of rockin' the Kleiophone."
- Music Fairy -

* Medal of Victory - Collect 50 medals through PvP matches. (0/50)
* Gardosen's Sword Edge - Defeat Gardosen in Hell's Bridge and collect 3 Gardosen's Sword Edges. (0/3)
* Crystallized Element Spirit - Defeat the Mini Fire Golem. Collect 10 Crystallized Element Spirits. (0/10)
* Basilisk's Seal - Defeat Basilisk at Temple of Fire on ☆☆☆ and collect 3 Basilisk's Seals. (0/3)
* Peacemaker - Defeat Kaze'aze in her castle and collect 1 Peacemaker. (0/1)

Siren Mission (Cash)

Cost: 8600 Ntreev Cash; currency converted from real money at $1:1000 points

"I've already heard much about you, that you are the best dancer in Xenia. You are also a very popular Muse. There are test awaiting you to see if you are worthy of rockin' the Kleiophone."
- Music Fairy -

* Medal of Victory - Collect 1 medal through PvP matches. (0/1)
* Gardosen's Sword Edge - Defeat Gardosen in Hell's Bridge and collect 1 Gardosen's Sword Edge. (0/1)

Siren Skills
General

The Siren class can double-jump and double air-dash in both Fighting Mode and Performance Mode.

Dancer's Chakrani Throw is replaced with Siren Shot, a slightly more effective combo which has the added effect of enabling the Siren to "hover" (read below).

* This skill can also be used to slightly increase Amy's jump height; double-jump and use the Shot at the very top of the jump. The kickback may allow you to reach previously difficult-to-reach platforms.

The Siren can throw Plushies in both Modes. Fighting Mode's deal more damage whereas Performance Mode's shoot farther.

* Instead of going through multiple enemies (like the Siren Shot, Dancer's Chakrani Throw, and Starlet's Machine Gun), the plushies instead bounce off of enemies. This unfortunately limits their effectiveness against groups of enemies since the plushie will only hit the lead enemy and enemies roughly in the same spot, instead of passing through like the aforementioned skills.

Siren can perform the Power Recharge Dance (commonly known as "MP Dance"), a skill that restores MP to surrounding allies. To use it, simply press the Taunt key while in Performance Mode.

* Remember that it does not affect the user; only allies.

When switching from Fighting Mode to Performance Mode, the skill Lasting Lyric is triggered, a magical effect which slightly raises the Defense of all allies.

Siren can "hover" through repetitive use of the Siren Shot (down+attack while in the air). First, get into the air. Next, use the Siren Shot. Double-jump immediately and repeat. This is only useful for maintaining altitude or descending slowly. Example here. Only usable in fighting mode.
Performance Mode

In Performance Mode, the Siren can perform up to 6 hits (4 + double-attack x2) in a normal-attack combo. The middle two upward strikes will launch light enemies into the air.

* Using the full combo chain in Performance Mode (normal attacks+double-attack), it is possible to "juggle" enemies in the air for as long as they stay in the Kleiophone's considerable range.
o It is also possible to combine a normal combo with a multi-projectile pet such as Mittens. Beginning a combo and using Mittens' skill in the middle of it will cause the target to be juggled on the presents. Additional damage can be scored by quickly moving behind the target so that they take back-attack damage in addition to aerial-attack damage.
* Against heavy enemies such as Golems, the double-attack has a tendency to make Amy "phase" through, ending up behind the monster. This makes for easy, constant back-attacks, as they often turn around to face her previous direction just as she gets behind them.

Performance Mode's running attack is a pair of upward strikes with the Kleiophone, which launch light enemies into the air.

* The after-attack delay is minimal, making it easy to chain into a skill or normal combo for extra aerial damage.

Lv. 1 - Pretty Virus

Strike a cute pose that withers your enemy’s defenses! Your enemy’s HP recovery will be greatly reduced!

* Sends out three bubbles containing skulls that bob up and down as they move away.
* Range is from the Siren to the edge of the screen.
* In PvP, this skill afflicts the struck enemy with Poison, severely diminishing their ability to heal naturally.
* Poison will last for 6 seconds.
* Poison does not affect monsters, however, they will still take full damage from the skill itself.

Lv. 2 - Scream

Amy screams through her Kleiophone inflicting mass confusion on anyone near!

* Creates a pink cone of sonic death in front of the Siren.
* Maximum range is 3/4 the distance to the edge of the screen.
o Maximum effective range is 1/2 - 5/8 to the edge of the screen, due to the mild knockback.
* In PvP, Confusion switches a player's left and right controls, making movement a frustrating ordeal.
* The first strike of this attack does not confuse. Only the later half of the attack will confuse.
* Confusion is ineffective against monsters. They will, however, still receive full damage from the skill.
* This skill has a heavy flinching effect, but no launching and minimal knockback. Use with caution.


Lv. 3 - Center Stage

Amy summons a massive stage to sing for her fellow Knights! All nearby team mates will receive increased health recovery while enemies will be blown to bits by stage fireworks! Also known as "Idol Crazy" in foreign servers.

* Summons a stage that first heals allies, then creates small pillars of light that move outward, damaging enemies on both sides of the Siren and knocking light ones away.
* Range of the healing buff is 3/4 the distance to the edge of the screen; maximum attack range is 7/8ths the distance.
o As with Rockstar, the closer enemies are, the more pillars of light that they will be hit with as they "ride" them outward.
* This skill instantly recovers a small amount of HP and continues to recover it slowly for 10 seconds, much like Dancer's Loving You skill;the difference being that it has a much larger range.
* Back in the December 08 Event, where Amy's release began, there was an Idolized NPC Amy doing the Center Stage dance in the Park.

Center Stage
Fighting Mode

In Fighting Mode, the Siren can perform up to 8 hits (6 + double-attack x2) in a normal-attack combo. The two upward kicks, as well as the Kleiophone uppercut in her double-attack, launch light enemies into the air.

Fighting Mode features a two-hit running attack, with an optional third hit.

