Cluboon Ace

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Lv: 140
HP:
MP:
ATK:
DEF:
AGL:
WIS:
Move:
Weight: 55

Leader Perk:
??? Martial Potency +20%

Weaknesses: /
Resistances: /
Immunities:
Family: Role: Element:

Note: All perks/abilities denoted with an * are using unofficial translations

Abilities
Level Type Name MP Element Range Description
1 Big Defence 32
Self
Reduces damage taken by 90% for the user for 1 turn
(Times usable: 3)
33 Falling Stars 103
Fan
Deals major Bang-type martial damage (240 base potency) to all enemies in area of effect, pulls them up to 1 space closer
52 Pile Hammer 89
1-2
Deals major surehit martial damage (105 base potency) to 1 enemy 3 times
Ace Bomber*
ジャックボンバー
79
1-2
Deals major surehit Bang-type martial damage (179 base potency) to 1 enemy 2 times, occasionally lowers Martial Res for 3 turns
Base Perks
Level Name Description
1 Max HP +30 Raises max HP by 30
1 DEF +20 Raises max DEF by 20
1 Incarnus's Blessing Action start on even turns until turn 6:
Removes some status ailments
110, 120, 130, 140 Pile Hammer potency +2% Raises Pile Hammer potency by 2%
Awakening Perks
Awakening Name Description
1 Move +1 Raises Move by 1
2 Frizz Res +25 Raises Frizz resistance by 25
3 Kongou Stance When attacked by enemy:
Occasionally triggers Invigorate
(Invigorate: Grants the user x1.5 martial potency/recovery for 1 turn)
3, 5 Pile Hammer potency +5% Raises Pile Hammer potency by 5%
3, 5 Ace Bomber* potency +5% Raises Ace Bomber* potency by 5%
4 Sizz Res +25 Raises Sizz resistance by 25
5 Max HP +100 Raises max HP by 100
1, 2, 3, 4, 5 Stats Up Raises HP, MP, ATK, DEF, WIS and AGL by 5%
Talent Blossom
Name Description
Ace Bomber*
ジャックボンバー
Deals major surehit Bang-type martial damage (179 base potency) to 1 enemy 2 times, occasionally lowers Martial Res for 3 turns
Cluboon Impact*
グラブゾンインパクト
Action start on even turns until turn 6:
Greatly raises Martial Res and martial potency/recovery for 3 turns

Action start on even turns until turn 6:
Attacks with Cluboon Impact* if enemy is within 2-radius area
(Cluboon Impact*: Deals major martial damage (346 base potency) to all enemies in area of effect)
Incarnus's Spirit*
神獣の闘志
Battle start:
Greatly raises Physical Res, Spell Res, and Martial Res for 3 turns, raises Move for 1 turn
(HP +50) x2 Raises max HP by 50
(HP +25) x2 Raises max HP by 25
(MP +15) x2 Raises max MP by 15
ATK +15 Raises max ATK by 15
DEF +25 Raises max DEF by 25
AGL +15 Raises max AGL by 15
WIS +15 Raises max WIS by 15
(Bang-type Martial Potency +1.5%) x2 Raises Bang-type martial potency by 1.5%
(Bang-type Martial Brilliant +1.5%) x2 Raises Bang-type martial brilliant by 1.5%
Bang-type Martial MP Cost -10% Lowers Bang-type martial MP cost by 10%
(Martial Potency +1%) x2 Raises martial potency by 1%
(Martial Brilliant +1%) x2 Raises martial brilliant by 1%
Martial MP Cost -5% Lowers martial MP cost by 5%
All Damage Down 1% Reduces all damage taken by 1%
Woosh Res +5% Raises Woosh Res by 5%
Woosh-type Physical Res +5% Raises Woosh-type Physical Res by 5%
Woosh-type Martial Res +5% Raises Woosh-type Martial Res by 5%
Woosh-type Spell Res +5% Raises Woosh-type Spell Res by 5%
Woosh-type Breath Res +5% Raises Woosh-type Breath Res by 5%
Zap Res +5% Raises Zap Res by 5%
Zap-type Physical Res +5% Raises Zap-type Physical Res by 5%
Zap-type Martial Res +5% Raises Zap-type Martial Res by 5%
Zap-type Spell Res +5% Raises Zap-type Spell Res by 5%
Zap-type Breath Res +5% Raises Zap-type Breath Res by 5%
(Poison Res +5%) x2 Raises Poison Res by 5%
(Charm Res +5%) x2 Raises Charm Res by 5%
Martial Lock Res +5% Raises Martial Lock Res by 5%
Sleep Res +5% Raises Sleep Res by 5%