Command Point Buy: Difference between revisions

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| header1    = The Ability and Proficiency System
| data2      =
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.
}}
Command Point Buy is part of the [[Proficiency]] System. Command Point Buy is specifically designed to allow a character to sacrifice all offensive capabilities in favor of command support on the battlefield, and directing the flow of battle. Command Point Buy Abilities require the Stance Ability provided for free as soon as a single Point Buy Pack is purchased from this selection. Command Point Buy is only recommended for people who feel like they can pay attention and don't get overwhelmed by Ability usage in Group Combat. A lot of Command Point Buy involves paying attention to Link Powers established on Allies.  
Command Point Buy is part of the [[Proficiency]] System. Command Point Buy is specifically designed to allow a character to sacrifice all offensive capabilities in favor of command support on the battlefield, and directing the flow of battle. Command Point Buy Abilities require the Stance Ability provided for free as soon as a single Point Buy Pack is purchased from this selection. Command Point Buy is only recommended for people who feel like they can pay attention and don't get overwhelmed by Ability usage in Group Combat. A lot of Command Point Buy involves paying attention to Link Powers established on Allies.  


==Stance Ability==
==Stance Ability==
The Command Stance Stance Ability is required for all Command Point Buy Abilities. This Ability cannot be point-bought, but is included for free as long as at least one Command Point Buy Pack has been purchased. This Ability does not do much besides enable further Command Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way.
The Command Stance Stance Ability is required for all Command Point Buy Abilities. This Ability cannot be point-bought, but is included for free as long as at least one Command Point Buy Pack has been purchased. This Ability does not do much besides enable further Command Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way. '''Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.'''
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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Command Stance | To enter Command Stance, the user must have no Weapon or Shield equipped, but Armor is permitted. When entering Command Stance, the user cannot use any other Abilities except Racial Traits, Command Point Buy Abilities, and any active Link Powers are broken. The user may also not perform Attack Emotes, but can defend against incoming attacks with Wisdom as Main Defense Stat. Additionally, if the user fails a Defensive roll while being attacked (and takes damage), they can immediately relocate to anywhere they can walk to within 15 Blocks after taking damage. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown. If the user was Mounted, they remain Mounted while in Command Stance, but cannot use Abilities that require a mount.}}
| Grants the user {{#simple-tooltip: Command Stance | During Command Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. When entering Command Stance, the user may also not perform Attack Emotes. Additionally, in place of a basic attack the user may target another character within Emote Range and add 4 to the minimal result of either their next Attack or Defense roll (/roll 5 17 as an example). This does not Stack with itself, or with other bonuses that raise the minimum result. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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==Command Point Buy Packs==
==Command Point Buy Packs==
===Focus Command===
===Degrading Command===
Focus Command gives the user a way to prevent copious amounts of Link Break Abilities from ruining their support Abilities of Allies.
This pack gives the user a way to punish the copious amounts of Link Break Abilities that will be coming their way.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#f7eed5;" | Focus Command
| style="background-color:#f7eed5;" | Degrading Command
| Passive Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Focus Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Ability has two functions to prevent a Commander from being Countered a lot. Firstly, the user is immune to Link Break Abilities, though any Targets they have with Links on them are not. Secondly, if any of their Links are broken by a Link Break Ability, their Link Targets cannot have a Link Break Ability used on them for the next 15 Minutes.  
| Grants the user {{#simple-tooltip: Degrading Command | To punish the enemy for tactical play, use this Ability as a reaction to an enemy breaking one of the User’s Links, and without using an Action. The target gains -2 to their Attack for the next 15 minutes. Degrading Command has a 30 minute cooldown.  
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Aquatic Command===
 