* The basic two hits can be triggered by pressing the attack button once. This will cause relatively minor damage and not knock enemies down or back.
* The three-hit combo is executed by pressing the attack button for the first two hits, then quickly pressing it again to make Amy fall down. This causes a higher amount of damage and a small AoE "splash". Enemies struck by this attack will be knocked down.
* It should be noted that if Amy falls down, she is rendered immobile while she picks herself back up. Beware of enemies that can't be knocked down.
o A way around this would be to charge a lv. 1 skill and release it just after she falls down.

Lv. 1 - Fly High

A 2 kick combo that sends an enemy into the air and then slams him down with Amy’s Kleiophone for a decisive finish.

* Amy kicks the enemy once into the air, then delivers two blows with her Kleiophone, launching them away.
* This skill can be chained twice. Stop just within range of your target, and use the skill. Charge the skill again so that Amy will use it right after the the third hit, before the enemy is knocked away. If timed right, both usages combined will cause more damage than either 2-bar MP skill and as a bonus will immobilize the enemy for a fairly long time.

Lv. 2 - Rockstar

Amy sends a massive magical attack out of her Kleiophone and through her foot for a devastating kick! Also known as Slap Shot.

* Sends out a wave of pink energy that hits all enemies in its path, carrying light ones away.
* Maximum range is from the Siren to the edge of the screen.
o Enemies directly in front of the Siren when this skill is used will take the most damage, as they will "ride the wave" longer.
* This skill is actually slightly weaker in attack strength than Scream, but unlike Scream it knocks enemies away from you. It also has a longer overall range. Whichever is more useful will depend largely on individual play style.
* In order to do full damage, this skill requires that an enemy "ride" the wave that it creates. Its damage output will reduced against enemies that can't be knocked back. Bosses, however, are generally large enough to catch all hits regardless.

Lv. 3 - Oracle Power

Amy is filled with holy power and shoots lasers out of her eyes across the whole battlefield!

* Amy jumps up into the air, fires a laser from her eyes and sweeps it upward, causing pink pillars of energy to burst from the ground.
* Maximum range is from the Siren to the edge of the screen.
o Maximum effective range is roughly 5/8 - 3/4 to the edge of the screen.
* This skill can be especially devastating if you coordinate with an ally using a similar skill. With both skills running, the enemy would stay in the air, continually taking aerial-attack damage and possibly back-attack damage.
* Like Rock Star, this skill is somewhat affected by whether or not an enemy can be knocked back and hit by more of the pillars of light it creates. Bosses, being generally large as they are, can potentially take more damage than smaller enemies because more of the pillars will connect.


Starlet

Weapon: Chu-Chu Bag

Obtained: 4th job (Quest required; see below)

Level Required: 40 or above

Job-Specific Quotes:

* "It's Amy's fanclub!"
* "Start the match~!"
* "That's right! You're about to get knocked out!"
* "Every rose has its thorn~♥"
* "You shouldn't be so rough with a cute girl!"

Contents
[hide]

* 1 Starlet Characteristics
* 2 Background Info
* 3 "God's Delegate"
* 4 Obtaining Starlet
o 4.1 Worn-Out Starlet Mission (GP)
+ 4.1.1 Part One
+ 4.1.2 Part Two
+ 4.1.3 Part Three
o 4.2 Starlet Mission (Cash)
+ 4.2.1 Part One
+ 4.2.2 Part Two
+ 4.2.3 Part Three
* 5 Starlet Skills
o 5.1 General
o 5.2 Drama Starlet Mode
o 5.3 Action Starlet Mode
o 5.4 Starlet Videos

Starlet Characteristics

Starlet possesses Amy's speed and freedom of movement, allowing for Starlet's attacks to climax both on the ground and in the air. Though shooting a machine gun from the air or firing a cannon from the ground are not acts becoming of an oracle, they're still effective in battle. Since there are no classes that allow a restrained mid-range attack quickly chained with a spin combo attack, in a 1:1 situation or a battle with many foe, regardless of the battle, a double-jump with a quick dash will be effective in confusing the enemy, definitively marking Starlet's fighting style. Because Starlet is Amy's top job, it is also infused with Amy's own special brand of performances. Her combos, range attacks, healing skills, specials and more can all be enjoyed from afar because of the exciting action and drama she brings!


Starlet is an odd class, transforming Amy into something like a movie star, giving her the ability to wield many odd skills utilizing special effects from older well-known movies.

Movie references include:

* Action Mode
o Lightsabre in normal-attack combo - Star Wars
o Pink dinosaur suit in normal-attack combo and 3rd skill - Godzilla
o Bicycle silhouette in 1st skill - E.T.
o Broken wall with sandbags and guns in 2nd skill - Rambo
o Martial arts techniques in her dash attack - Bruce Lee
o Orb like blast from a double attack/critical attack - Star Wars (The Force)
o Add to this list if you recognize any

Background Info

The most trusted oracle of Xenia Continent has four classes: Dancer, Muse, Siren and the highest of Oracles, Starlet. During the war of the gods, the Starlet of the time, Lilith, was kidnapped by the Ascendant God, and the position has been vacant ever since. Sister Maggie, who in her youth has filled the position of the starlet herself, began training and encouraging young sisters in the order to fill the position until she met Amy, who was currently on her great journey. Sister Maggie recognized her potential as soon as she laid eyes on Amy, and proposer to install her as the next Starlet, but Amy agreed only if Maggie would promise to turn her into a "super star." Handing Amy a Chu-Chu Bag, a weapon containing many different things with the power to destroy evil and rescue the gods, she entreated Amy to become a righteous Starlet.

Now a Starlet, a true super star, Amy embarks on a new journey through Xenia, doling out hope and encouragement from her Chu-Chu Bag, brightening the continent and making the gods smile again.

Starlet was originally known as Sistina on foreign servers.


"God's Delegate"

The "God's Delegate" crest is an item to represent the user as a Starlet. This item needs to be acquired by obtaining Starlet during the Starlet introduction event.

* Item can no longer be obtained.

