Eden's Last Sunrise

Eden's Last Sunrise

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All Class Abilities
By MonkeyMo
Need a quick reference of all class abilities? Check here.
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Ability Overview
Active: A class's attacks, heals, debuffs, summons, and whatnot. These are the only abilities subclasses can use (aside from Reactions and Bonuses).

Reactions: Abilities that activate upon being attacked. Can be used on other classes.

Innate: Passive abilities that serve as a class-defining trait.

Uniques: Aka Tension abilities. Abilities that can be used when reaching 50, 75, and 100 Tension.

Bonus: Passive abilities. Can be used on other classes.

Adept: Passive abilities that serve as a class gamechanger. Unlocked after purchasing 10 class skills.


Buying all 18 abilities for a class will give them 1 additional AP, giving them 7/8 AP in total. Buying all subclass abilities will not grant another AP.
Agent
High mobility and pistols. Works best while in cover.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
C-
C
B
B
A
B
C+
B
D
C-

Skills needed to unlock:
1
-
1
1
-
-

Uses:




Snap Shot - 3 AP
Standard shot. Gains accuracy from cover.

Improvised Strike - 1 AP
Melee attack that gains power when low on ammo. Ends Turn.

Infiltrate - 2 AP - 10 SP
Gain Repel, +1 MOV, +5 JMP, +10 SPD for 3 turns or until attack.

Blindfire Barrage - 4 AP - 10 SP
Fire in a cross shape. Gains accuracy from cover.

Quick Draw - 2 AP - 10 SP
Fast shot. Bonus accuracy if facing each other. Does not trigger Reacts. Blocked by cover.


Ranged Counter
Fire back when hit by a ranged, non-magic attack. Must have ranged weapon in primary slot.
Dodge Death
+20 EVA for 3 turns when attacked in cover.

Gunner's Nest
+Damage and +Accuracy while in cover, depending on target distance. (+5% per tile, after 2)
Cover Slip
Additional MOV range when running along cover.

Quick Reload - 50 Tension
Recover 1 ammo for equipped Guns.
Tactical Rush - 75 Tension
+15 SPD to all allies until their turns.
The Untouchable - 100 Tension - 1 AP
Major Lure, +40 EVA, more Reactions for 3 turns. Ends Turn.

Bulletproof
+30 IMPACT RES
Arms Master
Equip Small Gun on any class.
First Strike
+25% Damage when weapon has full ammo.
Do You Feel Lucky?
Gun attacks costing 1 ammo will not use the last bullet.

Mobile Momentum
+EVA for every tile crossed until next turn.
Corner of Your Eye
+10 Crit Chance and +Accuracy while in Repel.
Ascetic
Barehanded, versatile magic. Can use all elements and summon an astral ally.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
C+
A-
A
B+
A
B
B+
D
A-
C+

Skills needed to unlock:
4
4
2
6
2
2

Uses:




Telekinetic Strike - 3 AP - 10 SP
ENERGY attack. Can inflict Blind (1 turn). Gains power with Bare Hands.

Fiery Raid - 3 AP - 10 SP
FIRE attack. Can inflict Pain (2 turns). Gains power with Bare Hands.

Death's Breath -3 AP - 10 SP
BIO attack. Can inflict Sick (2 turns). Gains power with Bare Hands.

Spirit Crush - 3 AP - 10 SP
FROST attack. Can inflict Stun (1 turn). Gains power with Bare Hands.

Astral Ally - 5 AP - 30 SP
Summon a spirit Ally to fight for you. Ally has Major Lure.


Barehanded Counter
Counter melee attacks with a punch. Will not miss with Bare Hands.
Fight or Flight
Gain +10% Tension when taking damage.

Strength of Void
Abilities gain power with no Weapons or Accessories. (+2% per empty slot)
Bullet Catch
-25% accuracy against enemy gun attacks when using Bare Hands.

One Finger Strike - 50 Tension
IMPACT melee strike. Does not trigger Reacts.
Good Vibes - 75 Tension
+5 SP regenerated per turn for 10 turns.
Transcendence - 100 Tension
Restore all AP.

Healthy Lifestyle
+15 IMPACT/BIO RES
Natural Talent
+50% melee damage and +15 crit chance when done with Bare Hands.
Unfettered
+1 MOV, +5 JMP when both weapons are Bare Hands.
Soul Shield
Take less damage when at ≥50% Tension. 25% max.

