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Innate Passives
Fever
Fever is a gauge that is activated by certain skills, with a maximum capcaity of 4 points. While the Fever gauge is active, and the user is below 3 Fever, the user gains Fever when they dodge enemy attacks. Additionally, certain skills can also increase the Fever gauge from 1 to 2, 2 to 3, and 3 to 4. Upon reaching Fever 4, the user will use Star Sanctuary. The Fever gauge disappears when the user dies, as well as when Superstar wears off.
The chance for a skill to activate Fever is listed as "Fever 1 Chance" on skill tables. The chance for a skill to increase Fever from 1 to 2 is listed as "Fever 2 Chance." The chance for a skill to increase Fever from 2 to 3 is listed as "Fever 3 Chance." Finally, the chance for a skill to increase Fever from 3 to 4 is listed as "Star Sanctuary Chance."
The chance for a skill to activate Fever is listed as "Fever 1 Chance" on skill tables. The chance for a skill to increase Fever from 1 to 2 is listed as "Fever 2 Chance." The chance for a skill to increase Fever from 2 to 3 is listed as "Fever 3 Chance." Finally, the chance for a skill to increase Fever from 3 to 4 is listed as "Star Sanctuary Chance."
Star Sanctuary
Activated upon reaching Fever 4. Star Sanctuary gives the user a number of buffs: all damage they deal is increased by 50%, all damage they take is reduced by 50%, their SPD is increased by 50%, their evasion is increased by 50%, and they regenerate 50 LIFE at the end of each turn for the duration. All of these buffs last for 4 turns. Additionally, Star Sanctuary activates Superstar status on the user, which enhances the effects of certain skills.
Star Sanctuary buffs do not overwrite other buffs of the same type that the user may already have.
Star Sanctuary buffs do not overwrite other buffs of the same type that the user may already have.







Star Sanctuary is insane. It's just insane. Sometimes Overtime can extend the buffs for an extra turn, too. When an Idol enters Superstar status, they're a ridiculous force to be reckoned with.
Tier 1 Skills
Mosquito Pitch

Deals ranged MAT-based aerial damage to all enemies. At ranks 2 and above, also reduces hit enemies' evasion for a set amount of turns.
Can increase Fever from 3 to 4.
Can increase Fever from 3 to 4.








Dry Ice

Initial skill. Increases the user's evasion for a set amount of turns.
From ranks 1 to 4, can increase Fever from 0 to 1. At rank 5, will increase Fever from 0 to 1. Can increase Fever from 3 to 4.
From ranks 1 to 4, can increase Fever from 0 to 1. At rank 5, will increase Fever from 0 to 1. Can increase Fever from 3 to 4.







Rush Groove

Initial skill. Causes all party members to perform normal attacks on random enemies. At ranks 2 and above, the damage of each party member's attack is increased. Using Exhaust on this skill increases the damage further.
Any party members that are using their own Exhaust will have the usual 1.5x damage multiplier applied to Rush Groove as well. Furthermore, the user's own 1.5x Exhaust damage multiplier is applied to their attack.
Can increase Fever from 3 to 4.
Any party members that are using their own Exhaust will have the usual 1.5x damage multiplier applied to Rush Groove as well. Furthermore, the user's own 1.5x Exhaust damage multiplier is applied to their attack.
Can increase Fever from 3 to 4.








Gig Guarantee

If the party wins the battle before a set amount of turns after using Gig Guarantee, the amount of Az gained from the battle is increased. If the user is in Superstar status, the amount of Az gained is increased further.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.











Tier 2 Skills
Berserk Pitch

Deals ranged MAT-based aerial damage to one enemy. Attempts to inflict blind on the target. If the user is in Superstar status, unless the target is immune to blind, the infliction will always succeed. Increases the target's chance of being targeted by other enemies for a set amount of turns.
The aggro increase was meant to be applied to the user, but due to an error, is applied to the target instead. As such, the aggro effect only matters for luvshock.exe, where the aggro increase can cause enemies under the effect of luvshock.exe to attack the target more often.
Has a chance to start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
The aggro increase was meant to be applied to the user, but due to an error, is applied to the target instead. As such, the aggro effect only matters for luvshock.exe, where the aggro increase can cause enemies under the effect of luvshock.exe to attack the target more often.
Has a chance to start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.