Attack: 4

Defense: 4

Vitality: 2

Additional Stats:
HP Recovery Bonus: +4%
Special Attack Resistance: +1%
Increased PvP Spawn Invincibility: +3%
Stats increase with level
Note: The above statistics are observed at lv. 41
Obtaining Starlet
Worn-Out Starlet Mission (GP)

Cost: 240,000 Game Points, the in-game currency of Grand Chase
Part One

"Amy I recognized your talent at once. You are more than talented enough to become a Starlet. However, as with all things there are procedures and rules. Wh..What? You want to be a super idol?"
-Sister Maggie-

* Cyclop's Eye - Collect a Cyclops' Eye in Kastulle Ruins Lower Floor at ☆☆☆ difficulty in 10 minutes. (0/3)
* Skeleton Archer's Bow Fragment - Collect Skeleton Archer's Bow Fragment in Kastulle Ruins Lower Floor at ☆☆☆ difficulty. (0/10)
* Practice Journal - Collect Practice Journals from any dungeon or PvP mode. (0/40)
* Battle Certificate - Collect Battle Certificates by winning in Team or Survival PvP modes. (0/20)

Part Two

"Just as I thought my eyes hadn't failed me! Becoming a goddess is not easy. Okay! If you pass this next test then i will consider your desire to become a super star"
- Sister Maggie-

* Golem's Mana Stone - Collect a Golem's Mana Stone in Kastulle Ruins Upper Floor at ☆☆ difficulty. (0/5)
* Defeat Paradom - Defeat Paradom at Kastulle Ruins Upper Floor on any difficulty. (0/15)
* Defeat Skeleton Archer Boss - Defeat Skeleton Archer Boss at Kastulle Ruins Upper Floor on any difficulty. (0/20)
* Practice Journal - Collect Practice Journals from any dungeon or PvP mode. (0/30)
* Battle Certificate - Collect Battle Certificates by winning in Team or Survival PvP modes. (0/15)

Part Three

"Amy, this is the final test. Become a Starlet and I will bestow upon you this Chu-Chu Bag. Ah... And, you can be a super star or whatever it is, too!"
- Sister Maggie-

* Black Fairy Queen - Defeat Black Fairy Queen in Battle for Bermesiah on any difficulty. (0/5)
* Dark Anmon - Defeat Dark Anmon in Battle for Bermesiah on any difficulty. (0/5)
* Orc Lord - Defeat Orc Lord in Battle for Bermesiah on any difficulty. (0/5)
* Practice Journal - Collect Practice Journals from any dungeon or PvP mode. (0/20)
* Battle Certificate - Collect Battle Certificates by winning in Team or Survival PvP modes. (0/10)

Note - this section needs verification on the quest item amounts. If you plan on doing the GP mission, please verify the information for each step and correct as necessary. Thanks!
Starlet Mission (Cash)

Cost: 11,800 Ntreev Cash; currency converted from real money at 1$:1000 points
Part One

"Amy I recognized your talent at once. You are more than talented enough to become a Starlet. However, as with all things there are procedures and rules. Wh..What? You want to be a super idol?"
-Sister Maggie-

* Cyclop's Eye - Collect a Cyclops' Eye in Kastulle Ruins Lower Floor at ☆☆ difficulty in 10 minutes. (0/1)
* Practice Journal - Collect Practice Journals from any dungeon or PvP mode. (0/1)
* Battle Certificate - Collect Battle Certificates by winning in Team or Survival PvP modes. (0/5)

Part Two

"Just as I thought my eyes hadn't failed me! Becoming a goddess is not easy. Okay! If you pass this next test then I will consider your desire to become a super star"
- Sister Maggie-

* Golem's Mana Stone - Collect a Golem's Mana Stone in Kastulle Ruins Upper Floor at ☆☆ difficulty. (0/1)
* Practice Journal - Collect Practice Journals from any dungeon or PvP mode. (0/5)
* Battle Certificate - Collect Battle Certificates by winning in Team or Survival PvP modes. (0/1)

Part Three

"Amy, this is the final test. Become a Starlet and I will bestow upon you this Chu-Chu Bag. Ah... And, you can be a super star or whatever it is, too!"
- Sister Maggie-

* Dark Anmon's Wings - Collect Dark Anmon's Wings in Battle for Bermesiah at ☆☆ difficulty. (0/1)
* Practice Journal - Collect Practice Journals from any dungeon or PvP mode. (0/2)
* Battle Certificate - Collect Battle Certificates by winning in Team or Survival PvP modes. (0/1)

Starlet Skills
General

Starlet combines characteristics of Dancer & Siren, and builds on them. Amy continues to retain her ability to double jump and air dash.

The Starlet Cannon replaces Siren's Plushie Throw ability. The Cannon fires a small bomb with the following properties:

* Delayed explosion after 1 second (if an enemy isn't hit and the bomb lands) or instant explosion (if an enemy is hit). If an enemy is near a stationary bomb when it explodes, it will hurt them.
* Unblockable (though the projectile reflection used by some bosses will cause the bombs to bounce back. They will not harm the Starlet or her companions, however)
* Three separate packets of low damage (adding up to slightly more than Siren's Performance Mode throw).
* Launches light targets, causing two Aerial Attacks.
* Maximum range of ~1.2x the distance between Amy and the edge of the screen. Thus, targets off-screen can be hit.
* The shot arc is roughly that of Siren's Fighting Mode throw; only targets around the Starlet's elevation or lower can be hit.
o The bomb literally flies in an arc; mid-range or short targets can be missed completely. Aim carefully!

Regardless of whether she's in Drama Mode or Action Mode, there is absolutely no difference in Amy's handling of the Cannon.

The Starlet Machine Gun replaces the Siren Shot, shooting a flurry of bullets down on the opponent. The shot can hit up to five times, while the landing attack hits twice more and launches enemies away from the impact point.

* Compared to the Siren Shot, the Machine Gun is less useful as a height-gaining tool because there is very little kickback. However, it does keep Amy in the air longer, making it useful for escaping swarms of ground enemies and avoiding Jump! attacks.

Starlet can perform the Power Recharge Dance (commonly known as "MP Dance"), a skill that restores MP to surrounding allies. To use it, simply press the Taunt key while in Drama Mode.

* Remember that it does not affect the user; only allies.