With Open Arms
Attacks use a cross shape, even with Bare Hands.
Power Projection
Astral Ally costs no AP. Power enhanced.
Bloodthrob
High-risk DPS tank. The lower their HP, the more damage they deal.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
B
C
B
C
C
B
A-
C-
C+
D

Skills needed to unlock:
4
4
6
2
2
2

Uses:




Fury Strike - 3 AP - 10 HP
Melee strike. Defense Break. Gains power at low HP. Costs HP.

Thundering Howl - 2 AP - 10 SP
Major Lure, SP damage, Defense Break. Does not trigger Reacts. Cannot be used without an enemy in range.

Pain Twister - 4 AP - 25 HP
Damage all enemies around you. Defense Break. Gains power at low HP. Costs HP.

Essence of Agony - 4 AP - 10 SP
Ranged SLASH attack. Can inflict Disable.

Crusher of Mercy - 4 AP - 10 SP
Stun and -2 MOV if target is defending. Defense Break. Gains power at low HP.


Lash Out
+20% Melee Skill after taking damage. Lasts 3 turns.
Furious Counter
Powerful, but inaccurate melee counter. Must have melee weapon or bare hands in primary slot.

Throbbing Pain
Take HP damage every turn, and healing reduced, but gain +10% Combat Skills.
Blood For Blood
Recover 25% of SLASH damage + current level as HP.

Squeeze the Stone - 50 Tension
Recover 1 ammo for equipped Focus weapons.
Half-Dead - 75 Tension
Defy Fate - 100 Tension
Survive the next finishing blow with 1 HP. Lasts 3 turns or until triggered.

Scarred Skin
+30 SLASH RES
That's a Knife
Equip 2H Melee on any class.
No Pain But My Own
Immune to the Pain effect.
Avenging Spirit
+20% Combat Skills upon ally defeat. Lasts 3 turns.

Rush of Blood
+1 MOV, +5 SPD when wielding a 2H weapon.
On the Brink
+50 ALL RES while under 25% HP
Bodyguard
Pure HP tank. Specializes in regenerating HP.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
A+
B
C+
D
B
C
B
C
C+
C-

Skills needed to unlock:
-
-
2
2
1
2

Uses:




Bruiser Strike - 3 AP
Melee attack. -20% Combat Skills for 1 turn.

On the Offensive - 1 AP - 10 SP
Major Lure, +10 EVA, and more accurate Reacts for 3 turns.

Wall Check - 3 AP
Anti-cover IMPACT attack. Inflict Disable if target is in cover. (1 turn)

Area of Denial - 1 AP - 5 SP
-2 MOV in a 3x3 area around the unit for 1 turn. Defend and End Turn.

Breaking Point - 4 AP - 15 SP
Finishing blow. Gains damage from Tension. If enemy is defeated: regen 25% HP, +10% Combat Skills.


Melee Counter
Counter a melee attack with a melee attack. Must have melee weapon or bare hands in primary slot.
Take the Hit
Regen for 1 turn after taking PHYS damage.

Sympathetic
Gain +5% Tension after an ally takes damage.
Swear an Oath
Regen 20% HP per turn. Effect lost upon ally defeat.

Push Off - 50 Tension
Minor damage, but delay the target's turn slightly.

Seek Shelter - 75 Tension
Heavy Regen, +10 EVA for all allies in cover. (1 turn)
Last Stand - 100 Tension
+25% Combat Skills, plus +25% for each fallen ally. (3 turns)

Battle Tested
+15 IMPACT/SLASH RES
Physical Training
+20% HP
Payback
+20% React damage
Valor
No penalties when not in cover.

Crossed Arms
Attacks from the front do not end defense stance. Does not grant immunity to Defense Break.
Act on Instinct
Greatly advance turn order if attacked below 50% HP. Cooldown of 3 turns.
Challenger
Absorption tank. The more damage they take, the more damage they deal by stacking Kinetic.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
A
C+
B+
F
B+
B
B+
B-
B-
C

Skills needed to unlock:
1
3
5
1
5
1

Uses:




Kinetic Strikeback - 3 AP
IMPACT melee attack. 5% damage per Kinetic level.

Bring the Fight - 1 AP - 5 SP
Major Lure, Regen for 1 turn.

Lend Strength - 3 AP - 10 SP
Light healing. +5% per Kinetic level. Grants +25 PHYS RES for 3 turns. Cannot use on self.

