The information below is for the upcoming currently unreleased Warbeasts expansion, but is meant to provide further details about Allisara and the Warbeasts. What is included here is subject to change as testing and balancing continue, but is added here to provide context for what can be expected.
Allisara
Name: Allisara Luka Tilandrei XII
DOB: October 29, 1897 (story takes place in 1919)
Element: Water
Weapon: Quarterstaff
Playstyle: Evasive/Area Control
Maximum Stats (through Soul Triad only, no weapons)
HP - 100
Attack - 20
Defense - 0%
Combat Movement - 50%
Flow
Allisara's dodges are unique compared to the rest of the cast. Unlike other characters, her dodges can change direction mid-dodge and every time she dodges, she adds Flow Clouds to the battlefield which remain in play for 5 seconds at base.
These Flow Clouds can be used for a variety of purposes -- for Flowspike to turn Flow Clouds into spiky area-of-effect damage, for Flowheal to heal party members touching the Clouds, for Flowcharge for party Attack buffs, for widespread immobilization with Trance, and enhancements for Body abilities like Surfstaff and Channelstrike to name a few uses.
Learnable Active Abilities:
Body
Pushback (initally unlocked) - Inflicts Stagger at close range. Allisara's Pushback can be improved through Soul Triad to add Flow Clouds to the battlefield on successful Pushback.
Knockdown (initially unlocked) - Inflicts Knockdown at close range. Story/Endless Dungeon passives can allow Knockdown to remove 5 seconds of cooldown from all of Allisara's Body abilities.
Staff Spin - Deals Attack x 1 damage per 1/4 second around the user for 1 second, and is controllable similar to Jimmy's Twister and Caesara's Bladewheel. Through Soul Triad, can have its damage and cooldown improved, can gain invincibility, and can add Flow Clouds on Staff Spin's end. Story/Endless Dungeon passives can allow for 3x damage if Staff Spin hits an enemy inside one of Allisara's Flow Clouds.
Surfstaff - A dash attack that propels Allisara forward and deals Attack x 2 damage. If Allisara makes contact with one of her Flow Clouds during Surfstaff, Surfstaff will extend along the Flow Clouds in the order they were placed (newest to oldest) until a Flow Cloud is too far away or there are no Flow Clouds left in the chain. Through Soul Triad, can have its damage and cooldown improved, can gain a leaping finisher attack when reaching the end of a Flow Cloud chain, and during the Body Field Effect can gain increased Surfstaff and finisher power for each Flow Cloud currently travelled through during that Surfstaff use.
Channel Strike - A powerful attack that deals Attack x 3 damage. Before the attack, Allisara spends 2 seconds winding up and absorbing her active Flow Clouds, and changes the base damage output to Attack x (3 + (0.1 per absorbed Flow Cloud)). Through Soul Triad, can have its damage and cooldown improved (including a 4x damage boost during Body Field Effect).
Mind
Flowspike (initially unlocked) - Allisara turns all of her active Flow Clouds into area-of-effect spikes, each of which deal Attack x 0.15 damage. Through Soul Triad and Weapons, can have its damage improved. Story/Endless Dungeon passives can allow for 8x more damage during Mind Field Effect.
Flowheal (initially unlocked) - Allisara turns all of her active Flow Clouds into healing energy, which heals any party members touching a Flow Cloud for 20 HP at base (only once per Flowheal trigger). Through Soul Triad and Weapons, can have its healing improved.
Flowwarp - Allisara warps to her oldest Flow Cloud, dealing Attack x 1 damage to the area and boosting duration of her active Flow Clouds by 0.5 seconds. Through Soul Triad, can have its damage and cooldown improved, and can grant the party a buff of Attack + 1 per active Flow Cloud. Story/Endless Dungeon passives can allow for Flow Cloud duration to be boosted further during the Mind Field Effect.
