Final Arena Challenges and Final Story Passives
The Nanowish expansion will bring the final Crystal Arena Challenges to The Demon Rush: Legends Corrupt, including an incredibly difficult challenge named "The True Most Evil Battle Ever" -- originally, The True Most Evil Battle Ever was to be saved for the final expansion (Scorched Earth) as the ultimate Crystal Arena Challenge, but between the way that Scorched Earth's story flow handling/planning was shaping up and how powerful the characters already were even before the new Nanowish story passives are added, it felt more appropriate to add the ultimate arena challenges to Nanowish instead.
As there is still balancing/testing needed for the final Crystal Arena Challenges, the passive abilities below may be altered prior to release, but are being mentioned here to as to what the passives are currently intended to bring to each character.
Cherry
Passives
When Push Comes To Shove -- Every time that the user successfully lands Pushback on an enemy, the user's damaging Body abilities increase in damage by 50% per successful Pushback that battle. These boosts occur only once per Pushback. The range of Cutthrough's slashes are doubled.
No Further -- The party becomes invincible for 2 seconds when Line Overdrive successfully hits an enemy. Fortify gains triple radius and double duration, and Stand Ground gains double duration.
Galeforce -- During the Wind Field Effect, the user's Tornados slowly grow in size (1 body width radius/sec) and power (multiplied by ((n + 1) x (n + 1)), where n is the body width radius a Tornado gained since creation). If Violent Gust hits an enemy during the Wind Siphon Field Effect, the user's Tornados gain 1 body width radius. The largest Tornado boosts Dark Energy and Hold The Line's Attack debuffs up to 3x.
Powerseeker's Limitbreak -- If the user summons a Warbeast, the user deals 4x damage while their personal Warbeast is alive and in play, and Stand Ground while blocking will prevent damage and grant status immunity to their personal Warbeast in the same manner that Stand Ground affects the user.
Further notes on Cherry's ability additions -- Cherry was overall the weakest damage dealer in The Demon Rush: Legends Corrupt, so she gains some more damage dealing potential (especially through her Body abilities) through When Push Comes to Shove and Powerseeker's Limitbreak. Powerseeker's Limitbreak will also allow Cherry to tank hits for Omneon through Stand Ground (beyond just using Cover and Fortify/Dark Energy attack debuffs to protect him), and her No Further Passive also extends Stand Ground duration to allow to her to protect Omneon for extended time periods. No Further will also make the non-Warbeast party members invincible, especially during the Mind Field Effect where cooldowns for Line Overdrive are lower. No Further and Galeforce will also help work with Cherry's attack debuffs better, as No Further boosts Fortify's duration and area-of-effect. Galeforce will allow a Wind Siphon build for Cherry to power up Fortify and Dark Energy's attack debuffs based on Tornado size, allowing Cherry to cover Omneon with Stand Ground while making use of the 4x damage boost from Powerseeker's Limitbreak.
Knight
Passives
The New Meta -- If the user has Lasting Meta as a passive, Metastrike's boost to the damage of the user's basic attacks rises from 2x to 13x.
All-Encompassing Poison -- For every 2 seconds that the target has been suffering from their current Poison affliction, Death-Defying's instant death threshold rises by 1% against that target until the target's current Poison expires. During the Mind Field Effect, Poison duration does not tick down if the user is alive.
Further Unexplained -- Unexplained's curse lasts 1 second longer. During the Body Field Effect, Unexplained's curse deals 8x damage. During the Mind Field Effect, Unexplained inflicts Poison and reduces Unexplained's cooldown by 10 seconds. During the Water Field Effect, enemies affected by Unexplained's curse take 20x damage from Deep Freeze spikes exploded by Fumarole's Eruption.
Betrayer's Victory -- If the user summons a Warbeast, their personal Warbeast is invincible during the Body Field Effect and deals 2x more damage during the Body Field Effect.
