The Overdrive System is a new system meant for use in the Tower Dungeon.
By equipping an Overdrive, you can utilize "Super Ultimate Techniques" during battle as well as useful Passive effects.
You can customize the type of Overdrive you wish to use to power up your Tower Deck.
There are four different types of Overdrive:
|Overdrive||Role||Characteristic||Initial Passive Effect|
|Attack Drive||Attacker||Specializes in Attack Skills||Max HP -1%, Attack Skill Power +12%|
|Defense Drive||Defender||Specializes in Defense/Shield Skills||Max HP +10%, Shields 10% damage inflicted on an targetted ally.|
|Assist Drive||Assist||Specializes in Support Skills||"W-Link" SP Cost -11|
|Heal Drive||Healer||Specializes in Healing Skills||When you Heal the Party and have over 70% HP, increases Max HP by 1% for 2 Turns.|
- For the Defender's Passive, you have to manually target an ally during your active turn to give them the Shield.
Roles are decided for your Overdrive such as Attacker or Healer, so you can utilize your Overdrive accordingly to your role.
As you defeat Bosses, you'll earn Tower Points which you can then use to enhance your Overdrives to strengthen them.
When you purchase an Overdrive for the first time, you can assign its related Role to your Tower Deck to grant Passive Bonuses and modifiy your "Super Ultimate Technique".
However, by assigning a Role to your Tower Deck, it restricts the types of Cards you can use as Main Cards.
The Skill Types listed for each Role below cannot be used as Main Cards in your Tower Deck according to the appropriate equipped Role.
|Role||Forbidden Skill Types|
|Defender||Sustain, Buff, Debuff|
|Assist||Most Attack Skill Types, Shield|
Super Ultimate Techniques
Depending on the Overdrive you've equipped, you can use different Super Ultimate Techniques.
While in the Tower Dungeon, a Technique Gauge sits where the BET button would normally be.
- Each time you hit an enemy or receive damage, the Technique Gauge increases by 1/15. Once the Gauge is full, you can then activate your Super Ultimate Technique by hitting the button next the gauge.
- As such, cards with multiple attacks can be useful in increasing the Technique Gauge very quickly.
- When you activate your Super Ultimate Technique, the card you play will become Colored. This will prevent the played Card from using its Skill.
- Keep in mind once you activate your Super Ultimate Technique, it can NOT be cancelled.
- However, if your activated card is not part of the played Hand, it won't consume the Technique Gauge.
- Super Fusions will occur before Super Ultimate Techniques. If a card has activated a Super Ultimate Technique, it will not be part of a Super Fusion.
- Each SUT has 4 Levels and can be upgraded with Tower Points to increase their effects.
Attacks target and breaks their Shield. (Has Damage Power of 1500/2000/2300/2500)
Attacks all enemies (500/1000/1500/2000 Damage Power) and applies Unbreakable (20/30/40/50%) Damage Reduction Shield to Party for the duration of the turn.
Fully recovers the Party's HP and increases their Max HP by 7/8/9/10% for 2 Turns.
Combines with and strengthens other allies Super Ultimate Techniques used.
- Attack Drive: Increases damage (55/60/65/70% UP) inflicted.
- Defense Drive: Increases Damage Reduction to 60% and increases damage (35/40/45/50% UP) inflicted.
- Heal Drive: Increases Max HP% (7/8/9/10%)
As mentioned above, each Role has their own Passive Bonuses they can level up and enhance using Tower Points.
These bonuses are different for each role and each Passive has differing required Tower Points in order to level them up.
The latter Passives in particular cost quite a few Points, but said Passives are key to powering up your Deck to tackle the Tower Dungeon.
Every time you spend Points on a Passive and level it up, your Role Level will increase.
Each Role has 7 Ranks of Passives + their Default Passive & Super Ultimate Technique.
You can only select one Passive per Rank, however if a Rank has multiple Passives in it, you can refund the full Tower Points in that Rank and choose another one.
This can be very useful when dealing with certain Bosses, so make sure you pick the right Passives accordingly!
For Rank 7 Passives, the Default Passives, and Super Ultimate Techniques, you cannot get back any Tower Points you put into them.
In order to unlock the next Rank, you must put Tower Points into the Previous Rank. (i.e. In order to unlock Rank 2, you must spend Points on Rank 1 first.)
After that, even if you reset the Points in Rank 1, Rank 2 will still be unlocked.