Raw Force - 3 AP - 10 SP - 2 Kinetic
Ranged attack in a cross shape.

Tactical Conversion - 0 AP - 5 SP - 3 Kinetic
Convert 3 Kinetic into 1 AP.


Fight or Flight
Gain +10% Tension when taking damage.
Repel Force
Counter a PHYS attack with IMPACT. +5% per Kinetic level.

Mitigation
Damage from a single attack is capped to 40% of max HP.
Hyper Fighting
+1 MOV, +10 SPD while at at least 3 Kinetic.

Buffer Overflow - 50 Tension
Convert 50% Tension into 1 Kinetic
Enhance Power - 75 Tension
Buff Combat Skills based on Kinetic level for 3 turns.
Enhance Agility - 100 Tension
Buff MOV, JMP, SPD, EVA based on Kinetic level for 3 turns.

Stormproof
+15 COLD/ENERGY RES
Intestinal Fortitude
Immune to Nausea effects.
Bravado
+20 ELEM RES while under Lure effect.
Thrill Seeker
Tension abilities cost less. (50% to 45% / 75% to 67.5% / 100% to 90%)

Clenched Fists
+1 Kinetic when melee attacking with Bare Hands.
Spring Step
+1 Kinetic after moving at least 5 tiles.
Demolitionist
AoE explosive expert. Spreads chaos across the battlefield with Havoc tiles.

Havoc tiles: Inflict Fire damage, -MOV on tile, reduced cover bonuses

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
C
B-
C
D
C
B
C-
B
D
A-

Skills needed to unlock:
4
2
2
3
3
2

Uses:




Destructive Assault - 3 AP
Ranged 3x3 attack. Leaves Havoc.

Artillery Mode - 1 AP - 10 SP
+1 MOV, +5 JMP, and more accuracy for Throw attacks for 1 turn.

Aftershock - 1 AP - 10 SP
Damage all units on Havoc tiles. +1% damage per Havoc tile (Max 20). Gain Tension. Havoc tiles are removed.

Concussive Charge - 4 AP - 10 SP
3x3 ENERGY attack. Inflicts Blind and Disable. (1 turn) Targets face away from center. Leaves Havoc

Rainmaker - 3 AP - 15 SP
PBAoE attack. Can inflict Pain. Leaves Havoc. Cannot use after moving.


Brace for Impact
Automatically defend after taking damage from an AoE attack.
Break Away
Advance turn order and +30 SPD for one turn after being damaged while in cover.

Prep for Launch
Attacks gain accuracy when used without moving.
Controlled Demolition
AoE attacks gain power and accuracy when all targets are on the same Altitude.

Powder Pack - 50 Tension
Recover 1 ammo for equipped Grenade weapons.
Rubble Rouser - 75 Tension
Buff Combat Skills based on Havoc tiles on the map (+1% per tile).
Carpet Bombing - 100 Tension - 2 AP
HEAT damage against all foes on the map. Can inflict Pain.

Blast Guard
+15 IMPACT/SLASH RES
Grenadier
Equip Grenades on any class.
Pinpoint Accuracy
+Accuracy against targets in the center of AoE attacks in increased.
Brave Danger
Take less damage from AoE attacks.

Friendly Fire
Allies are more likely to dodge your AoE attacks.
What I Have Wrought
+MOV on Havoc tiles. +1% damage per Havoc tile (20% max).
Enforcer
Evasive tank. Specializes in debuffing EVA and being evasive themselves. If you're having trouble hitting enemies, bring an Enforcer. Useful against pesky Flightblades.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
A-
C
B
A-
B
B
B
C
D
B-

Skills needed to unlock:
1
-
2
2
1
-

Uses:




Staggering Strike - 3 AP
Melee attack. Can cause -20 EVA for 3 turns.

Engage Hostiles - 1 AP - 10 SP
Major Lure, +MOV, for 1 turn

Flashbang - 3 AP - 10 SP
3x3 ENERGY SP damage. Can inflict Blind, Stun, and -10 EVA for 1 turn.

Smoke Out - 2 AP - 5 SP
3x3 smoke. -MOV to affected tiles. Inflict Blind and -10 SPD to units inside.

Subdue - 2 AP - 30 HP
Suppression. Inflicts -20 EVA and reduces MOV to 0. Does not trigger Reacts. Ends Turn


Melee Counter
Counter a melee attack with a melee attack. Must have melee weapon or bare hands in primary slot.
Let's Hustle!
+1 MOV, +5 SPD next turn after being attacked.