When switching from Action Mode to Drama Mode, the skill Lasting Lyric is triggered, a magical effect which slightly raises the Defense of all allies.
Drama Starlet Mode

In Drama Mode, the Starlet can perform up to 6 hits (5 + double-attack) in a normal-attack combo. Her double-attack/critical hit launches light enemies away from her.
Compared to Action Mode, Drama Mode's attacks have very little vertical range. One may be better served by Action Mode's combos when dealing with flying/hovering enemies.
Possible Bug: Currently, the Drama Mode attack combo is difficult to chain past the second hit; a lot of the time the chain simply won't continue, and Amy will instead keep hitting with the first two attacks in the chain. If you find that the combo won't trigger (the third and fourth attacks have a distinctive sound), back off and try again. Repeatedly mashing the attack key to try to make it chain is likely to get you hurt; the first two Drama Mode attacks don't flinch/stun, so it's very easy for an enemy to get annoyed and start hitting you. That said, feel free to keep trying if you feel like taking the risk, as the chain deciding whether to activate or not appears to be completely random.

Lv. 1 - Triple Counter

Starlet’s 1st grade attack. Amy smashes a bouquet of flowers in anger at being dumped.

* Triple Counter has long skill lengths, making it easy to dodge things.
* This skill can be chained.
* Launches the enemy in the air, but only knocks them a short distance back. Ideal for immobilizing an enemy or chaining into a more powerful skill, but less useful for a defensive playstyle due to its limited knockback distance.

Lv. 1 - Tears of the Goddess

Starlet’s 2nd Grade attack. Amy swings and tosses the boy who dumped her.

* Tears of Goddess causes thunderclouds to appear from above, and a Ryan/Lass/Ronan/Jin figure appears, turning away. Amy then gets angry and kicks him away.
* There are three different sources of damage in this skill; Rain (light damage), Lightning (medium damage), and the final kick (heavy damage).
o The lightning bolts are not AoE strikes. Only targets directly beneath them will be struck. Thus, the skill must be aimed carefully to cause the most damage possible.
* Causes overall medium-heavy cumulative damage to a foe or group of foes.
* This skill is very good for stunning, since every aspect of it causes a momentary stun effect.
* Enemies in front of the Starlet will take the most damage, but enemies directly behind her will also "catch" some of the raindrops.
* The storm's maximum range is around 2/3rds of the distance to the edge of the screen; however the guy she kicks at the end of the skill will hit enemies all the way at the edge of the screen.


Lv. 3 - Lovely Amy

Starlet’s 3rd grade attack. Amy and her boyfriend are locked in a romantic dance when a giant swing appears and launches him into oblivion. Restores teammates' HP while inflicting pain on the enemy.

* A Ryan/Lass/Ronan/Jin figure appears and dances with Amy, and the scene blooms into flowers. The Starlet will spin around and then throw her "boyfriend" away.
* The healing aspect of this skill is identical to Siren's Center Stage skill; instantly heals a small amount of HP, then continues to restore HP slowly over the next 10 seconds.
* There are two potential sources of damage from this skill:
o The mid-skill spin will hit all nearby enemies, launching light ones away.
o The end-skill throw hits any enemies in front of the Starlet and around the impact point. Maximum range is roughly from the Starlet to the edge of the screen. Like her Cannon, it can potentially miss mid-range and short enemies.
o Both hit for the same amount of medium-level damage.
* Can only hit light (launchable) enemies once, however large unlaunchable/knockdown-immune enemies can be hit by both the spin and the throw, provided the Starlet is at a proper distance.

Lovely Amy
Action Starlet Mode

In Action Mode, the Starlet can perform up to 9 hits (7 + double-attack x2) in a normal-attack combo. Her two double-attacks/critical hits launch light enemies away from her.

The lightsaber used in Action Mode has vertical range almost comparable to Siren's Kleiophone. It can hit hovering enemies more easily than Drama Mode, and you may even find yourself hitting enemies on platforms above you.

Action Mode offers two different running attacks; a plain 3-hit knockback combo and a stronger 4+1 hit launching+knockback combo.

* Regardless of the combo, do not simply mash the attack button; press it once to hit with the first kick and short uppercut, then do one of the following:
o Simply press the attack key again to execute a quick forward kick and knock your target back, or
o To trigger the 5-hit combo, immediately following the small uppercut hold the Up button momentarily to perform a larger, launching uppercut. Follow up quickly with the attack button to kick your target back.
* The uppercut has a fairly large amount of vertical range, around 150% of Amy's height.


Lv. 1 - Jack Knife

Starlet’s 1st grade attack. Amy flies into the air on her bicycle with Pepe to reenact one of her best scenes before crashing down on her enemies.

* This skill causes Amy to fly into the air on a bicycle, and a moon appears. She then crashes down onto the ground.
* Hits six times, the last three causing medium-sized AoE "splashes".
* A chainable skill, as enemies are usually pushed along in front of Amy.
* This skill has pretty decent range; a great Anti-Jump Attacker skill similar to Muse's Flying Spin, as Amy rises into the air. Will not hit enemies behind the Starlet, however, so more attention to the target's distance away and speed is necessary.
* Note: Pepe makes a cameo in the basket of the bicycle

Lv. 2 - Bomber Girl

Starlet’s 2nd grade attack summons other dancers for an action scene! Watch out as they shoot guns and throw grenades, like a scene from some action flick.

* Spawns 2 other Amys, a barricade and a wall carved with the word "Amy". All three of them pelt enemies in front of the Starlet with automatic fire, then Amy ends the skill with a mid-sized long-range AoE bomb.
* Deals medium-heavy cumulative damage to a foe or group of foes.
* Maximum range for both the bullets and ending bomb is to the edge of the screen.
o However, the bullets push light enemies back, potentially pushing them out of the maximum range of the bomb.
o So, the maximum damage range is around 2/3rds the distance to the edge of the screen.

Lv. 3 - Pink Death Parade

Starlet’s 3rd grade attack transforms her into a giant pink monster and destroys a city. She stomps on the ground with her giant feet creating an earthquake and attacks by shooting lasers from her mouth.

* A scene of several buildings and a tank appears. She stomps twice, and then shoots a large beam at the end.
* The 2 stomps have infinite ground range, like a large enemy's Jump attack.
o It should be noted, however, that enemies immune to launching will take little to no damage from the stomps. A prime example is Partusay, who takes ~30 damage from a level 40 Starlet's stomps.
* The beam's maximum range is about 7/8ths to the edge of the screen. However, the closer the enemies are to the center of the impact point, the more times the beam will connect. An ideal range is ~1/2 to the edge of the screen.
* The beam shot in front of her deals heavy damage. However the stomps might throw some enemies too high and make it miss, especially if they're at the extreme of the beam's range.