The Attacker Role is pretty self-explanatory; it specializes solely in Attacking, with many of its Passives offering Skill Boosts for Attack Cards, sometimes at the cost of other Stats like HP or taking more Damage. But given as later Bosses have LOTS of HP, you'll need all the Boosts you can get. Of particular note are the Rank 3 Passives; these allow you to set Your Attribute to any of the 3 Elements (Fire, Water, Wood) which is used for further increasing your Skill Power later on in higher Ranks. Their Super Technique is particularly useful against some of the Bosses who have Shields.
Compared to the other Roles, Attackers are far and away your main Damage Dealers. (Generally up to 3x more powerful!) That said, this also comes at the cost at some HP and Damage Reduction.
|Name||Effect||Necessary Tower Points||Notes|
|Super Technique||Attack Drive||Breaks targets' Shields and inflicts Damage (1500/2000/2300/2500)||10000 /???||Deals pretty high damage; especially once you've leveled up most of your Overdrive Skills.|
|Default||Offense Up オフェンスアップ||Attack Skill Power UP + (6/7/8/9/10%)|
|Rank 1||Rebellion リベリオン||Attack Skill Power UP + (6/7/8/9/10%) for Cards with 30 or less Cost|
|Extension エクステンション||Attack Skill Power UP + (3/3.5/4/4.5/5%)||750/900/1050/1200/1350|
|Rank 2||Ace Fighter エースファイト||A Card Skill Power UP +(16/17/18/19/20%)|
|Generic ジェネリック||Cards other than A Skill Power UP + (5 / 5.5 / 6 / 6.5 / 7%)||1500/1650/1800/1950/2100|
|Rank 3||Red Heart レッドハート||Sets Main Attribute to "Fire"/Red||10000||Used in later Rank Skills.|
|Blue Heart ブルーハート||Sets Main Attribute to "Water"/Blue||Used in later Rank Skills.|
|Green Heart グリーンハート||Sets Main Attribute to "Wood"/Green||Used in later Rank Skills.|
|Rank 4||Match Up マッチアップ||Main Card Attribute and Attribute set in R3 Skill Power UP + (11/12/13/14/15%)||3000/3300/3600/3900/4200|
|Division ディヴィジョン||Main Card Attribute and another Attribute set in R3 Skill Power UP + (6/7/8/9/10%)|
|Separation セパレーション||Attack Skill Power UP + ( 5 / 5.5 / 6 / 6.5 / 7%)|
|Rank 5||Symphony シンフォニー||Skill Power UP + (11/12/13/14/15)% when the Target's Attribute matches the Main Attribute set in R3||Target's Color = the One you set in R3|
|Innocent イノセント||Attack Skill Power UP + (5/6/7/8/9%)|
|Berserk バーサーク||HP (1/2/3/4/5%) DOWN, Attack Skill Power UP (12/14/16/18/20%)||4500/4800/5100/5400/5700||Lowers your Max HP to greatly increase Attack Skill Power|
|Rank 6||Hit Guard ヒットガード||Reduces damage taken during the Turn by 5%|
|Cross Counter クロスカウンター||Increases Attack Skill Power by 10%, but increases Damage Received by 5%||30000|
|Rank 7||Fighting Spirit ファイトスピリット||HP 5% DOWN, Attack Skill Power UP +5%||50000||Lowers your Max HP to increase Attack Skill Power|
The Defender Role specializes in protecting the Party from attacks. A number of their Passives increase your HP and give you additional Defense or Damage Reduction. Their Main Passive ability allows you to manually target a single Ally to give them additional protection against enemy attacks. Their Super Technique is particularly useful against many of the Bosses who have dangerous Release attacks.
Defenders play more of a Mixed Role. While they can utilize Attack Cards to a degree (worse than Attackers, better than Healers), a number of their Skills increase the power of Shield Cards (though this mostly affect Strong Counter Shields). They're pretty much there to keep the Party from taking less damage from attacks.