Further notes on Knight's ability additions -- Knight's new passives (aside from The New Meta) are reliant on Field Effects, but his passive overall give him more damage options by powering up his basic attacks (The New Meta), his entire battlefield damage (Further Unexplained during Body Field Effect), and his Deep Freeze spike projectiles (Further Unexplained during Body Field Effect) -- the spike projectiles can be particularly devastating if an enemy is at the center of the Deep Freeze detonation. Further Unexplained during the Mind Field Effect also inflicts Poison, which can work well with All-Encompassing Poison, which can not only reset the timer on the current Poison, but prevents Poison duration from ticking down, which allows Knight to theoretically surpass Tara's Instant Death Threshold by being able to hit 100% Instant Death Threshold, though this would require 150 seconds of Poison during the Mind Field Effect to pull off -- however, even lasting half that time can provide a significant Instant Death threshold. Knight's Warbeast passive (Betrayer's Victory) allows Charytio to be incredibly useful for Body Field Effect teams by inflicting more damage and gaining invincibility.
Alberto
Passives
Martial Arts Rushdown -- If Haymaker Stun has been learned, Haymaker deals 2x damage, has 2 extra seconds of Stun and deals an extra 2x damage if the enemy is already Stunned. If Deadly Arts hits an already Stunned enemy, it has zero cooldown and "tags" an enemy. If Light Chi hits this tagged enemy, Light Chi's collision damage is 20x higher. This tag is present until the enemy dies or is hit by Light Chi's collision.
Healer's Resolve -- Every time a party member is healed by a non-HP regen healing ability (healing numbers displayed on screen), the user's cooldowns reduce by 0.1 seconds.
Lightning Raid -- During the Wind Field Effect, Spark deals 3x damage and System Shock's cooldown is reduced by 5 seconds. For every enemy Stunned by System Shock, active Thunder Storms have their duration boosted by 1 second each. If a Thunder Storm is active beyond its initial 5 seconds, its bolts deal (8 + Elapsed Overtime Seconds)x damage for the remainder of its duration.
Judge's Sentence -- If the user summons a Warbeast, their personal Warbeast deals 10% more damage to an enemy for every hit that specific enemy landed on the party or the user's personal Warbeast.
Further notes on Alberto's ability additions -- Alberto Body and Wind passives typically focus on him combining his abilities -- Deadly Arts and Light Chi for massive collision damage (especially if Trovoc with Looming Chaos investment is the summoned Warbeast) and System Shock with Thunder Storm for more powerful and longer lasting Thunder Storms. Alberto's Mind passive (Healer's Resolve) is straightforward, and can help fuel the cooldowns for his Body and Wind abilities -- this can apply to his own healing abilities (especially Light Zone's healing-over-time area) and Counter ability's Perpetual Parry story passive, as well, so Alberto can focus on a better balance of healing and aggression for endgame battles. Alberto's Warbeast passive (Judge's Sentence) helps cover Themimanthus' standout weaknesses -- his bottom-tier damage output and his abilities dropping off late-battle -- by having Themimanthus build up damage from himself and the party taking hits. While Themimanthus excelled at defense in the early parts of battles thanks to Balanced Battlefield especially, Judge's Sentence allows Themimanthus to convert his skill in party survivability to late-battle damage, as The True Most Evil Battle Ever consisting of all bosses would not be kind to Themimanthus' early-battle focus otherwise.
Tara
Passives
Peak Performance -- During the Body Field Effect, if the user's HP is at maximum, the user's Body abilities deal 4x damage.
Second Wind -- If the user has not suffered from Stagger/Stun/Knockdown/Knockback for the last 8 seconds, the user regens HP at a rate of 2 HP/second.
Rough Terrain -- If Mindcloud is used during the Earth Field Effect, the user regens HP at a rate of 5 HP/second for 5 seconds and Reaper Shield's cooldown is reduced to 0. If the user's HP is at maximum during the Earth Field Effect, Chasm and Earthquake deal 4x damage and Chasm's instant death thresholds are 10% higher (requires Bottomless Pit).