Grand Chase Mari Job


Rune Caster

Weapon: Grimoire

Obtained: Base Job (Quest Required)

Level Obtained: 0

Quotes:

* "I'll do my best."
* "Commencing operations"
* "You don't belong here."
* "No one but fools here."
* "You are not completely useless."
* "You are...soft."
* "Time to finish this."
* "Is that it?"

Contents
[hide]

* 1 Rune Caster Characteristics
* 2 Rune Caster Skills
o 2.1 General
o 2.2 Button Combination Skills
o 2.3 MP Skills
* 3 Rune Caster Guides
* 4 Rune Caster Engineer Videos

Rune Caster Characteristics

Mari wields both magic and machinery with great skill. She is also very skilled in defending and evading, as she dislikes direct combat with her foes. Utilizing machines fueled by her specially produced Magic Stone, Mari showcases new battle tactics that have been previously unheard of.

While coolly assessing the situation on the battlefield, Mari strategically sets up her machines, driving enemies into a corner and exposing their position.

While her abilities are more adapted to methodically eliminating her enemies from a distance, in short-range combat the Rune Caster is still a force to be reckoned with. Electrical barriers and thrown magical orbs are the least of the surprises that await adversaries who somehow get close enough to render them necessary.
Rune Caster Skills
General

Rune Casters can perform up to 6 hits (4 + double-attack x2). The third and fourth hits in the combo will launch light enemies into the air.

In Dungeons, Critical hits do not knock down targets. Hitting the first two hits + Critical and repeating = Infinite Combo.

Rune Casters have a more unique form of movement:
Rune Casters cannot run; they perform a short dash like the Spearman.
Like the Spearman, they cannot air dash.

Holding the Up button right at the end of a dash will have Mari use her Jetpack, a piece of magical technology which greatly increases both her horizontal and vertical jump range.

* The jetpack propels Mari both up and forward. She will continue traveling up and forward until she lands, or the jetpack runs out (which lasts approximately 1.5 seconds).
* While holding the direction opposite of the way Mari is facing will reduce the amount she moves forward, it won't completely eliminate it. Aim your launches carefully to avoid accidentally falling into bottomless pits.

The Rune Caster's dash attack creates a small whirlwind of energy that launches light enemies into the air, similar to Battle Mage's Dash Attack. However, the attack does not propel targets as high as Battle Mage's.

In PvP, her Jump Attack will always knock down.

If you dash and press both the attack button and directional button away from the direction you're moving in, Mari will fire a ball of magical energy behind her.
The cast time is similar to Muse's Shock Rock, while the travel speed is similar to Spell Knight's Ragna Bolt. It does still have limited range like all other "Reverse-Dash Shots".
Button Combination Skills

For simplicity's sake, this section of the article assumes that the game client's button setup is on Default.

Combinations are entered in a chain, rather than holding the buttons, unless otherwise noted; I.E. X+X+A would mean to press X twice and then press A.

* Button press delays are as so:
o + means that there is little to no delay between the last button press and the next button press.
o _ means that there is a moment of delay between the last button press and the next button press.

X+X+A+Z - Lv. 1 Cannon

Mari creates a blue cannon which fires small bombs a long distance straight ahead.

* The bombs will fly slightly beyond the edge of the screen before disappearing.
* The bombs explode immediately upon hitting an enemy, causing fair damage and a light flinch effect.

X+X+A_Z - Lv. 2 Cannon

Mari creates a red cannon which lobs small bombs a shorter distance ahead.

* Range is roughly 7/8ths to the edge of the screen.
* The bombs explode when they strike either an enemy or the ground, causing a fair amount of damage immediately and three packets of light damage from the bomb's flare.

X+X_Z - Shock Barrier

Mari sets a small device on the ground which, every 1 1/2 seconds, splits vertically and arcs electricity between the two halves, causing light damage and pushing away any enemies nearby.

* Only one barrier can be set at a time. If another is set, the first one will disappear.
* The barrier, which lasts approximately 5.5 seconds, only goes up three times.
* The barrier does not have any flinching, meaning that enemies can run through it.

X+X+X+(Rapidly press A) - Construct Wing Drive Weapon (W.D.W.)

Creates a vortex of energy and materials for several seconds. If successful, four small spinning blades are constructed. The blades form a small array which follows behind Mari and can be used to attack enemies, similar to her summoned Orbs.

* If successful, the blades are usable for 20 seconds (unlike Orbs' one-shot attacks), after which they will disappear. The remaining time is displayed as a self-buff in the lower right corner of the screen.
* Using this skill replaces Mari's normal attack combo, running attack and jump attack with the blades' various attacks until they disappear.
* Be careful as you use this. It leaves you vulnerable and there is no way to cancel the cast (other than "skilling" out of it).
* This skill may not always work, either due to A not being pressed enough during the construction process or random failure.
* It is not required to mash the A button. Only a few hits and it should work.
* Does not have a cooldown, so it can be constructed as many times as possible.

X+X+Up - Mana Shield

Light blue flames rise from Mari's body, causing damage that would normally deplete HP to instead deplete MP. If Mari runs out of mana/MP, the shield collapses and Mari takes any damage the shield couldn't absorb. This buff lasts for 10 Seconds.

* You must have at least 15% of 1 bar of MP to use this or it will not work.
* Casting does not have a cooldown, like W.D.W.
* Possible Bug: Occasionally, the shield may refuse to come up, instead appearing for a split second and disappearing. Currently in testing.

Orbs

Mari can summon small orbs of energy which float along behind her until used or their duration runs out.

* Press A to launch all currently summoned orbs forward.
o The orb-launching motion takes about half a second to execute; however, careful timing at the end of an attack combo (normal or W.D.W.) will launch them immediately.
* There are three different types of orbs (Blue, Red, and Green, each with some orange in the middle of each), each more powerful than the last.
* Remember, casting the orb(s) takes time. It takes about 5 seconds to finish running through the book.
* One orb of each type can be summoned at a time. You can summon any type of orb at your desire rather than following an order.