Attack ♪ Beat

Increases all party members' damage dealt, but also increases ATK-based damage they take, for one turn.
Will start Fever if the Fever gauge is not active.
Will start Fever if the Fever gauge is not active.
Defense ♪ Beat

Reduces all party members' damage taken, but also reduces ATK-based damage they deal, for one turn.
Will start Fever if the Fever gauge is not active.
Will start Fever if the Fever gauge is not active.







Rock n' Roll Out

Order Action skill. Requires Fever 1 or higher to use. Other party members will attempt to use a random tier 1 skill. Failing to use a skill will result in a normal attack instead. If the user uses Rock n' Roll Out while under the effects of Exhaust, the damage dealt by participating party members is increased.
Has a chance to increase the Fever gauge to 2, if the user is at Fever 1. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 2, if the user is at Fever 1. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.






Speaking of destroyers, Earth Breaker requires D-Depth 2 for it to be triggered by Order Action, which is kind of funny to me. I can imagine the devs initially having it set to D-Depth 1, realizing that having your D-Depth randomly get reset for very little damage actually really sucks, and changing the requirement flag to D-Depth 2 to alleviate that.
Soothing Song

Restores all party members' HP. Has a chance to dispel all ailments on a party member. If the user is in Superstar status, Soothing Song is guaranteed to remove ailments.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.








!



Gift For You

Cures the user of all ailments. Attempts to inflict any ailments the user had on one enemy.
Transferred ailments retain properties such as damage, duration remaining, etc.
Transferred ailments retain properties such as damage, duration remaining, etc.










Overexposed

Applies a random effect to a random participant in the battle. If the user is in Superstar status, then the effect is guaranteed to be good for the player. The full list of possible effects can be found below.
Ailment inflictions from Overexposed bypass resistances and immunities.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Ailment inflictions from Overexposed bypass resistances and immunities.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Standard Effects:
- Random: ATK or MAT damage dealt buff. 50% for player characters, 20% for enemies. 3 turns.
- Random: 50% ATK or MAT damage taken buff. 3 turns.
- Random: +75% evasion. 3 turns.
- Random: +50% fire or ice resistance buff. 5 turns.
- Random: 50% ATK or MAT damage dealt debuff. 3 turns.
- Random: 50% ATK or MAT damage taken debuff. 3 turns.
- Random: +50% fire or ice vulnerability debuff. 5 turns.
- Random: Guaranteed sleep infliction. 5 turns.
- Random: Guaranteed stop infliction. 3 turns.
- Player: Guaranteed petrification infliction.
- Player: Guaranteed skill seal infliction. 3 turns.
- Player: Guaranteed curse infliction. 30% damage as backlash. 3 turns.
- Player: Guaranteed bleed infliction. 28/33/34 damage. 3 turns.
- Player: Guaranteed burn infliction. 41 damage. Reduces damage dealt and increases damage taken by 30%. 3 turns.
- Player: Guaranteed chaos infliction. 3 turns.
- Player: Guaranteed poison infliction. 43 damage. 3 turns.
- Enemy: Guaranteed curse infliction. 150% damage as backlash. 3 turns.
- Enemy: Guaranteed bleed infliction. 53/63/65 damage. 3 turns.
- Enemy: Guaranteed burn infliction. 61 damage. Reduces damage dealt and increases damage taken by 30%. 3 turns.
- Enemy: Guaranteed poison infliction. 63 damage. 3 turns.
Superstar Effects:
- Player: 50% ATK or MAT damage dealt buff. 3 turns.
- Player: 50% ATK or MAT damage taken buff. 3 turns.
- Player: +75% evasion. 3 turns.
- Player: +50% fire or ice resistance buff. 5 turns.
- Enemy: 50% ATK or MAT damage dealt debuff. 3 turns.
- Enemy: 50% ATK or MAT damage taken debuff. 3 turns.
- Enemy: +50% fire or ice vulnerability debuff. 3 turns.
- Enemy: Guaranteed curse infliction. 150% damage as backlash. 3 turns.
- Enemy: Guaranteed bleed infliction. 53/63/65 damage. 3 turns.
- Enemy: Guaranteed burn infliction. 61 damage. Reduces damage dealt and increases damage taken by 30%. 3 turns.
- Enemy: Guaranteed sleep infliction. 5 turns.
- Enemy: Guaranteed stop infliction. 3 turns.
- Enemy: Guaranteed poison infliction. 63 damage. 3 turns.