On Your Guard
Defending costs no AP if under -50% HP
Evasive Maneuvers
+EVA against melee attacks

Double Time - 50 Tension
Move again on the same turn. Must have moved first.
Gut Punch - 75 Tension
IMPACT melee attack. Can cause Nausea from the front.
Move Out! - 100 Tension
+MOV, +SPD, +EVA to nearby allies for 3 turns.

Extra Plating
+15 IMPACT/SLASH RES
Solid Defense
Immune to Break Defense.
Combat Savvy
+Accuracy with Gun or Throw attacks against foes in cover.
Grace Under Pressure
Gain +5 EVA for each negative Status Effect on self.

Dodge & Weave
Advance turn order when dodging an enemy attack.
Athletic Attacker
+3% Melee Skill for each tile crossed until end of turn.
Engineer
Anti-Mage tank. Specializes in reducing and taking ELEM damage. Builds objects, such as cover, turrets, and SP regenerators.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
A-
B+
C+
D
B
B
D
C+
C+
C-

Skills needed to unlock:
2
-
1
2
-
2

Uses:




Concentrated Shot - 4 AP
Laser attack. Defense Break. Gains damage from Tension. Can inflict -30 PHYS RES (3 turns)

Lightning Rod - 1 AP - 10 SP
Major Lure. Gain +15% Tension when taking ELEM attacks.

Radiation Burst - 3 AP - 15 SP
Cross BIO attack. Can inflict -30 PHYS RES and minor Sick for 3 turns. Blocked by cover.

Dampening Field - 3 AP - 10 SP
Magic abilities are less effective when used on and by targets in a large area. (3 turns)

Plasma Storm - 4 AP - 20 SP
PBAoE HEAT attack. Gains accuracy and damage from Tension. Cannot use after moving.


Ranged Counter
Fire back when hit by a ranged, non-magic attack. Must have a ranged weapon in primary slot.
Adaptive Armor
Gain +50 RES of an ELEM attack's type for 3 turns.

Stardraw Effect
Gain +1 ammo for Dynamo/Focus when taking ELEM damage.
Rebreather
Immune to tile effects: Havoc, Freeze, Shock, Miasma

Construct Barrier - 50 Tension - 2 AP
Build 1x1 half-cover tile. Lasts 2 turns or until destroyed.
Construct Drone - 75 Tension - 2 AP
Build an Drone that will attack enemies up to 5 tiles away. Cannot move.
Construct Distiller - 100 Tension - 2 AP
Build a 3x3 mana tap that restores SP and grants +50 ELEM RES for nearby allies for 3 turns.

Filtration Systems
+15 COLD/BIO RES
Handle With Care
Equip Dynamo on any class.
Ambient Collectors
Recover 10 SP after not moving during a turn.
Power To Spare
Dynamo attacks costing 1 ammo will not use the last charge.

Pre-Packaged
First deployed construct costs 0 AP and 1% Tension.
Light Speed
+1 MOV and +5 SPD when wielding a Dynamo in main hand.
Flightblade
Anti-mage rogue. Can go into stealth and increase their mobility for a backstab. Excels in disabling SP classes and disabling magic Reaction abilities.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
C-
B
B
A
B
B
B
C+
C-
B+

Skills needed to unlock:
-
-
1
2
2
1

Uses:




Sneak Attack - 2 AP
Sneaky melee attack. Bonus damage from behind. Does not trigger Reacts.

True Shot - 4 AP - 10 SP
Ranged attack. Can inflict Disable and Pain. (1 turn) Does not trigger Reacts.

Lie in Wait - 1 AP
Gain Repel, Regen, +10 SPD, +2 MOV until next turn. Can only be used in cover. Ends turn.

Poison Shock - 3 AP - 5 SP
BIO SP damage. Disables magic React abilities. Inflicts Nausea. (1 turn)

Erase Threat - 2 AP - 15 SP
Finishing blow. Bonus damage from behind. Move again if enemy is defeated Must have at least 1 AP left.


Ranged Counter
Fire back when hit by a ranged, non-magic attack. Must have a ranged weapon in primary slot.
Melee Counter
Counter a melee attack with a melee attack. Must have melee weapon in primary slot.