X+X(wait for the energy to swirl around Mari)+Z - Lv. 1 Orb

Summons a blue and orange orb. When launched, this orb flies forward at a slight downward slant, causing five packets of fair damage.

X+X(wait for first symbol to appear)+Z - Lv. 2 Orb

Summons a pink and orange orb. When launched, this orb flies forward at a slight upward slant, causing three packets of fair damage.

X+X(wait for second symbol to appear or time to run out)+Z - Lv. 3 Orb

Summons a yellow and orange orb. When launched, this orb flies forward at a steep downward slant, then a steep upward slant.
MP Skills

Lv. 1 - Buster

Rune Caster's 1st grade level spell that sends close quarter enemies flying with her magic!

* Creates a blue magical disc of force in front of Mari, which in turn releases a burst of energy that damages enemies and sends them flying.
* Despite appearing to be a melee skill at first, this skill actually has a fair range; roughly 1/4th screen distance.
* Can easily be chained twice for heavier damage and a long knockback distance.
* The standard knockback distance is extremely far; usually from one side of Forgotten City (PvP) to the other. This skill can be helpful to increase the distance from foes, and escape in pinches.
* In PvP, after you use Buster, you can immediately grab the opponent.
* In dungeons, the monsters struck by this attack will instantly fly back, as if no delay was added

Lv. 2 - Shock Field
Eraser

Rune Caster's 2nd grade attack that summons a Tesla coil, creating a shock field over a set area.

* Mari throws the grenade about 1/3rd of the screen, and once it transforms, its shock fills both sides from it. The ending explosion has nearly, but not quite, as much range.
* The actual grenade from the skill does not damage.
* The shock portion of the skill flinches heavily, and the explosion at the end knocks enemies down and away.


Lv. 3 - Eraser

Rune Caster’s 3rd grade destructive skill that summons a powerful laser that zaps enemies in its path.

* The horizontal range of this skill is very long, starting just in front of Mari and reaching beyond the edge of the screen. At the 9/10th mark, it starts to slow down and then vanishes.
* Vertical range is around 3x Mari's height.
o However, at the peak of the beam (where the machine fire the laser), targets will not be hit.
* The beam is quite powerful, and will pull light enemies along with it as it moves across the screen.


Gunslinger

Weapon: Maverick

Obtained: 2nd Job (Quest Required)

Level Required: 20 or above

Job-Specific Quotes:

* "You're not very efficient."
* "Are you on standby mode?"


Contents
[hide]

* 1 Gunslinger Characteristics
* 2 Gunslinger Skills
o 2.1 General
o 2.2 Button Combination Skills
o 2.3 MP Skills
* 3 Gunslinger Videos

Gunslinger Characteristics

Gunslinger was an ancient title bestowed upon a particularly active legion during the First Demon Wars. The only extant record from that time, the Chronicles of Klayah, reveals that although the title "Gunslinger" had fallen into obscurity, it was indeed used by the most powerful kingdom of the time during the First Demon Wars.

The Rune Casters of Kounat displayed so much power and influence during the First Demon Wars and invested a great amount of magical and mechanical resources, however as the war drew on, they realized it was going to be impossible to sustain their efforts for much longer. To solve this problem, the most esteemed Rune Caster in the kingdom, Jean-Sanque Gulio, invented a powerful gun designed to fire magical rounds while conserving the operator's own energy. The elite legion trained to use this weapon was called the "Gunslingers." The weapon proved to be a success. The First Demon Wars ended with the surrender of the Demons.

However, Kounat came to an untimely end with a mysterious explosion. The secrets of the Maverick and the secrets of building them were lost forever. It is believed by scholars that the rifles used today by the Dwarves of Archimedia are based on the ancient design of the Maverick.

The Maverick-wielding Gunslingers have a variety of unique magic and machines at their disposal that can induce their enemies to walk right into thermal traps, allowing for effective mid-distance attacks. The Gunslinger's Triple Missiles attack compensates for the fact she has a weak long distance attack by enhancing the Maverick's inherent strengths. The Gunslinger continues to use the Rune Caster's Mana Shield and Dash Jump, however the Gunslinger's version is stronger than that of the Rune Caster's, who has always been weak when it came to close quarter combat, and the summoned W.D.W. has also been enhanced. The Gunslinger's many skills can be confusing at first, but with practice and training she is a force to be reckoned with on the battle field.
Gunslinger Skills
General

The Gunslinger can perform simple dashes and normal jumps.

Holding the Up button right after a dash will have Mari use her Jetpack, a piece of magical technology which greatly increases both her horizontal and vertical jump range.

* The jetpack propels Mari both up and forward. She will continue traveling up and forward until she lands, or the jetpack runs out.

* While holding the direction opposite of the way Mari is facing will reduce the amount she moves forward, it won't completely eliminate it. Aim your launches carefully to avoid accidentally falling into bottomless pits.

The Gunslinger's Maverick is a small revolver-like cannon which fires explosive shells.

* While firing, it is possible to aim up or down by holding the appropriate directional button.
* The Maverick's maximum range is roughly 3/4 the distance between Mari and the edge of the screen.

With a normal attack combo, the Gunslinger can perform up to 4 hits (3 + double-attack). The fourth hit in the combo will knock enemies down and back.



With the Maverick's power comes a potentially debilitating limiter on combat effectiveness: the Overheat gauge. Located below the MP gauge, this bar fills up as the Maverick is fired and its barrel heats up. If the gauge reaches full/critical, Mari can no longer fire until the heat dissipates from the barrel; the gun will refuse to reload and all pressing the attack key will result in is the clicking of a gun without ammunition.

* Approximately 7 shots can be fired before the heat level reaches critical.
o Assuming the barrel isn't overheated, a moment after ceasing fire, the barrel will begin to cool down. A good balance between firing and waiting will enable you to keep the gun available for use at all times.
* Full heat dissipation from critical requires about 5 seconds, after which the gun will be available for use again.

The Gunslinger's dash attack is a quick upward kick which launches light enemies into the air.

* With careful timing, one can "juggle" an enemy in the air with either further dash attacks or a normal shooting combo.