Aquatic Command allows the user to permit Allies to fight underwater with coordination and skill where they otherwise could not.  
===Mobile Command===
This pack allows the user to permit Allies to fight in places where otherwise they could not.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#f7eed5;" | Aquatic Command
| style="background-color:#f7eed5;" | Mobile Command
| Active Technique
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Aquatic Command |  This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Link Ability can Target two Allies at once, but does not go on Cooldown until both Links are broken or removed. The Target Allies gain Arcana Oceana, meaning they can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. Aquatic Command has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Mobile Command |  To allow freedom of movement, place this Link on an Ally within range. This link lasts until broken, and grants the target an extra 2 Blocks of movement, as well as the ability to fight freely underwater. Lastly, once per usage of this Ability, the target can scale a wall using an Ender Pearl in-game. Once broken, Mobile Command has a 2 Hour Cooldown. }}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Chase Command===
===Chase Command===
Chase Command allows a commander to make an Ally move around better, either by making them automatically chase Enemies using Movement Abilities, or by tagging along with Allies using them.  
This pack allows a commander to make an Ally move around better, either by making them automatically chase Enemies using Movement Abilities, or by tagging along with Allies using them.  
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|-
|-
| style="background-color:#f7eed5;" | Chase Command
| style="background-color:#f7eed5;" | Chase Command
| Active Technique
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Chase Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. First establish a Link Power onto an Ally. Then, establish a Link Power between that Ally and another Ally, or an Enemy. The first targeted Ally now duplicates all Movement Powers used by the second Target, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects). Once broken or removed, Chase Command has a 30 Minute Cooldown.  
| Grants the user {{#simple-tooltip: Chase Command | As a reaction to an enemy using a Movement Ability, the user places a Link upon both an Ally and that Enemy. As long as it is upheld, the Ally copies all Movement Abilities used by the enemy, landing on the same destination, though not benefitting from additional mechanics (like attack Emotes, or Knockback effects) for the next 15 minutes. This does not use the Ally’s Move or Action. Chase Command has a 1 hour Cooldown once broken. }}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Attack Command===
===Attack Command===
Attack Command is used to bolster the attack capacity of multiple allies, or to super-charge the attack capacity of a single ally.  
This pack is used to bolster the attack capacity of an Ally, allowing them to strike out of turn.
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|-
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| style="background-color:#f7eed5;" | Attack Command
| style="background-color:#f7eed5;" | Attack Command
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Attack Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Combat Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Attack Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.
| Grants the user {{#simple-tooltip: Attack Command | The user points to an Ally within range, immediately instructing them to make an attack. Without using their action, the target makes an attack out of turn against an enemy of the user’s choosing, as long as that enemy is within range of the ally’s attacks. Attack Command has a 30 Minute Cooldown once used. }}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Defend Command===
===Defend Command===
Defend Command is used to bolster the defense capacity of multiple allies, or to super-charge the defense capacity of a single ally.  
This pack is used to bolster the defense capacity of multiple allies, or to super-charge the defense capacity of a single ally.  
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|-
|-
| style="background-color:#f7eed5;" | Defend Command
| style="background-color:#f7eed5;" | Defend Command
| Active Technique
| Link Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Defend Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
| Grants the user {{#simple-tooltip: Defend Command | The user can target up to 2 Allies to divide +3 total Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 2 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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===Champion Command===
===Champion Command===
Champion Command is particularly strong when supercharging a single bodyguard Ally, or helping someone reach colossal potential with stacking Stats.
This pack allows a commander to make an ally very reliable.
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| style="background-color:#f7eed5;" | Champion Command
| style="background-color:#f7eed5;" | Champion Command
| Active Technique
| Link Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Champion Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally's Main Defense Stat and Main Combat Stat limits are completely removed, even if they are imposed by other Abilities. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a Target is affected by Overwhelm Command, Champion Command does nothing.
| Grants the user {{#simple-tooltip: Champion Command | The user targets a single Ally, and attaches a Link. While this Link is active, the target adds any increases, even ones that don’t break cap, to their Attack or Defense to their minimum Attack and Defense Rolls respectively, but only up to a maximum of +6 for each. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a target is affected by Overwhelm Command, Champion Command does nothing.}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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===Overwhelm Command===
===Overwhelm Command===
The Overwhelm Command is particularly useful in compensating foolish Allies who jump into the enemy backline and expect to survive against multiple enemies, by giving them more Attacks to perform before they inevitably go down.  
This pack is particularly useful in compensating foolish Allies who jump into the enemy backline and expect to survive against multiple enemies.  
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|-
|-
| style="background-color:#f7eed5;" | Overwhelm Command
| style="background-color:#f7eed5;" | Overwhelm Command
| Active Technique
| Link Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Overwhelm Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally can use two Melee Attack Emotes per Turn or Action (not Abilities, or Ranged Attack Emotes), however, the second attack cannot target the same Enemy, and the second attack must still respect Melee Attack Emote Range (2 Blocks). Once broken or removed, Overwhelm Command goes on a 2 Hour Cooldown. If a Target is affected by Champion Command, Overwhelm Command does nothing.
| Grants the user {{#simple-tooltip: Overwhelm Command | The user targets a single Ally, placing a Link upon them. While this Link is active, if the Ally has more than 3 enemies within Melee Range of them, the first Ability the Ally uses on each turn does not consume their Action. Once broken, Overwhelm Command has a 2 Hour Cooldown. If a target is affected by Champion Command, Overwhelm Command does nothing.}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Shield Command===
===Shield Command===
Shield Command allows a Commander to force an Ally to mitigate a hit on them, even without consent!
This pack allows a Commander to spread the love, providing additional Block Tokens to their friends.
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|-
|-
| style="background-color:#f7eed5;" | Shield Command
| style="background-color:#f7eed5;" | Shield Command
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Shield Command | This ability requires Command Stance to be active. If the user takes any damage, they can choose any Ally's Block Token, as long as they are within range, and remove that Block Token to block damage applied to themselves, however as damage is prevented on them, they cannot use the relocation mechanic of Command Stance. Shield Command has no Cooldown and can be used in rapid succession, until there are no Block Tokens left that are held by allies, in which case it does nothing.
| Grants the user {{#simple-tooltip: Shield Command | When the user gains a Block Token (except from Armor), the user can choose a single Ally within range to grant an additional Block Token to. Shield Command can be used out of turn, does not take an action, and has no Cooldown, but can only be used once per Ally.}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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===Resist Command===
===Resist Command===
Resist Command allows the Commander to help someone with ungodly dice rolling luck to try again (and again).  
This pack allows the Commander to help someone with ungodly dice rolling luck.  
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| style="background-color:#f7eed5;" | Resist Command
| style="background-color:#f7eed5;" | Resist Command
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Resist Command |  This ability requires Command Stance to be active. Target an ally in Emote Range that has just lost an Attack Emote dice roll, or a Defensive dice roll. Then, force them and the person who was rolling with them to re-roll. If they fail a second time, they may be forced to roll a third time. If they fail the third roll, nothing happens. Resist Command has a 30 minute Cooldown.  
| Grants the user {{#simple-tooltip: Resist Command |  Target an ally in Emote range that has just lost a Defensive dice roll. The next 4 times the target loses a Defensive dice roll, any damage the target takes is reduced by 1, including the triggering attack. Once ended, Resist Command has a 1 Hour cooldown.}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
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{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]]
[[category:Proficiency]]

