neurøwave WIKI

Combat & Skills

Every agent shares the same five-action grammar, but fills it with a wildly different kit. Learn the grammar once; it transfers to the whole roster.

The two gauges

QUANTA EX gauge

Builds passively and from landing hits. Spend it on your EX skill (the E key, or from the tactical menu). EX skills are the big, screen-shaping plays — Railguns, Timestops, Overloads.

TORQUE Physical gauge

A separate resource for your Torque skill, used from the tactical menu. Torque skills are reliable physical bursts — sweeps, lances, volleys — that don't compete with EX.

The five actions

Basic J

Your bread-and-butter attack on the J key. Hold or tap depending on the agent — some charge, some chain.

Dodge / Counter SPACE

A dodge with brief invincibility (i-frames) on SPACE. Time it on an enemy attack to trigger a counter that flows back into your basic.

EX (Quanta) E

Spends the Quanta gauge. The signature, high-impact ability — usually the reason to pick the agent.

Torque (Physical) MENU

Spends the Torque gauge from the tactical menu. A dependable physical skill that complements EX.

Defense R

The R-key panic button — brace, shield, evade or zone, depending on the agent.

EX & Torque by agent

Costs are gauge points. Click an agent for the full kit.

AgentEX (Quanta)CostTorque (Physical)Cost
YOSHINO SEISMIC CLEAVE
Massive overhead slam. Stuns and slows everything in range.
60 RIPSAW SWEEP
Crescent sweep around YOSHINO. Hits everything in a 90° arc.
40
VEXON OVERLOAD
Releases all stun charge in one AoE. Stuns all enemies.
55 VOLTAGE LANCE
Discharge 8 lightning forks at the target. Heavy single-target, arcs to nearby foes and builds stun.
45
TEMPO TIMESTOP
Global time stop. 3 seconds of near-frozen world. Deal free damage.
70 BLITZ DASH
Rocket-dash to a target and slam. Closes the gap.
35
JINX JACKPOT
Random outcome weighted by Luck stat. Always at least good.
40 COIN STORM
6 lucky kinetic strikes scatter across nearby enemies.
30
VAEL RAILGUN
Single piercing shot through the entire screen. Hits everything in line.
65 PIERCE VOLLEY
4-shot rapid volley at the targeted enemy.
35
SYNC OVERCHARGE
Overcharge all turrets and self. 5 seconds of massively boosted output.
50 EMP HAMMER
Slam a circuit pulse. Single big hit + brief EMP lockout on nearby enemies.
40
NOZOMI GRID COLLAPSE
ALL NODES — converge on target. NOW.
50 LATTICE STRIKE
Triangle of phantom strikes converges on the target. 3 staggered hits.
40

Defensive options

AgentDefenseEffect
YOSHINO BRACE Plant and absorb. Getting hit while bracing triggers a free counter.
VEXON STUN SHIELD Absorb one hit. On absorb, release a stun burst in all directions.
TEMPO TIME BUBBLE Deploy a time bubble. Inside: you're fast, enemies crawl.
JINX DODGE ROLL Pure evasion. No counter. Just avoid everything for 0.6s.
VAEL SCOPE IN Hold position. Immobile but tanky. Next attack after is devastating.
SYNC BARRIER FIELD Deploy a field shield. Absorbs damage for self and nearby allies.
NOZOMI SIGNAL BARRIER Hex lattice up. They will feel resistance.

Stun & anomaly

Many attacks build a target's stun bar; a stunned enemy takes drastically more damage. That's the core combo loop — build stun with one agent (YOSHINO, VEXON), then cash it in with a heavy hitter. Elemental hits also build anomaly, a secondary payoff tracked per element (electric, fire, ice, ether, physical).