Flowcharge - For 8 seconds, Allisara gains Attack + 1 and Defense + 1% for each active Flow Cloud she has in play. Through Soul Triad, can make it so the Mind Field Effect doubles the Attack and Defense gains of Flowcharge.
Flowcurrent - For 2 seconds, Allisara rotates all of her active Flow Clouds around the battlefield, boosts their duration by 2 seconds, and any enemy touching one of her Flow Clouds suffers Attack x 0.1 damage every 1/5 second. Through Soul Triad, can have its damage and cooldown improved, and can gain damage boost during Mind Field Effect/damage reduction/status immunity while Flowcurrent is active.
Water Siphon
Spellsling (initially unlocked) - Allisara fires a projectile that deals Attack x 2 damage. Through Soul Triad, can have its damage and cooldown improved, and can make it so the Water Field Effect boosts damage by 20x and reduces cooldown by 10 seconds. Story/Endless Dungeon passives can allow for Flow Clouds to be added if Spellsling hits an enemy.
Lifegrant (initially unlocked) - Heals all living party members for 10 HP at base. Through Soul Triad, can have its damage and cooldown improved, and can make it so the Water Field Effect further doubles healing power, revives all dead party members and reduces cooldown by 5 seconds.
Mist - For 8 seconds, Allisara's Flow Clouds slowly increase in size and deal Attack x 0.1 damage every 1/5 second at base. Through Soul Triad, can have its cooldown improved, and can make it so the Water Field Effect boosts damage by 10x and reduces cooldown by 10 seconds. Story/Endless Dungeon passives can allow for the Water Field Effect to grow Flow Clouds at 3x Mist's normal growth speed.
Trance - For 5 seconds, enemies that are touching one of Allisara's Flow Clouds cannot move or dodge. Through Soul Triad, can have its cooldown improved, and can make it so the Water Field Effect reduces enemy damage output by 80% while they are trapped in a Trance-powered Flow Cloud and reduces cooldown by 10 seconds.
Fellriver - Allisara fires out a stream of water that deals Attack x 1 damage. Through Soul Triad, can have its damage and cooldown improved, and can make it so the Water Field Effect boosts damage by 6x and reduces cooldown by 10 seconds.
Weapons
Quarterstaff (default weapon) - Boosts Attack stat by 5% per weapon level (allowing Allisara's max Attack stat to reach 30). Like all default weapons, good for practically any style of play.
Royal Sceptre - Allisara's Flowspike Damage is boosted by 40% per weapon level. Useful for Mind Field Effect teams, so that Allisara can make use of her Story/Endless Dungeon passive to make Flowspike (which has a 1 second cooldown) put out more reasonable damage to a large area.
Bladestaff - Allisara's Body abilities deal 20% more damage per weapon level. Meant primarily for Body Field Effect teams.
Legendary Rake - Allisara's basic attacks draw her Flow Clouds closer to her, and her basic attacks are boosted by 10% per weapon level per Flow Cloud that she is currently in. While her low Attack would make her typically more reliant on ability usage, Allisara's high attack speed and her basic attack-focused Warbeast, Aquigere, allow her to work more synergistically with her Warbeast if Aquigere is the player's go-to Warbeast summon.
Fire Rod - Makes Allisara Fire elemental as well as Water elemental, and basic melee attacks add to the Fire Siphon Field Effect. Primarily useful for supporting Cook, Jimmy and/or Caesara in their own Fire Siphon builds.
Mist Staff - Boosts the damage of Water Siphon abilities by 10% per level. In this case, this applies to Spellsling, Mist and Fellriver, and is applied mainly for Allisara's Water Siphon builds, while not having to deal with the sacrifices of the more Water Siphon-oriented Sharktooth Staff.
Asclepius - Allisara's Flowheal Power is boosted by 4 HP per weapon level. As Allisara's Flowheal is only on a 1 second cooldown, this turns her into a very powerful healer.