|Name||Effect||Necessary Tower Points||Notes|
|Super Technique||Defense Drive||Deals damage (500/1000/1500/2000) to all enemies and applies Unbreakable Damage Reduction Shield (20/30/40/50)% to Party||10000/20000 /|
|Default||Devotion ディボーション||HP (6/7/8/9/10)% UP, allows you to target an Ally and take 10% of the Damage inflicted to them||Allows you to manually select one ally every turn (denoted with a Shield Icon) and take on 10% of the damage inflicted to them.|
|Rank 1||Strong Health ストロングヘルス||HP (1/2/3/4/5)% UP, Attack Skill Power (6/7/8/9/10)% UP||750/900/1050/1200/1350|
|Guardian ガーディアン||HP (1/2/3/4/5)% UP, Shield Skill Power (1/2/3/4/5)% UP|
|Rank 2||Iron Wall アイアンウォール||Allies take (1 / 1.4 / 1.8 / 2.2 / 2.6)% less Damage||1500/1650/1800/1950/2100|
|Resist Up レジストアップ||Damage to all allies reduced by (1 / 1.2 / 1.4 / 1.6 / 1.8%), Status Avoidance increased by (1 / 1.2 / 1.4 / 1.6 / 1.8%)|
|Rank 3||Spike スパイク||Attack Skill Power increased by your DEF x (2%)||2250/2400/2550/2700/2850|
|God Bless ゴッドブレス||Allies take (2% x your DEF) less Damage|
|Grace Heal グレイスヒール||Total Defence is increased by your DEF x (1%)|
|Rank 4||Battle Charge バトルチャージ||HP (1 / 1.5 / 2 / 2.5 / 3)% UP, Attack Skill Power (5/6/7/8/9)% UP||3000/3300/3600/3900/4200|
|Hard Scales ハードスケイル||HP (1 / 1.5 / 2 / 2.5 / 3)% UP, Damage Reduced by (1 / 1.2 / 1.4 / 1.6 / 1.8)%|
|Toughness タフネス||HP + (6/7/8/9/10)% UP, Damage to Devotion Shield + 10%||???|
|Rank 5||Protect Up プロテクトアップ||When Super Technique is activated, all allies' DEF increased by + (2 / 2.5 / 3 / 3.5 / 4)||4500/4800/5100/5400/5700|
|Covering Up カバーリングアップ||When Super Technique is activated, grants DEF + (1/1/2/2/2) & AGI + (1 / 1.2 / 1.4 / 1.7 / 2) to all allies|
|Brave Up ブレイブアップ||When Super Technique is activated, grants DEF + (1/1/2/2/2) & ATK + (1 / 1.2 / 1.4 / 1.7 / 2) to all allies|
|Rank 6||Charger チャージャー||Shield Skill Boost +1% x the # of allies with active Shields||30000|
|Hardship ハードシップ||2% Skill Boost x the # of allies inflicted with Status Effects|
|Rank 7||Heavy Iron ヘヴィアイアン||HP + 5%, Shield Skill Power +5% UP||50000|
The Assist Role is simply that; primarily assisting the Party with Buffs, Debuffs, Heals, and Enhance cards. Unlike the other Roles, they have to forego Attack Cards, leaving them in strictly a Support Role. Most of their Passives involve powering up their Support Cards (Buff, Debuff, and Enhance) as well as reducing their SP Costs for W-Link and Shuffle SP Skills. As such, you'll want a strong mix of Buff, Debuff, Heal, and Enhance Cards. Their Super Ultimate Technique is an interesting one, acting as an Enhancer for the other Roles' Super Ultimate Techniques.
|Name||Effect||Necessary Tower Points||Notes|
|Super Technique||Assist Drive||Combine with Super Techniques ( other than Assist Drive ) from Players other than yourself||10000 /|
|Attack Drive: Increase damage damage by (55/60/65/70)%|
|Defense Drive: Damage Reduciton becomes 60% and increases Damage by (35/40/45/50)%|
|Heal Drive: Increases Max HP effect by (7/8/9/10)%|
|Default||Support Shift サポートシフト||W-Link SP Consumption - (11/12/13/14/15) SP|
|Rank 1||Combination コンビネーション||Enhance Skill Power (3 / 3.5 / 4 / 4.5 / 5)% UP||750/900/1050/1200/1350|
|Tactics タクティクス||Debuff Skill Power (6 / 6.5 / 7 / 7.5 / 8)% UP|
|Rank 2||Multi-hit マルチヒット||Increases Accuracy of Linked Cards by (6/7/8/9/10)% when Linking with a Multiply Enhance Card||Affects other Players' Cards|
|Wide-hit ワイドヒット||Increases Accuracy of Linked Cards by (6/7/8/9/10)% when Linking with an AoE Enhance Card||Affects other Players' Cards|
|Rank 3||Red Union レッドユニオン||When A is Red, increases Skill Power by (1/2/3/4/5)% when Linking with a Red Card||2250/2400/2550/2700/2850|