Colorful Stage

The user has a chance to, at the start of battle, increase the amount of SP the party will gain from this battle.






Tier 3 Skills
Glory Note

Deals ranged MAT-based aerial damage to one enemy. Attempts to inflict curse on the target. If the user is in Superstar status, unless the target is immune to curse, the infliction will always succeed.
Has a chance to start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.






Shuffle Pitch

Deals multiple instances of ranged MAT-based aerial damage to one enemy. If the user is in Superstar status, Shuffle Pitch will always hit for the maximum amount of times.
If Shuffle Pitch is activated by an Order Action skill, it's possible for a different version of it that targets random enemies for each hit to be used. This version is still treated as a single-target skill by Woodwind Duet, however; the first enemy hit by this version of Shuffle Pitch will be the target for Woodwind Duet.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
If Shuffle Pitch is activated by an Order Action skill, it's possible for a different version of it that targets random enemies for each hit to be used. This version is still treated as a single-target skill by Woodwind Duet, however; the first enemy hit by this version of Shuffle Pitch will be the target for Woodwind Duet.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.






Follow Me

Gives one party member priority for this turn.
Specifically, the targeted party member will have their action for this turn be given tier 1 priority. If they are using a skill that already has priority of a different tier, it will be overwritten with tier 1 priority. This includes inverse priority skills (tier 5), which force the user to act at the end of the turn.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Specifically, the targeted party member will have their action for this turn be given tier 1 priority. If they are using a skill that already has priority of a different tier, it will be overwritten with tier 1 priority. This includes inverse priority skills (tier 5), which force the user to act at the end of the turn.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Speed ♪ Beat

Requires Fever 1 or higher to use. Gives all party members priority for this turn.
The technical notes from Follow Me apply to Speed ♪ Beat as well. Additionally, the game will decide party turn order by going left-to-right in the party composition.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
The technical notes from Follow Me apply to Speed ♪ Beat as well. Additionally, the game will decide party turn order by going left-to-right in the party composition.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.






Cure ♪ Beat

Requires Fever 2 or higher to use. Increases all LIFE and MANA restoration done by the party for this turn.
Cure ♪ Beat's healing increase stacks with Trick Hand and Exhaust.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Cure ♪ Beat's healing increase stacks with Trick Hand and Exhaust.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.







Big Rush Groove

Causes all party members to perform normal attacks on random enemies. Using Exhaust on this skill increases the damage further. Attacks performed as a result of Big Rush Groove have their critical hit chance increased.
The notes regarding Exhaust's damage increase and Rush Groove also apply to Big Rush Groove.
Will start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
The notes regarding Exhaust's damage increase and Rush Groove also apply to Big Rush Groove.
Will start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Rock n' Roll Out!

Order Action skill. Requires Fever 2 or higher to use. Other party members will attempt to use a random tier 2 or below skill. Failing to use a skill will result in a normal attack instead. If the user uses Rock n' Roll Out! while under the effects of Exhaust, the damage dealt by participating party members is increased.
Has a chance to increase the Fever gauge to 3, if the user is at Fever 2. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 3, if the user is at Fever 2. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.





SOS

Order Action skill. Requires Fever 2 or higher to use. Other party members will attempt to use a random skill that is either considered "defensive" (such as Destroyer counters) or causes some kind of healing (including attack skills that restore the user's HP, such as Vampire on Trickster). Failing to use a skill will result in a normal attack instead.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.