Leviathan - Allisara's Flow Clouds last 0.2 seconds more per weapon level. Useful for builds that require Flow Clouds to be out for longer periods (as opposed to transformational abilities like Flowspike and Flowheal), particularly for Surfstaff, Channel Strike, Flowwarp, Flowcharge, Mist and Trance.
Sharktooth Staff - Allisara can no longer produce Flow Clouds, but all of her cooldowns are reduced by 0.5 seconds per weapon level. Since Allisara relies very heavily on her Flow for her abilities, this is primarily used for Water Field Effect teams, as Allisara's Spellsling, Lifegrant and Fellriver are not reliant on Flow. Spellsling and Fellriver in particular can get zero cooldown with Sharktooth Staff, Water Field Effect and all of their cooldown passives, allowing Allisara to act as a distance-caster and an excellent Water Field Effect maintainer.
Extreme -- Mist Hazard
Allisara's Flow Clouds begin growing larger for 15 seconds, and each Flow Cloud deals damage every 1/5 second based on its current size.
Heist passives
Ground Team -- Flow Force - The Ground Team's Attack stat is boosted by 1 and their Defense stat is boosted by 1% per active Flow Cloud in play. Useful for general offense and defense for any team, though it may rely on unnecessary dodging from Allisara to keep the buffs high for her two teammates.
Recon Team -- Spy Games - Enemies will not see and join in with other enemies who are currently pursuing a team. Does not affect Thormia and Hellhounds. Useful for avoiding fights in crowded areas.
Getaway Team -- Heavy Fog - Enemy sight range outside of the building is reduced by 1 (minimum of 1). Can be useful for making it to the roads a bit easier.
Naval Conquest abilities
Naval Magic -- Psychic Influence - On selecting an enemy monster, it will gain 5x max HP, have its health refilled, and it will fight alongside the player until the battle ends.
Naval Passive -- Born Strategist - If morale is over 50%, the player boat's damage and boarding decreases from their own cannonfire and ram damage is multiplied by (100% + (Morale - 50%)).
RopeRange ability
Royal Prerogative - If a sawblade is currently under player ownership, no sawblade can cut the player's rope.
Prison Break crime
Perjury - If her Hygiene is 80% or higher, Allisara is able to approach and convince a guard that she herself is a guard. Doing so will immediately put Allisara in a guard uniform without requiring or expending a guard uniform from her inventory. However, going through with this action will drop Allisara's Unity by 50%.
Warbeasts
Omneon, Warbeast of Power (Cherry)
Stat growths per level -- HP + 30, Attack + 7
Max stats at level 15 -- HP - 550, Attack - 125, Defense - 0%, Combat Movement - 0%
Summary -- A Warbeast that focuses only on inflicting high damage with a wide range of attacks. Has only active abilities (no customizable passive abilities like the others) and is the weakest Warbeast defensively.
Abilities
Armageddon -- For 5 seconds, the user deals Attack x 0.8 damage every 1/5 second to a radius of 5 body widths around the user. Has a base cooldown of 30 seconds. Each level boosts Armageddon's damage by 10% and reduces cooldown by 1 second. At level 6, the duration of Armageddon is boosted to 8 seconds.
Chromakill -- The user fires laser beams in front of them that deals Attack x 3 damage. Has a base cooldown of 15 seconds. Each level boosts Chromakill's damage by 10% and reduces cooldown by 0.5 seconds. At level 6, enemies hit by Chromakill suffer instant death if their current HP is at 20% max HP or less.
Full Throttle -- Dash attack that deals Attack x 2 damage and inflicts Knockdown. Has a base cooldown of 8 seconds. Each level boosts Full Throttle's damage by 10% and reduces cooldown by 0.5 seconds. At level 6, the user's attacks deal 2x damage to enemies suffering from Knockdown.
Annihilate -- Slow, high-damage Power attack that deals Attack x 5 damage. Has a base cooldown of 15 seconds. Each level boosts Annihilate's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, Annihilate's damage output is further quadrupled.