Elegant Evasion
+20 EVA when ending a turn without defending.
Deep Cuts
Critical chance increases with lower AP. (5 + ((Max AP - AP remaining) * 2))

Take Flight - 50 Tension
Move again on the same turn. Must have moved first.
Reduce Heartrate - 75 Tension
Give 20% Tension to nearby allies.
Flighty Strikes - 100 Tension
Flightblade melee attacks cannot miss and consume 1 AP. AP cost must be met. (1 turn)

Halt Bleeding
+30 SLASH RES
Knife Person
Equip Missiles on any class.
Out of Nowhere
+Damage and +Accuracy when launching a ranged attack from cover.
Always Prepared
Missile attacks costing 1 ammo will not use the last blade.

Hidden Shiv
Melee attacks gain damage and accuracy when at or below target's Altitude.
Knife's Edge
Gain 1 AP after landing a ranged Flightblade ability.
Geneticist
Debuff support. Can buff and debuff allies and enemies in many ways. The only class that can damage Tension.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
B-
B
C
C
B
C
B-
B
C+
B

Skills needed to unlock:
6
2
-
2
8
2

Uses:




Leveling Strike - 3 AP
Debuff strike. Inflicts Nausea. -10% Skills of target if a higher level than user. (1 turn)

Enhanced Nature - 4 AP - 10 SP
Moderate healing. Applies a buff based on species of target for 3 turns.
Vin: +5 SPD, +5 JMP, +1 MOV, +5 EVA
Drek: 15% Damage reduction
Human: +5% Skills, +10% accuracy

Exacerbate Flaws - 4 AP - 10 SP
Debuff a target's highest Combat Skill (-25%) and lowest ELEM RES (-25).

Pheromone Lure - 2 AP - 10 SP
Place a Lure zone, attracting hostiles to it.

Nervous Breakdown - 4 AP - 15 SP
Inflicts Nausea and reduces Tension. Higher damage based on target's Tension.


Predictable Hostility
+50 EVA against targets of the same species as attacker. (1 turn)
Learn From Mistakes
Recover 10% of HP damage taken as SP.

Do Not Intervene
Gain +10% SP and 10% Tension per turn until an offensive action is taken.
The Fittest
Gain 1 AP when defeating an enemy.

Treatment Program - 50 Tension
Heavy Regen on target for 3 turns.
Keep Pace - 75 Tension
Copy a target's MOV, JMP, SPD, if higher than user.
Expanding Minds - 100 Tension
Minor Regen and Minor Refresh on all allies for 3 turns.

Lab Discipline
+15 HEAT/BIO RES
Gag Reflex
Immune to Sick.
Superior Stamina
+10% HP +10% SP
Better/Faster/Stronger
+3% Combat Skills, +3 SPD, +3 JMP

Prized Specimen
+1 AP after buffing an ally. Consumables do not count.
Special Serum
Cannot go below 0 in any ELEM RES.
Gravbender
Close-range Energy caster. High vertical mobility and PBAoE attacks. Focused on JMP stat. Leaves Shock tiles.

Shock tiles: Energy damage, -5 JMP, -10 SPD, -10 EVA

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
B+
A
C+
B
B
S
B
B-
A-
B

Skills needed to unlock:
2
6
2
-
2
6

Uses:




Weightless Slam - 3 AP - 5 SP
Cross ENERGY melee attack. Gains power with JMP.

Particle Storm - 4 AP - 15 SP
Moderate ENERGY PBAoE. Leaves Shock tiles. Can inflict Blind and -5 JMP. (1 turn)

Curve Gravity - 2 AP - 10 SP
3x3 slowdown. -MOV and negates cover bonuses against Gun and Throw attacks (3 turns)

Terminal Velocity - 3 AP - 10 SP
Ranged attack. Gains damage and accuracy when used from high Altitudes.

Black Hole - 4 AP - 25 SP
PBAoE ENERGY. Inflict Blind and -5 JMP. Targets will face user. Cannot use after moving.


Leaden Foe
Counter attacks with IMPACT. Inflicts -1 MOV, -3 JMP, -5 EVA
Blinding Bloom
Counter melee/magic attacks with ENERGY.

Leaps and Bounds
Leap instead of walking when >=15 JMP. Ignores terrain and enemies.
Spatial Distortion
Attacks +3 tiles away have -20% accuracy.