Latest revision as of 19:25, 24 March 2024

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

Command Point Buy is part of the Proficiency System. Command Point Buy is specifically designed to allow a character to sacrifice all offensive capabilities in favor of command support on the battlefield, and directing the flow of battle. Command Point Buy Abilities require the Stance Ability provided for free as soon as a single Point Buy Pack is purchased from this selection. Command Point Buy is only recommended for people who feel like they can pay attention and don't get overwhelmed by Ability usage in Group Combat. A lot of Command Point Buy involves paying attention to Link Powers established on Allies.

Stance Ability

The Command Stance Stance Ability is required for all Command Point Buy Abilities. This Ability cannot be point-bought, but is included for free as long as at least one Command Point Buy Pack has been purchased. This Ability does not do much besides enable further Command Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

Ability Name Ability Type Ability Range Ability Description Modifiers
Command Stance Stance Technique Self

Grants the user Command Stance

N/A

Command Point Buy Packs

Degrading Command

This pack gives the user a way to punish the copious amounts of Link Break Abilities that will be coming their way.

Ability Name Ability Type Ability Range Ability Description Modifiers
Degrading Command Counter Technique Emote Range

Grants the user Degrading Command

N/A

Mobile Command

This pack allows the user to permit Allies to fight in places where otherwise they could not.

Ability Name Ability Type Ability Range Ability Description Modifiers
Mobile Command Link Technique Emote Range

Grants the user Mobile Command

N/A

Chase Command

This pack allows a commander to make an Ally move around better, either by making them automatically chase Enemies using Movement Abilities, or by tagging along with Allies using them.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chase Command Link Technique Emote Range

Grants the user Chase Command

N/A

Attack Command

This pack is used to bolster the attack capacity of an Ally, allowing them to strike out of turn.

Ability Name Ability Type Ability Range Ability Description Modifiers
Attack Command Instant Technique Emote Range

Grants the user Attack Command

N/A

Defend Command

This pack is used to bolster the defense capacity of multiple allies, or to super-charge the defense capacity of a single ally.

Ability Name Ability Type Ability Range Ability Description Modifiers
Defend Command Link Technique Emote Range

Grants the user Defend Command

N/A

Champion Command

This pack allows a commander to make an ally very reliable.

Ability Name Ability Type Ability Range Ability Description Modifiers
Champion Command Link Technique Emote Range

Grants the user Champion Command

N/A

Overwhelm Command

This pack is particularly useful in compensating foolish Allies who jump into the enemy backline and expect to survive against multiple enemies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Overwhelm Command Link Technique Emote Range

Grants the user Overwhelm Command

N/A

Shield Command

This pack allows a Commander to spread the love, providing additional Block Tokens to their friends.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shield Command Instant Technique Emote Range

Grants the user Shield Command

N/A

Resist Command

This pack allows the Commander to help someone with ungodly dice rolling luck.

Ability Name Ability Type Ability Range Ability Description Modifiers
Resist Command Counter Technique Emote Range

Grants the user Resist Command

N/A