Charytio, Warbeast of Betrayal (Knight)
Stat growths per level -- HP + 40, Attack + 5, Defense + 2%
Max stats at level 15 -- HP - 700, Attack - 95, Defense - 30%, Combat Movement - 0%
Summary -- A Warbeast that grows heavily in power as their summoner's HP decreases. Requires high risk and/or a dead summoner to function at its most effective.
Abilities
Traitor's Sprint -- Dash attack that deals Attack x 1 damage. Damage is boosted by ((100% - Summoner's HP%) x 3). Has a base cooldown of 8 seconds. Each level boosts Traitor's Sprint's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, this ability's damage boost is altered to ((100% - Summoner's HP%) x 13).
Miasma -- Adds a persistent area of poison gas that lasts for 5 seconds. Enemies within the poison gas suffer Attack x 0.3 damage every 1/5 second and become Poisoned. Has a base cooldown of 15 seconds. Each level boosts Miasma's damage by 10% and reduces cooldown by 0.5 seconds. At level 6, Miasma deals 4x damage and boosts Poison damage by 8x if enemy is acting within a Miasma cloud.
Adrenaline (passive) -- As the summoner's HP lowers, the user's damage output is multiplied by (100% + ((100% - Summoner's HP%) x (50% + (10% per level)))). At level 6, both the party and the user gain Attack + 40 while the summoner's HP is at 50% or lower and the user is in play.
Crush the Vulnerable (passive) -- The user's damage to an enemy is multiplied by (100% - Enemy's HP%) x (100% + (50% + (10% per level))). At level 6, the party gains this ability while the summoner's HP is under 50% and the user is in play.
Themimanthus, Warbeast of Judgement (Alberto)
Stat growths per level -- HP + 50, Attack + 3, Defense + 4%
Max stats at level 15 -- HP - 850, Attack - 65, Defense - 60%, Combat Movement - 0%
Summary -- A defensive Warbeast that focuses on reducing damage and healing. Is not very strong offensively and, in Story/Endless Dungeon, requires niche Siphon Field Effect handling to boost team offense.
Abilities
Decree -- Sweeping attack that deals Attack x 2 damage. Has a base cooldown of 8 seconds. Each level boosts Decree's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, Decree heals the user and all party members for 10 HP per enemy hit.
Purge -- Beam of light from above that deals Attack x 2 damage. Has a base cooldown of 15 seconds. Each level boosts Purge's damage by 20% and reduces cooldown by 1 second. At level 6, Purge inflicts a debuff that cause the target to deal 50% less damage for 5 seconds.
Courage (passive) -- As the summoner's HP lowers, the user's received damage is reduced by ((100% - Summoner's HP%) x (5 per level))%. At level 6, both the party and the user take half damage while the summoner's HP is at 50% or lower and the user is in play.
Balanced Battlefield (passive) -- During a Siphon Field Effect that does not match the user or party member's element that character deals 10% more damage per level and suffers 5% less damage per level if the user is in play. At level 6, basic attacks for the party and user inflict Stun during any Siphon Field Effect.
Attregor, Warbeast of Siege (Tara)
Stat growths per level -- HP + 70, Defense + 6%
Max stats at level 15 -- HP - 1150, Attack - 20, Defense - 90%, Combat Movement - 0%
Summary -- Heavily defensive Warbeast with stall tactics that focuses on getting stronger the longer the fight goes on for. Is very limited and weak offensively, and requires being in play for a long time to provide decent damage.
Abilities
Poliorcetic Charge -- Dash attack that deals Attack x 2 damage. The damage further increases by 1% for every second that the user has been active on the battlefield for. Has a base cooldown of 15 seconds. Each level increases Poliorcetic Charge's damage by 20% and decreases cooldown by 1 second. At level 6, the damage increase becomes 3% per second.
Greatwall -- The user and all party members reduce the damage from 1 attack to 0. Has a base cooldown of 30 seconds. Each level increases the number of nullified hits by 1 (does not stack on recast) and reduces cooldown by 1 second. At level 6, if the user or party member has nullification hits left, their damage is boosted by (10% x number of nullification hits left).