The Gunslinger's jump attack fires a single shell diagonally towards the ground.

* If the Maverick is currently unavailable due to overheating, Mari will instead use the magical swipe jump attack that she used as a Wizardry Engineer.

If you dash and press both the attack button and directional button away from the direction you're moving in, Mari will fire a quick shot behind her to help slow down any pursuing enemies.
Button Combination Skills

For simplicity's sake, this section of the article assumes that the game client's button setup is on Default.

Combinations are entered in a chain, rather than holding the buttons, unless otherwise noted; I.E. X+X+A would mean to press X twice and then press A.

* Button press delays are as so:
o + means that there is little to no delay between the last button press and the next button press.
o _ means that there is a moment of delay between the last button press and the next button press.

X+X+A+Z - Lv. 1 Turret

Mari creates a small blue turret with pistons on each side of it. When an enemy comes near it, the pistons fire outwards, knocking struck enemies down and away.

X+X+A_Z - Lv. 2 Turret

Mari creates a blue missile launcher which fires a missile diagonally upwards. Upon reaching a certain height, the missile collapses into three smaller ones which fly sharply downward in a tight formation and explode.

* This is a long-range skill. The missiles will strike around the edge of the screen; anything closer to the turret will not be hit.
* The turret can fire a maximum of two missiles before expiring.

X+X+X+(Rapidly press A) - Construct Weaponry

Creates a vortex of energy and materials for several seconds. If successful, four small blades are constructed. The blades form a small array which follows behind Mari and can be used to attack enemies.

* If successful, the blades are usable for 20 seconds, after which they will disappear. The remaining time is displayed as a self-buff in the lower right corner of the screen.
* The blades replace/modify the following attacks:
o Maverick: The blades provide an additional two projectiles per shot, in the form of laser shots. With the third shot in a normal-attack combo, the blades stab forward in a cone-shaped formation.
o Dash attack: The blades stab upwards from the ground, knocking light enemies into the air.
o Jump attack: The blades form a crescent formation around Mari, causing damage to enemies within melee range.
* This skill may not always work, either due to A not being pressed enough during the construction process, or random failure.

X+X+Up - Mana Shield

Light blue flames rise from Mari's body, causing damage that would normally deplete HP to instead deplete MP. If Mari runs out of mana/MP, the shield does nothing. This buff lasts for 10 Seconds.

Charging Skills
While the Wizardry Engineer could summon three orbs to assist in attacking enemies, the Gun Slinger is limited to a single orb and a freezing attack.

X+X(wait for first symbol to appear)+Z - Lv. 1 Orb

Summons a blue and orange orb. When launched, this orb flies forward at a slight upward slant, causing three packets of fair damage.

* Press A to launch the currently summoned orb forward.
* One orb can be summoned at a time.

X+X(wait for second symbol to appear)+Z - Cold Aura

Mari's hand begins to glow with a cold blue aura. This aura can be applied to a single shot of the Maverick, augmenting the shell it is applied to with magically-created ice. This shell, in addition to normal damage, instantly causes a freezing effect on a struck enemy.

* Press A to apply the aura to a shell and automatically fire it.
* Presumably because it's a magically cold projectile, a shell that has Cold Aura applied to it can be fired regardless of the heat gauge's status, and will not add more heat to the barrel.
o Firing a shell with Cold Aura applied will not help to cool the barrel faster as one might expect, however.

If both an Orb and Cold Aura are prepared, Cold Aura will be activated first when A is pressed.
MP Skills

Lv. 1 - Shock Wave

Gunslinger's 1st Grade Attack. The Gunslinger fires her Maverick into the ground, causing a series of explosions to burst up from the ground.

* Maximum range is 1/2 to the edge of the screen.
o More damage will be realized against enemies in melee range, as at the skill's maximum range, only one eruption will hit.

Lv. 2 - High Power Rush

Gunslinger's 2nd Grade Attack. Summons a cannon that shoots a volley of missiles which explode within a specific area.

* Similar to Wizardry Engineer's Electronic Field skill, this attack fills an entire side of the screen with damage.
* Enemies closer to the middle of the skill's range will be struck by more explosions.


Lv. 3 - Chaos Beam
Chaos Beam

Gunslinger's 3rd Grade Attack. Summons a highly destructive weapon that shoots a ray beam. Any enemies in its path will be instantly vaporized.

* The horizontal range of this skill is long, reaching beyond the edge of the screen.
* Vertical range is limited, roughly Mari's height.
* The beam is quite powerful, and will knock back light enemies struck by it.
* Amusingly, Mari summons characters in what looks like the Power Rangers to assist her.


Polaris

Weapon: Magic Mallet

Obtained: 3rd Job Change (Quest Required)

Level Obtained: 30

Job-Specific Quotes:

* "Test case Zeta Gamma. Commence operation."
* "This is excellent data."
* "Stop! It's getting ugly..."
* "You're just not up to spec."


Contents
[hide]

* 1 Polaris Characteristics
* 2 Obtainment Quest
o 2.1 Worn-Out Polaris Mission
o 2.2 Polaris Mission (Cash)
* 3 Polaris Skills
o 3.1 General
o 3.2 Button Combination Skills
o 3.3 Other Skills
o 3.4 MP Skills
* 4 Guides for Polaris
* 5 Polaris Videos

Polaris Characteristics

Before a mysterious massive explosion obliterated it, "Polaris" was the highest position of an ancient kingdom. The Polaris was the symbol of a guiding light in the kingdom, and only a member of the elite with exceptional abilities could hope to ascend to the position. The power to create new machines and research magic fell under the jurisdiction of a Polaris. The results of their research during the First Demon Wars contributed to the success of the Gunslinger combat teams.

