Skill Reference
Every agent action in one place — damage multipliers, gauge costs, stun buildup, AoE and i-frames. Filter by agent or slot, sort by the numbers.
| Agent | Slot | Skill | DMG | Cost | Stun | AoE | i-frames |
|---|---|---|---|---|---|---|---|
| YOSHINO | Basic J | CHAINSAW DRAG Slow arc that drags through enemies. Massively amplified on stunned targets. |
0.9× | — | 8 | — | — |
| YOSHINO | Dodge / Counter SPACE | FRACTURE LUNGE Lunge forward and slam. Counter bonus if timed on attack. |
1.6× | — | 40 | — | 220ms |
| YOSHINO | EX (Quanta) E | SEISMIC CLEAVE Massive overhead slam. Stuns and slows everything in range. |
8× | 60 QUANTA | 120 | 110 | — |
| YOSHINO | Torque (Physical) MENU | RIPSAW SWEEP Crescent sweep around YOSHINO. Hits everything in a 90° arc. |
3.2× | 40 TORQUE | — | 90 | — |
| YOSHINO | Defense R | BRACE Plant and absorb. Getting hit while bracing triggers a free counter. |
— | — | — | — | — |
| VEXON | Basic J | SHOCK PULSE Fast shock projectile. High stun buildup. |
1.1× | — | 25 | — | — |
| VEXON | Dodge / Counter SPACE | BACKFLIP STRIKE Backflip dodge, overhead strike on the way down. Stun-heavy. |
1.4× | — | 80 | — | 180ms |
| VEXON | EX (Quanta) E | OVERLOAD Releases all stun charge in one AoE. Stuns all enemies. |
0.04× | 55 QUANTA | 999 | 130 | — |
| VEXON | Torque (Physical) MENU | VOLTAGE LANCE Discharge 8 lightning forks at the target. Heavy single-target, arcs to nearby foes and builds stun. |
7× | 45 TORQUE | 120 | — | — |
| VEXON | Defense R | STUN SHIELD Absorb one hit. On absorb, release a stun burst in all directions. |
— | — | — | — | — |
| TEMPO | Basic J | CHRONO BOLT Slow bolt that slows hit targets. |
0.7× | — | — | — | — |
| TEMPO | Dodge / Counter SPACE | REWIND STEP Temporal sidestep. Nearby enemies briefly freeze mid-attack. |
1.8× | — | — | — | 300ms |
| TEMPO | EX (Quanta) E | TIMESTOP Global time stop. 3 seconds of near-frozen world. Deal free damage. |
4.5× | 70 QUANTA | — | — | — |
| TEMPO | Torque (Physical) MENU | BLITZ DASH Rocket-dash to a target and slam. Closes the gap. |
4.5× | 35 TORQUE | — | — | — |
| TEMPO | Defense R | TIME BUBBLE Deploy a time bubble. Inside: you're fast, enemies crawl. |
— | — | — | — | — |
| JINX | Basic J | LUCKY SHOT Weak but crits constantly. Luck amplifies everything. |
0.6× | — | — | — | — |
| JINX | Dodge / Counter SPACE | COIN FLIP Might do almost nothing. Might do absurd damage. Luck decides. |
0.1× | — | — | — | 150ms |
| JINX | EX (Quanta) E | JACKPOT Random outcome weighted by Luck stat. Always at least good. |
1× | 40 QUANTA | — | — | — |
| JINX | Torque (Physical) MENU | COIN STORM 6 lucky kinetic strikes scatter across nearby enemies. |
2.2× | 30 TORQUE | — | 140 | — |
| JINX | Defense R | DODGE ROLL Pure evasion. No counter. Just avoid everything for 0.6s. |
— | — | — | — | 600ms |
| VAEL | Basic J | BREACH SHOT Charge for a massive shot. Full charge deals 3.5× base. |
2.2× | — | — | — | — |
| VAEL | Dodge / Counter SPACE | SNAP SHOT Point-blank instant shot on counter. No charge. Full damage. |
3.5× | — | — | — | 190ms |
| VAEL | EX (Quanta) E | RAILGUN Single piercing shot through the entire screen. Hits everything in line. |
15× | 65 QUANTA | 60 | — | — |
| VAEL | Torque (Physical) MENU | PIERCE VOLLEY 4-shot rapid volley at the targeted enemy. |
2.8× | 35 TORQUE | — | — | — |
| VAEL | Defense R | SCOPE IN Hold position. Immobile but tanky. Next attack after is devastating. |
— | — | — | — | — |
| SYNC | Basic J | DEPLOY TURRET Place a turret. Two max. Deals passive damage. |
0.5× | — | — | — | — |
| SYNC | Dodge / Counter SPACE | EMP BURST Counter into an EMP. Nearby enemies locked out of attacking. |
1.6× | — | — | — | 200ms |
| SYNC | EX (Quanta) E | OVERCHARGE Overcharge all turrets and self. 5 seconds of massively boosted output. |
— | 50 QUANTA | — | — | — |
| SYNC | Torque (Physical) MENU | EMP HAMMER Slam a circuit pulse. Single big hit + brief EMP lockout on nearby enemies. |
4.5× | 40 TORQUE | — | — | — |
| SYNC | Defense R | BARRIER FIELD Deploy a field shield. Absorbs damage for self and nearby allies. |
— | — | — | — | — |
| NOZOMI | Basic J | MATRIX WEAVE Vertex placed. The shape is drawing itself. |
— | — | — | — | — |
| NOZOMI | Dodge / Counter SPACE | PHASE SKIP Transit complete. Your position is a suggestion. |
— | — | — | — | 220ms |
| NOZOMI | EX (Quanta) E | GRID COLLAPSE ALL NODES — converge on target. NOW. |
— | 50 QUANTA | — | — | — |
| NOZOMI | Torque (Physical) MENU | LATTICE STRIKE Triangle of phantom strikes converges on the target. 3 staggered hits. |
2.8× | 40 TORQUE | — | — | — |
| NOZOMI | Defense R | SIGNAL BARRIER Hex lattice up. They will feel resistance. |
— | — | — | — | — |
DMG is the skill's base multiplier on your ATK; the real number scales with your whole build (see the damage formula). Costs spend the Quanta or Torque gauge.