Danger Zone (passive) -- Enemies within 10 body widths of the user suffer 1% more damage per level for every 20 seconds the user is in play. At level 6, the area is boosted to 20 body widths.
Starve (passive) -- For every second the summon is in play for the current battle, all enemies lose 0.25% Attack Stat up to 8% per level (until the user is removed from play). At level 6, when the percentage of Attack stat lost from Starve becomes 45% or higher, the enemy suffers from Stagger every 2 seconds.
Ciunatur, Warbeast of Silence (Pound)
Stat growths per level -- HP + 60, Attack + 2, Defense + 4%
Max stats at level 15 -- HP - 1000, Attack - 50, Defense - 60%, Combat Movement - 0%
Summary -- A Warbeast focused on blocking and adding cooldown to enemy abilities to heavily restrict the enemy's options. Is less useful if the enemy is not reliant on abilities or they have special traits that are not associated with cooldowns.
Abilities
Silence -- Adds 4 seconds to ability cooldowns of all enemies (if the cooldown for each individual ability is active). Enemies dodging or otherwise invincible are not affected. Has a base cooldown of 15 seconds. Each level increases Silence's Cooldown Add times by 0.5 seconds. At level 6, Silence inflicts Stagger to all enemies it hits.
Exhaustion Aura -- For 5 seconds, the user deals Attack x 0.1 damage every 1/5 second to a radius of 5 body widths around the user. Damage is boosted by 50% for each active cooldown the target has. Has a base cooldown of 15 seconds. Each level boosts Exhaustion Aura's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, block-staggering an enemy causes Exhaustion Aura to deal 500% damage per active cooldown instead of 50%.
Higher Standard (passive) -- Enemy basic attacks deal 8% less damage per level while the user is in play. At level 6, enemies who attack a blocking character with basic attacks trigger a buff on the blocking character that doubles block heal speed for 5 seconds.
Stalwart (passive) -- Party members who are blocking take 10% less damage per level (minimum 1 damage received) while the user is in play. At level 6, enemies attacking a blocking party member get 0.5 seconds added to all of their active cooldowns (if the attack does not bring the blocking party member's HP to 0).
Nemegatus, Warbeast of Command (Cook)
Stat growths per level -- HP + 50, Attack + 3, Defense + 4%
Max stats at level 15 -- HP - 850, Attack - 65, Defense - 60%, Combat Movement - 0%
Summary -- A Warbeast that gains power from party members or enemies being in close proximity. Is overly reliant on position and can put the party at a disadvantage to strong area-of-effect attacks.
Abilities
Shock and Awe -- Power attack that deals Attack x 5 damage. Has a base cooldown of 20 seconds. Each enemy hit reduces the cooldown by 2 seconds. Each level boosts Shock and Awe's damage by 30%. At level 6, the cooldown reductions become 4 seconds per enemy hit rather than 2 seconds.
Dishearten -- Deals Attack x 2 damage to radius of 5 body widths around the user. Each party member within 10 body widths reduces the cooldown by 2 seconds and boosts damage by 100%. Has a base cooldown of 15 seconds. Each level boosts Dishearten's damage by 20% and reduces cooldown by 1 second. At level 6, Dishearten inflicts Stun if a party member is within 10 body widths, and adds 2 seconds of Stun for each additional party member.
Calculus of War -- Forces all enemies to target the user for 5 seconds and drags all enemies closer to the user. Has a base cooldown of 20 seconds. Has less priority than Provoke and Cacophony. Each level boosts Calculus of War's duration by 0.5 seconds and reduces cooldown by 0.5 seconds. At level 6, enemies targetting the user deal 50% less damage and take 50% more damage from the user and party while Calculus of War is active.