Special Relativity - 50 Tension
Move again on the same turn. +5 JMP. Must have moved first.
Motion Sickness - 75 Tension - 1 AP
Inflict Sick, Stun, Nausea, and -10 EVA in 3x3 area.
Celestial Protection - 100 Tension
Give all allies PHYS RES and EVA. Power increases with user's Altitude and JMP

Crush Resistant
+15 IMPACT/ENERGY RES
Magically Imbued
+20% SP
Gravity Shift
+5 JMP
Extra Oomph
20% extra damage to all PHYS attacks.

Zero G
+10 JMP and +Tension when absorbing Shock tile.
Life Pierce
Ignore 50% of target's positive ENERGY RES.
Journeyman
Jack-of-all-trades. Can heal, debuff Heat/Cold RES, and deploy a 3x3 buff zone.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
C+
C-
B+
C
B+
B
B-
C+
B-
C-

Skills needed to unlock:
-
1
-
-
1
1

Uses:




Exposing Strike - 3 AP
Debuff melee. Inflicts -30 HEAT/COLD RES on target for 3 turns.

Quick Pickup - 3 AP - 5 SP
Light healing. +10 SPD on an ally. Cannot use on self.

Create Explosion - 3 AP - 10 SP
Debuff ranged. Inflicts -30 HEAT/COLD RES on target for 3 turns.

Potioncraft - 4 AP - 20 SP
3x3 area that gives 10% Regen, +5 SPD, +30 ELEM RES.

Knowledge's Power - 0 AP - 10 SP
Buff ELEM RES, MOV, and Skill for each mastered Journeyman ability. (1 turn)


Melee Counter
Counter a melee attack with a melee attack. Must have melee weapon in primary slot.
Fight or Flight
Gain +10% Tension when taking damage.

Extra Dose
Increased single-target healing. Does not effect AoE heals.
Fast Swap
Change Weapon costs 0 AP.

Scoop Loot - 50 Tension
Collect all dropped loot on the map. Also collects power-ups.
Lift Spirits - 75 Tension
Remove ELEM RES debuffs, give +1 MOV, and speed up turn of an ally.
Ready For Anything - 100 Tension
Instruct all allies to defend until their next turn.

Outdoorsy
+15 HEAT/COLD RES
Scrappy Fighter
Equip 1H Melee on any class
Field Practice
+5% Combat Skills
Super Booster
Buff status effects applied to self last 1 extra turn. (Only if duration is greater than 1 turn)

Jack Be Nimble
+1 MOV and +5 EVA when wielding a Small Melee in main hand.
Pack A Lunch
Using Consumables costs no AP.
Medic
Pure healer. Can also debuff enemies and disable physical Reaction abilities.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
D
B
C-
C
B
C
C
C
C+
B-

Skills needed to unlock:
1
-
-
1
-
1

Uses:




Healing Infusion 3 AP - 10 SP
Moderate healing.

Anesthetic Jab - 3 AP

Tranquilizer - 3 AP - 10 SP
Anti-mobility BIO attack. -2 MOV, -10 EVA, -5 JMP for 3 turns.

Muscle Relaxant - 3 AP - 10 SP
Anti-Reacts BIO attack. Disables physical Reacts.

Transfusion - 3 AP - 30 HP
Ranged moderate healing. Long distance. Gains power from Tension. Costs HP.


Fight or Flight
Gain +10% Tension when taking damage.
White Flag
Regen and Major Repel after being attacked while under 50% HP

Top Off
Recover 1 AP after healing an ally to full HP.
Mind and Body
Improved healing and +1 MOV when SP >=50%

Healing Hands - 50 Tension
Minor healing in a cross shape. Affects user and allies.
Septic Shock - 75 Tension - 1 AP
BIO ranged attack. Bonus damage for each negative Status Effect.
The Doctor Is In - 100 Tension
Healing abilities cost 0 AP for the rest of the turn. AP cost must be met.

Electrolyte Balance
+15 ENERGY/BIO RES
Counteract
Immune to RES-reducing effects.
Suffer Quietly
+10 SPD when affected by Pain or Sick effects.
Master Mender
Healing potency increased by 50%

Long Hours
Healing potency increased by Tension.
Control Group
Status Effects applied by Medic abilities will be inflicted more often.
Miasmatist
BIO caster. Debuffs Energy/Bio. Focus on the Sick status effect. Leaves Miasma tiles.

Miasma tiles: BIO damage, Nausea, -30 bio res

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
C
B-
C
D
B
C
C+
D
B
B+

Skills needed to unlock:
1
2
-
-
1
2

Uses:




Noxious Strike - 3 AP - 5 SP
Debuff attack. Inflicts -30 BIO/ENERGY RES for 3 turns. Leaves Miasma tile.

