Roll call[]
"Facing outrageous evil! Smashing the darkness of fear! The Daybreak Detective! DekaBreak!
Six! It's good to be invincible!"
Class: Generalist[]
No strengths or weaknesses against any class.
Passives[]
Bullet catch - chance to negate ranged attacks
Fearless - immune to Fear effects
Supersonic speed - takes two actions per round. Increased chance to take the first turn.
Attacks[]
L1 - BraceThrottle Punches - Multi Function
Speed Increase: Lightning Fist
- Unarmed Melee
- One Enemy
- 20 hits
- (enemy) Combo Setup - next unarmed attack against this unit does extra damage
- (self) Quickness - Accuracy and evasion increased. Counters the next attack.
Strength Increase - Power Fist (default counter / follow-up)
- Unarmed Melee
- One Enemy
- (special) Exploits Combos - does extra damage to enemies with Combo Setup
- (special) Deadly Crits - deals extra damage on critical hits
- (enemy) Remove Buffs
- (self) Unstoppable Force - unarmed attacks do more damage
L2 - Electric Shockwave
- Electric Ground
- One Enemy
- (special) Ground Attack - ignores most avoidance and protect effects.
- (special) Deadly Crits - deals extra damage on critical hits
- (enemy) Hobbled - attacks cannot be stealthy
- (enemy) Staggered - cannot dodge attacks
- (enemy) Fumbling - single-target attacks provoke a counter-attack
- (self) Breakthrough - next attack is guaranteed to be a critical hit
L6 - BraceThrottle Blasts- Multi-function
Fire Fist
- Ranged Fire Explosion
- One Enemy
- (special) Deadly Crits - deals extra damage on critical hits
- (special) Exploits Burning - does extra damage to burning targets.
- (special) Scorched - applies Scorched to burning enemies.
- (enemy) Burning - takes damage each turn. Defense reduced.
Cyclone Blast
- Ranged Sonic
- All Enemies
- 2 round cooldown
- (special) Catastrophic - always hits and cannot be protected against
- (enemy) Disoriented - single-target attacks have a chance to hit an ally
- (enemy) Dizzy - accuracy decreased by 25%
- (enemy) Off-Balance - cannot counter attacks
Fire Extinguisher
- Ranged Water
- All Enemies
- 2 round cooldown
- (enemy) Extinguished - fire and energy attacks do less damage
- (enemy) Blinded - next single-target attack has a 50% chance to miss
L9 - Delete Approved
- Unarmed Melee
- One Enemy
- 3 round cooldown - starts cooled down
- (special) Deadly Crits - deals extra damage on critical hits
- (Special) True Strike - ignores most avoidance effects
- (special) Guaranteed hit
- (special) Exploitation - exploits everything exploitable
- (enemy) Fatal Blow - instantly defeats enemies under 30% health.
Team-Up Bonuses[]
Big in Japan
Bodies in Motion
Fully Armed
Haste
Hot Stuff
Orphanage
Power Rangers
Safety First
Seismic Shuffle
Serve and Protect
Shooting The Breeze