Leadership (passive) -- Party members within 10 body widths of the user take 5% less damage per level and deal 5% more damage per level. At level 6, the summoner gains the same ability (which applies to the user and other party members except for the summoner) if the user is in play (party members covered by both user and summoner have their damage and damage reduction buffs apply multiplicatively).
Vodyadel, Warbeast of Shadows (Claire)
Stat growths per level -- HP + 40, Attack + 5, Defense + 2%
Max stats at level 15 -- HP - 700, Attack - 95, Defense - 30%, Combat Movement - 0%
Summary -- A Warbeast that focuses on invisibility and debuffing enemy defenses. Relies heavily on ally and enemy positioning and counts on the rest of the party to immobilize the enemy from dodging.
Abilities
Shadow Tag -- Projectile that deals Attack x 1 damage and makes the user hidden to the enemy for 8 seconds on hit. Has a base cooldown of 8 seconds. Each level boosts Shadow Tag's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, Shadow Tag deals 8x more damage to enemies already affected by Shadow Tag.
Monster of the Dark -- Adds a persistent shadow zone for 30 seconds that hides the user and any party members standing inside the shadow's area and boosts the damage of the user and party members within the shadow by 10% per level (only once, not for each shadow zone). Has a base cooldown of 8 seconds. At level 6, Monster of the Dark deals Attack x 8 damage if enemies are touching a new shadow zone as it is added.
Lockdown -- On trigger, all enemies touching a Monster of the Dark shadow zone (that are not dodging or otherwise invincible) suffer Attack x 1 damage and cannot move or dodge for 3 seconds. Has a base cooldown of 20 seconds. Each level boosts Lockdown's damage by 100% and reduces cooldown by 1 second. At level 6, enemies suffering from Lockdown's movement debuff takes 50% more damage.
Revenant Shade (passive) -- While the user is in play, enemies inflicted with Shadow Tag take 10% more damage per level from attacks. At level 6, this value is boosted to 20% more damage per level rather than 10%.
Aonbharret, Warbeast of Blood (Jimmy)
Stat growths per level -- HP + 50, Attack + 4, Combat Movement + 10%
Max stats at level 15 -- HP - 850, Attack - 80, Defense - 0%, Combat Movement - 150%
Summary -- A high-speed offensive Warbeast that can be customized for counterattacks and getting stronger as the fight goes on. Is far too wild in its approach to battle and often drags the fight elsewhere.
Abilities
Nightmare -- Dash attack that deals Attack x 3 damage and moves the user forward until they make contact with a wall or boundary. Has a base cooldown of 5 seconds. Each level boosts Nightmare's damage by 30%. At level 6, the user takes half damage and becomes immune to status ailments while using Nightmare.
Ragestomp -- Deals Attack x 2 damage and Knockdown to a radius of 5 body widths around the user. Has a base cooldown of 8 seconds. Each level boosts Ragestomp's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, Ragestomp deals 3x damage to enemies suffering from Knockdown (even if Ragestomp is what triggers the Knockdown).
Bloodlust (passive) -- Every Nightmare use adds (1% per level per Nightmare use) to all of the user's damage for the current battle. At level 6, the user gains Attack + 1 per Nightmare use that battle.
Sanguine (passive) -- If this ability level is at least 1, every hit to the user counters for 20 damage per level. At level 6, the damage is further multiplied by (100% + (100% - Summon's HP%)).
Alleroch, Warbeast of Fidelity (Brooks)
Stat growths per level -- HP + 70, Attack + 2, Defense + 2%
Max stats at level 15 -- HP - 1150, Attack - 50, Defense - 30%, Combat Movement - 0%
Summary -- A Warbeast focused on defensive support that gains power based on the actions of its summoner. Is weak offensively if its summoner has too many poorly timed cooldowns or does not block enough.
Abilities
Conviction -- Dash attack that deals Attack x 2 damage. Has a base cooldown of 5 seconds. Each level boosts Conviction's damage by 30%. At level 6, Conviction deals (12 - (4 * x)) times more damage, where x is the number of active cooldowns for the summoner (multiplier will not decrease below 1).