|Blue Union ブルーユニオン||When A is Blue, increases Skill Power by (1/2/3/4/5)% when Linking with a Blue Card|
|Green Union グリーンユニオン||When A is Green, increases Skill Power by (1/2/3/4/5)% when Linking with a Green Card|
|Rank 4||Morale Up モラルアップ||Increases fill rate of Super Technique Gauge by 1.3 times||Makes it easier to fill up your ST Gauge|
|Balancer バランサー||Reduces "Shuffle" SP Skill Consumption by -5||16000||Makes Shuffle SP Skills cost less SP|
|Oracle オラクル||ST Gauge has a 20% Chance to not decrease when used|
|Rank 5||Union Lead ユニオンリード||When A is an Enhance Card, reduces W-Link SP Consumption by (1/2/3/4/5) SP.||4500/4800/5100/5400/5700|
|Rise Lead ライズリード||When A is a Buff Card, increases Buff Skill Power by (6/7/8/9/10)%|
|Tactics Lead タクティクスリード||When A is a Debuff Card, increases Debuff Skill Power by (6/7/8/9/10)%|
|Rank 6||Attack EX アタックEX||Increases Skill Power by 5% when Linking with Attack Skills||35000|
|Support EX サポートEX||Increases Skill Power by 5% when Linking with Shield, Buff, or Debuff Skills|
|Rank 7||Meister マイスター||Enhance and Debuff Skill Power 3% UP||50000|
The Heal Role is a pretty curious one; it mostly specializes in Healing and Buffing. Yet unlike the other Roles, it has the least restrictions of all them, only unable to use Status Cards. As such, their Decks can be relatively well-rounded. The majority of their Passives involve powering up their Heal & Buff Cards, allowing them to Heal/Buff more and increasing the Party's Max HP%. Of particular note are the Rank 3 Passives that allow you to increase the upper limit on specific Stat Buffs to +6. Their Super Ultimate Technique is highly useful as it fully heals the Party's HP as well as increasing their Max HP for 2 turns.
|Name||Effect||Necessary Tower Points||Notes|
|Super Technique||Heal Drive||Fully restores all allies' HP and increases their Maximum HP by (7/8/9/10)% for 2 turns.||10000|
|Default||Concentrate コンセントレート||Skill Power (1/2/3/4/5)% UP|
|Rank 1||Clear Light クリアライト||Heal Skill Power (6/7/8/9/10)% UP||750/900/1050/1200/1350|
|Chevalier シュヴァリエ||Heal Skill Power (1/2/3/4/5)% UP, Attack Skill Power (1/2/3/4/5)% UP|
|Rank 2||Startup スタートアップ||Increases Maximum HP by (1/2/3/4/5)% for 2 turns when Healing an ally with 100% HP or more||1500/1650/1800/1950/2100|
|Afterup アフターアップ||Increases Maximum HP by (1 / 1.5 / 2 / 2.5 / 3)% for 2 turns when Healing an ally with 70% HP or more|
|Rank 3||Brutal ブルータル||When Buffing an ally's ATK with +5 ATK, raises them to +6 ATK for 2 Turns.||10000|
|Safety セーフティー||When Buffing an ally's DEF with +5 DEF, raises them to +6 DEF for 2 Turns.|
|Rapid ラピッド||When Buffing an ally's AGI with +5 AGI, raises them to +6 AGI for 2 Turns.|
|Rank 4||Tuner チューナー||Reduces "Shuffle" SP Consumption by (1/2/3/4/5) SP||3000/3300/3600/3900/4200|
|Revenger リベンジャー||When your HP is 20% or less, "Skill Gurantee" SP Skill costs 0 SP||16000|
|Reversal リバーサル||When your HP is 20% or less, the ST Gauge is not consumed when used|
|Rank 5||Assault Shift アサルトシフト||When A has Attack Skill, increases Attack Skill Power (5/6/7/8/9)%||4500/4800/5100|
|Recovery Shift リカバリシフト||When A has Heal Skill, increases Heal Skill Power by 1% (LV x (1/2/3/4/5)%)|
|Assist Shift アサルトシフト||When A has Buff Skill, increases Buff Skill Power by (1/2/3/4/5)%|
|Rank 6||Extended Heal エクステンドヒール||Increases the Maximum HP Increased effect by 1 Turn.||35000||Applies to any other Rank Skill with this ability.|
|Extend Up エクステンドアップ||Increases the Maximum Buff Limit Increased effect by 1 Turn.||Applies to the R3 Skills|
|Rank 7||Awakening アウェイキング||Increases Heal and Buff Skill Power by 2% and Attack Skill Power by 3%||50000|