True Pro

The user has a chance to, at the start of battle, give themselves a buff that will prevent them from dying when taking mortal damage, and restore their LIFE.






Miss React

For a set amount of turns, when the user evades an attack, they will gain an extra turn.





Overtime

At the end of each turn, if any party member has a buff, the user has a chance to extend the duration of all buffs on the party.
Buffs granted by Star Sanctuary can be extended, but Superstar status cannot.
Buffs granted by Star Sanctuary can be extended, but Superstar status cannot.








Rocket Start

The user has a chance to, at the start of battle, restore their own LIFE, and start Fever.





...It's free real estate.
Tier 4 Skills
Angelic Pitch

Deals ranged MAT-based aerial damage to all enemies.



Rock Legend

Order Action skill. Requires Fever 3 or higher to use. Other party members will attempt to use a random tier 3 or below skill. Failing to use a skill will result in a normal attack instead. If the user uses Rock Legend while under the effects of Exhaust, the damage dealt by participating party members is increased.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Treat Yourself

Order Action skill. Requires Fever 3 or higher to use. Other party members will attempt to use a random skill. Failing to use a skill will result in a normal attack instead. If the user uses Treat Yourself while under the effects of Exhaust, the damage dealt by participating party members is increased.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.






Super Mellow Time

Order Action skill. Requires Fever 3 or higher to use. Other party members will use their React skills, if they know them. If they do not know them, they will use a basic attack instead.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.







EX Skills
Tokyo Arena

Instantly puts the user at Fever 4, activating Star Sanctuary as a result.











Tokyo Arena Plus

Order Action skill. Other party members will use special "hidden" skills on random enemies. Said skills can be found below.
Unlike other Order Action skills, the user's Exhaust does not affect other party members' damage for Tokyo Arena Plus.
Unlike other Order Action skills, the user's Exhaust does not affect other party members' damage for Tokyo Arena Plus.
Orochi Thrust

Used by samurais in the Battou stance. Deals ATK-based damage to one enemy.
Effectively a copy of rank 5 Serpent Thrust.
Effectively a copy of rank 5 Serpent Thrust.
Checkmate in 16

Used by samurais in the Iai stance. Deals ATK-based damage to one enemy.
Effectively a copy of rank 5 Mate in 16.
Effectively a copy of rank 5 Mate in 16.
Solstice Vamp

Used by tricksters that have daggers equipped. Deals melee ATK-based damage to one enemy. Has a chance to deal a critical hit. Restores the user's HP for a percentage of damage dealt. If the target is afflicted with bleeding, the healing multiplier is increased.
Effectively a copy of rank 5 Vampire.
Effectively a copy of rank 5 Vampire.
Hollowpoint Blank

Used by tricksters that have guns equipped. Deals ranged ATK-based damage to one enemy.
Effectively a copy of rank 5 Point Blank, minus the extra turn requirement.
Effectively a copy of rank 5 Point Blank, minus the extra turn requirement.
Quintetto

Used by destroyers. Deals ATK-based damage to one enemy.
Effectively a copy of rank 5 Quintet, minus the D-Depth 3 requirement.
Effectively a copy of rank 5 Quintet, minus the D-Depth 3 requirement.
Frozenflame

Used by psychics. Deals ranged MAT-based damage to one enemy. Attempts to inflict burn, freeze, and paralysis on the target.
Effectively a copy of rank 5 Frostburn.
Effectively a copy of rank 5 Frostburn.
noiztank.max

Used by hackers. Single-target. If the target is not hacked, does nothing. If the target is hacked, deals ranged MAT-based damage to them. Restores all party members' MANA, for a percentage of the damage dealt.
Effectively a copy of rank 5 noiztank.exe.
Effectively a copy of rank 5 noiztank.exe.
Perfect Pitch

Used by idols. Deals ranged MAT-based aerial damage to all enemies.
Effectively a copy of rank 5 Perfect Pitch.
Effectively a copy of rank 5 Perfect Pitch.















The specific data for Order Action skills can be found here.
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