Bitter Medicine - 3 AP - 10 SP
Light healing. Can inflict Minor Sick for 1 turn.

Dark Gust - 3 AP - 10 SP
Buff +1 MOV, +5 JMP, +5 SPD, but inflict Minor Sick for 3 turns.

Fetid Blast - 4 AP - 15 SP
Ranged BIO attack. Can inflict Nausea and Sick for 1 turn. Leaves Miasma tiles.

Black Fog - 4 AP - 25 SP
PBAoE BIO attack. Defense Break. Inflicts Nausea. Cannot use after moving.


Repulsive Burst
Counter melee/magic attacks with BIO.
Vile Haze
Counter melee attacks with SP damage and remove 1 AP from attacker.

Move Like Mist
+5 SPD, +10 EVA when not in cover.
Study Symptoms
Gain 1 AP and +10% Tension after inflicting Sick.

Restock Chemicals - 50 Tension
Recover 1 ammo for equipped Flasks.
Control Experiment - 75 Tension
Restore 2 AP if you defeat an enemy in the next 3 turns.
Putrid Flood - 100 Tension - 2 AP
BIO damage against all foes on the map. Can inflict Pain.

Hardened Blood
+30 BIO RES
Trained Chemist
Equip Flasks on any class.
Reclaim Vitality
Gain Regen after defeating a foe.
Shadow Steps
+1 MOV and +3 JMP while in Repel status

Smells Like Victory
Gain +5 SP and +10% Tension when absorbing a Miasma tile, and ignore negative effects.
Death Pierce
Ignore 50% of target's positive BIO RES. BIO attacks gain +20 Accuracy.
Steelmage
COLD magic tank. Stacks Icebound to debuff and inflict greater damage. Leaves Freeze tiles.

Icebound: -2 EVA, -2 SPD, -5 PHYS RES per stack
Max 8 stacks

Freeze tiles: Cold damage, 1 Icebound, -1 MOV

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
A
A
C
D
C
D
B+
B
B+
C

Skills needed to unlock:
2
4
4
1
1
4

Uses:




Cold Steel - 3 AP
Melee COLD attack. +10% damage per Icebound. Removes Icebound. Leaves Freeze tile.

Glass Cannon - 3 AP - 5 SP
Ranged COLD attack. +1 Icebound. (Supercooled: +1 Icebound)

Intense Chill - 4 AP - 20 SP
3x3 COLD attack. Leaves Freeze tiles. +2 Icebound. (Supercooled: -1 MOV, +1 Icebound)

Slippery Ice - 2 AP - 5 SP
Create 3x3 ice zone. Easy to cross, but hard to leave. -4 MOV to targets in area (3 turns)

Wasteland - 4 AP - 25 SP
PBAoE COLD attack. +2 Icebound. (Supercooled: Stun, +1 Icebound.) Can't use after moving


Condensing Armor
Gain +50 RES of a PHYS attack's type for 3 turns. (Supercooled: +1 Icebound to attacker)
Freezing Shock
Counter melee/magic attacks with COLD.

Power Grip
+10% damage with Melee/Magic attacks when using 2H weapon.
Opening Salvo
+10% damage with Magic attacks when at full AP.

Anger Into Power - 25 Tension
Enter Supercooled state. Consumed to amplify many Steelmage abilities. +5 SP per turn.
Summon Wisp - 75 Tension
Summon a wisp guest. Major Repel. +1 Icebound on targets. Leaves Freeze.
Ice Age - 100 Tension - 2 AP
COLD damage against all foes on the map. +Damage per Icebound. Removes Icebound.

Numb Skin
+15 COLD/SLASH RES
Big Bang
Equip 2H Focus on any class
Agile Armor
+1 MOV wearing Heavy Armor.
Wide Swathes
Abilities that affect 9 or more tiles gain +10% damage.

Superconductor
Gain +10 SPD and Supercooled when absorbing a Freeze tile. Ignore negative effects.
Frost Pierce
Ignore 50% of target's positive COLD RES. COLD attacks gain +20 Accuracy.
Sunspell
Glass cannon, but great magic damage.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
D-
B+
C+
C
C
B
D
C-
A-
C-

Skills needed to unlock:
-
1
1
-
1
-

Uses:




Fire Strike - 3 AP - 10 SP
FIRE magic attack. Can cause Pain.