Just like Mari's existing jobs, Polaris has the ability to summon magical helpers and set up machines, but can do so with enhanced power. But Polaris has special skills that consume great amounts of mana, and as a result, also possesses a variety of skills to help replenish mana. A Polaris can replenish teammates' mana with her machines and by summoning power ups that can restore a large quantity of mana when an enemy is hit. But unlike previous jobs, Polaris summons her trusty helper KORMET instead of W.D.W. which she used to summon. KORMET differs from Helper Bot, and if he is summoned successfully, KORMET will do basic combos, dash attacks, and jump attacks in Polaris' stead.
Obtainment Quest
Worn-Out Polaris Mission

"And yet another dream. People were shouting "Polaris! Polaris!" I recognize this word. But why am I so overcome by this feeling of sadness? - Mari Ming Onette - "
Cost: 120,000 Image:gp.gif

* Medal of Victory - Collect 50 medals through PvP matches. (0/50)
* Gardosen's Sword - Defeat Gardosen in Hell's Bridge and collect 3 Gardosen's Swords. (0/3)
* Crystallized Fire Golem's Spirits - Defeat the Mini Fire Golem. Collect 10 Crystallized Fire Golem's Spirits. (0/10)
* Basilisk's Seals - Defeat Basilisk at Temple of Fire on ☆☆☆ and collect 3 Basilisk's Seals. (0/3)
* Peacemaker - Defeat Kaze'aze in her castle and collect 1 Peacemaker. (0/1)

Polaris Mission (Cash)

"And yet another dream. People were shouting "Polaris! Polaris!" I recognize this word. But why am I so overcome by this feeling of sadness? - Mari Ming Onette - "
Cost: 5,800 Image:Cash.gif

* Medal of Victory - Collect 1 medal through PvP matches. (0/1)
* Gardosen's Sword - Defeat Gardosen in Hell's Bridge and collect 1 Gardosen's Sword. (0/1)

Polaris Skills
General
Button Combination Skills

Combinations are entered in a chain, rather than holding the buttons, unless otherwise noted; I.E. X+X+A would mean to press X twice and then press A.

* Button press delays are as so:
o + means that there is little to no delay between the last button press and the next button press.
o _ means that there is a moment of delay between the last button press and the next button press.

X+X+A+Z - Lv. 1 Sector

Mari creates a small electric tower on the ground. When near the tower(the blue waves coming from the tower), it generates MP.

X+X+A_Z - Lv. 2 Sector

Mari creates a blue missile launcher which fires three cannonballs which explode at target. At explosion, it creates a small-range of fire.

* This is a long-range skill.
* The turret can fire a maximum of two repititions before expiring.

X+X+A__Z- Lv. 3 Sector

Uses one bar of MP. Mari creates a portal, which cannot be used unless a 2nd portal is made. Once the 2nd portal is made, Mari can freely go to and fro the portals. However, if Mari tries to create a 3rd portal, the location of the 1st portal changes to the location where Mari tried to create the 3rd portal.


X+X+X+(Rapidly press A) - Construct KORMET

Creates a vortex of energy and materials for several seconds. If successful, KORMET,a blue robot that replaces the W.D.W, appears.

* If successful, the robot is usable for 20 seconds, after which it will disappear. The remaining time is displayed as a self-buff in the lower right corner of the screen.
* The robot replace/modify the following attacks:
o Mecha Hammer: The robot provides a strong combo, replacing Mari's combo with the Mecha Hammer, in which using its enlarged hands to fight. On the 3rd combo hit, the robot shoots missiles from itself, attacking the enemy.
o Dash attack: The robot stab upwards from the ground, while pushing away the enemy.
o Jump attack: The robot forms a crescent formation around Mari, similar to the knives Gunslinger, causing damage to enemies within melee range with an added magic jump attack.
* This skill may not always work, either due to A not being pressed enough during the construction process, or random failure.
* If the player uses the Jet-pack to it's maximum height, a second horizontal dash is possible in either direction. The Robot also comes with its own Jet-pack to accompany Mari.

X+X+Up - Mana Shield

Light blue flames rise from Mari's body, causing damage that would normally deplete HP to instead deplete MP. If Mari runs out of mana/MP, the shield does nothing. This buff lasts for 10 Seconds.

X+X+X_(wait) - Power-Up Orb

Summons a blue and orange orb. While summoned, the orb will increase Mari's MP regeneration rate.

* The orb lasts for about 10 seconds.
* If Mari is hit while the orb is visible, it will disappear, giving her about two bars of MP as it does so.

Other Skills

>+>+<+Z - Magic Bolt Uses half of a bar of MP. Mari launches a large magic ball behind her, which unlike her 1st job, does not disappear when it hits something. v+Z (While Jumping) - Magic Shot Uses one-quarter of a bar of MP. Mari shoots a blue magic ball out of her Magic Mallet to strike enemies below her. * The Shot travels downwards at a 45 degree angle, much like Gunslinger's default jump attack. * It can be defended like an arrow. Z+Z+Z+(>+> or <+<) - Double Attack Uses half a bar of MP. Mari creates a magic orb that acts as a trap and lasts for 5 seconds. * If an opponent touches the orb, they will take damage and be knocked down. * If the orb remains untouched, it will disappear on its own. MP Skills Lv. 1 - No Mercy Polaris' 1st Grade attack. Mari swings her mallet like a golf club, slamming her enemy into the air and inflicting splash damage once the enemy is bound. * It is possible to use No Mercy more than once by quickly chaining them to a combo. * When the player uses No Mercy while KORMET is in play KORMET will clap saying "Good!"



Lv. 2 - Call of Ruin

Polaris' 2nd Grade attack. Summons an Eye of Darkness to pull and tear at the soul of anyone within the eye.

* While the enemy is in Call of Ruin the player can easily use No Mercy to the opponent while they are being damaged.

Lv. 3 - Extinction

Polaris' 3rd Grade attack. Hurls powerful ice crystals before her. Enemies in the way are slashed by flying ice crystals.

* Extinction is known for it's range and amount of hits dealt to the enemy.



La-Geas

La Geas is Mari's fourth job. It is comfirmed to be the last MP class ever to be released.

La Geas uses her WDWs for harassing enemies. She also have the new tecniques and new battlee styles that players will enjoy. Her as follows:



Her Air Dash and Rocket Jump are bigger and better than before.

She can't make cannons but she can create a WDW cannon.

Her orbs cancle AP and she can not spam A for anything (she already has them)


Her wepon is the WDWs. They take a bit extra MP when you attack with them.

Her Dash attack is an ice that strucks the opponenet.

Specials:

1st: Backlash

2nd: Charded Bolt

3rd: Freeze Tempest