Faith -- Decrease current active cooldowns for all abilities of party members (not the user) by 2 seconds. Has a base cooldown of 20 seconds. Each level reduces Faith's cooldown by 0.5 seconds. At level 6, the cooldown reduction for party members is boosted from 2 seconds to 5 seconds.
Immovable -- Grants the user and party members status immunity for 5 seconds. Has a base cooldown of 15 seconds. Each level boosts Immovable's duration by 0.5 seconds. At level 6, the user and party members take half damage while Immovable is active.
Evervigilant (passive) -- While the user is in play, the user and all party members take 5% less damage per level while the summoner is blocking. At level 6, the user and all party members deal 50% more damage while the summoner is blocking.
Chrysomalliege, Warbeast of Crusades (Caesara)
Stat growths per level -- HP + 30, Attack + 4, Defense + 6%
Max stats at level 15 -- HP - 550, Attack - 80, Defense - 90%, Combat Movement - 0%
Summary -- A Warbeast that gains in power as more enemies are killed while it is in play (and can apply this power to the party). Is considerably less useful if fights contain only one enemy or it is summoned late in the fight.
Abilities
Purifying Flames -- Short-range flamethrower attack that deals Attack x 0.1 damage every 1/10 of a second and lasts for 3 seconds. Has a base cooldown of 8 seconds. Each level boosts Purifying Flames' damage by 30%. At level 6, Purifying Flames deals 50% more damage and reduces cooldown by 0.25 seconds for each enemy killed in the current battle since the user was in play.
Holy War -- Deals Attack x 2 damage to a radius of 5 body widths around the user. Has a base cooldown of 15 seconds. Each level boosts Holy War's damage by 20% and reduces cooldown by 1 second. At level 6, Holy War deals 50% more damage and reduces cooldown by 0.25 seconds for each enemy killed in the current battle since the user was in play.
Burn On (passive) -- For every enemy killed in the current battle since the user is in play, the user's damage is boosted by 2% per level per enemy killed. At level 6, this bonus applies to the party so long as the user is in play.
Liberation (passive) -- When an enemy is killed and the user is in play, the user and all living party members are healed for 1 HP per level per enemy killed in the current battle since the user first came into play. At level 6, the user and the party gain 0.5 seconds of invincibility per enemy killed in the current battle since the user first came into play when an enemy is killed (extra uses do not stack, just brings the invincibility timer to the highest current value).
Aquigere, Warbeast of Inteception (Allisara)
Stat growths per level -- HP + 60, Attack + 2, Defense + 4%
Max stats at level 15 -- HP - 1000, Attack - 50, Defense - 60%, Combat Movement - 0%
Summary -- A mobile Warbeast that focuses on Stagger and heavily buffing the party's basic attacks. Typically not useful if the party does not have members that are set up to make use of high damage basic attacks.
Abilities
Harrier -- Dash attack that deals Attack x 2 damage and Stagger. Has a base cooldown of 5 seconds. Each level boosts Harrier's damage by 20% and reduces cooldown by 0.25 seconds. At level 6, the user cannot be targetted during Harrier, and if the enemy is already Staggered when Harrier hits, Harrier deals 8x damage to that enemy.
Emissary -- For 5 seconds, basic attacks for party members deal 50% more damage per level and hit all enemies that are not dodging or otherwise invincible. Has a base cooldown of 15 seconds. Each level reduces cooldown by 0.5 seconds. At level 6, party members using basic attacks cannot be block-staggered while Emissary is active.
Agency (passive) -- Successfully blocking an attack puts a debuff on the attacking enemy that causes them to suffer (40% x Level) more damage from basic attacks for 5 seconds. At level 6, the duration of the debuff is boosted to 10 seconds.
Intercession (passive) -- If this ability level is at least 1, basic attacks that hit an attacking or acting enemy deal 10% more damage per level. At level 6, basic attacks get an additional 2x damage when Intercession triggers.