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.
| Agent | EX (Quanta) | Cost | Torque (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
| Agent | Defense | Effect |
|---|---|---|
| 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).