Cold Snap 3 AP - 10 SP
COLD magic attack. Can cause Sick and -10 EVA. Bonus damage at high Altitude.

Lightning Call - 4 AP - 15 SP
ENERGY magic attack. Can cause Stun. Bonus damage at high Altitude.

Sunburn - 4 AP - 15 SP
3x3 FIRE attack. Can cause Pain. Blocked by cover.

Plasma Arc - 4 AP - 20 SP
Cross ENERGY attack. Can cause Stun. Bonus damage against targets with 2H weapons.


Magic Conduit
+20% Magic Skill after taking ELEM damage. Lasts 3 turns.
Whipping Flame
Counter melee/magic attacks with HEAT.

Weather Control
Sunspell attacks gain power when used at high Altitudes.
Personal Maelstrom
+EVA to AoE attacks

Snowball - 50 Tension
Light COLD attack. Defense Break. Force target to face attacker. High crit chance.
Warm Blanket - 75 Tension
Weather Vain - 100 Tension
Increase an ally's ELEM damage by 20%. (3 turns)

Insulation
+30 COLD RES
Jewel Master
Mana Tap
Gain more SP per turn at lower Altitudes.
Recycle Power
Recover 10 SP when targeting 3+ units with an AoE attack.

Weather Warrior
Gain PHYS RES and SPD with Altitude.
Flame Pierce
Ignore 50% of target's positive HEAT RES. HEAT attacks gain +20 Accuracy.
Tactician
Long range sniper with support skills.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
D
B-
C
F
C+
S
B-
A-
C
B-

Skills needed to unlock:
4
3
-
5
2
2

Uses:




Long Barrel - 4 AP - 5 SP
Long range attack. Cannot use after moving.

Triage Marker - 2 AP - 10 SP
3x3 healing area. Regen and Repel when nearby. Effects cancel if attacking. Limited (1)

Mark Targets - 3 AP - 10 SP
3x3 debuff area. -10 EVA and -30 PHYS RES. Lasts 1 turn. Can't use after moving.

Pathfinder - 2 AP - 5 SP
3x3 +MOV area.

Pin Down - 3 AP - 10 SP
Suppression. -25 EVA to targets in cover. Lasts 1 turn.


Fight Fire With Fire
+20% Gun/Throw Skill after taking damage. Lasts 3 turns.
Ranged Counter
Fire back when hit by a ranged, non-magic attack. Must have a ranged weapon in primary slot.

Clear Vision
+Accuracy to all Gun attacks.
Keep Your Head Down
+EVA against all attacks from higher Altitudes.

Evac - 50 Tension - 1 AP
+MOV and greatly advance turn order to ally below 50% HP.
Recovery Effort - 75 Tension
Minor healing to all allies. Remove Sick and Pain effects.
Sniper Spotter
Boost all ally gun accuracy and Combat Skill based on Altitude. Lasts 3 turns. Ends Turn.

Wound Waive
+15 SLASH/BIO RES
Peace Through Force
Can equip 2H Guns as any class.
Field Rations
Increased Regen on self by 10% and Refresh on self by +5 SP.
Skilled Marksman
Recover 1 AP after using a Gun attack that uses 4 AP.

Run and Gun
Can use non-movement abilities after moving. Not limited to Tactician skills.
Care Package
Tactician support skills gain +3 range.
Neophyte
Filler class. Can use all weapons. Swap off of it as soon as possible.

Stats:
HP
SP
SPD
EVA
MOV
JMP
Melee
Gun
Magic
Throw
D
D
D
D
D
D
D
D
D
D

Skills needed to unlock:
-
-
-
-
-
-

Uses:





Basic Strike - 3 AP
A basic melee attack

Basic Shot - 4 AP
A basic gun attack

Basic Spell - 4 AP - 10 SP
A basic magic attack

Basic Throw - 4 AP
A basic throw attack


Unassuming Presence
Slightly less likely to be targeted.
Avoid Combat
Gain significant turn order if ending turn with at least 4 AP remaining.
Other References
Do use my other guide, Quick-Start Guide, if you need to know what a status effect does, or several other things. That guide is meant to compliment this one.

https://steamcommunity.com/sharedfiles/filedetails/?id=2896612623


I also have a spreadsheet of all classes, plus other useful data here:

https://docs.google.com/spreadsheets/d/1z5NbRlWY2tOyCZ1vCnza4GtOWVTKLeNjvxItTJ6NVQg