Besieger's Endurance -- If the user summons a Warbeast, their personal Warbeast recovers 100 HP every 60 seconds that the Warbeast is in play.
Further notes on Tara's ability additions -- Tara's passives are a bit more straightforward compared to the rest of the cast -- she sticks to her strengths of high personal HP Regen, but also converts it into damage boosts (and instant death threshold boosts for Chasm) when at full HP during the appropriate Field Effect. Her Rough Terrain passive also reduces Reaper Shield's cooldown to zero under the right conditions, which not only prevents Tara (and any nearby allies) from dying for a short period of time, but combined with her Reaper Refuel story passive, allows her to deal more damage and gain more personal HP Regen. Besieger's Endurance is a simple passive for Tara's Warbeast, but it rewards the player for using stall tactics with Attregor effectively (and Attregor himself already has built in bonuses for being in play for long periods of time for most of his abilities).
Pound
Passives
Stone Cold -- Stone Gauntlet's area of effect is 3x larger and now deals more damage the closer the target is to Stone Gauntlet's center (up to 5x damage). If enemies are suffering from Knockdown, Claymore deals 3x damage and Viper Flight's gains from the Flight Plan passive are tripled.
Research of Calm -- During the Mind Field Effect, the party deals 0.75x damage from the Field Effect rather than 0.5x damage and takes 0.25x damage rather than 0.5x damage while the user is alive.
Research of Planets -- During any Siphon Field Effect, the party has all 4 elements for the purpose of ignoring Field Effect negatives while the user is alive. Enemies take 20x damage from Fire Field Effect fire, suffer 2 more seconds of Knockdown from Water Field Effect waterpools, 10x collison damage from Wind Field Effect windbursts, and non-Earth enemies cannot dodge during the Earth Field Effect. This ability is unused by Warbeasts.
Silence's Scream -- If the user summons a Warbeast, block-staggering an enemy will block-stagger all enemies who are not blocking/dodging/invincible and all currently block-staggered enemies take 5x damage while the user's personal Warbeast is in play. Block-staggering an enemy will reduce the user's personal Warbeast's cooldowns by 3 seconds each (once per trigger).
Further notes on Pound's ability additions -- Pound's Mind passive (Research of Calm) and Siphon passive (Research of Planets) helps to round out his support capabilities with Research of Rage to cover boosting the party's effectiveness and reducing the negatives for them during all 6 Field Effects, which allows the party to function better under unwanted Field Effects. Stone Cold provides a very wide-area Knockdown to the battlefield, and Knockdown now helps enhance Viper Flight's gradual boosts over time and Claymore Crash's damage, which can be effective when someone like Brooks can use Pound's Domination Arts for long-range Knockdown. Silence's Scream not only allows Ciunatur to trigger Silence and Exhaustion Aura more often and stacks with her Stalwart passive, but it can act as a Claire's Throat Jab-level defense debuff to the battlefield when block-staggering enemies -- having a player-controlled provoke tank run "defense" by blocking enemies endlessly can be an invaluable method for offensive support for the party.
Cook
Passives
Fighting On Two Fronts -- During the Body Field Effect, the user's Body abilities deal 3x damage and have 5 seconds less cooldown while the user is not holding their ranged weapon. The user's ranged weapon deals 8x damage while the Body Field Effect is active.
Doomthrow -- Every hit landed with the user's ranged weapon while Discus Doom is active reduces the cooldown of Discus Doom by 0.1 seconds. During the Mind Field Effect, Discus Doom's duration does not decrease.
Kingsflame -- King's Rays' Knockdown time is boosted by 0.1 seconds per persistent fire in play.
Commander's Call To Arms -- If the user summons a Warbeast, their personal Warbeast and any party members within 5 body widths of the user's personal Warbeast will regenerate 5 HP/second for each party member within 5 body widths of the user's personal Warbeast.
Further notes on Cook's ability additions -- Cook's new passives are reliant on Field Effects, but provides him with very large damage boosts (Body Field Effect), stronger ranged weapon presence (Mind Field Effect) and incredibly lengthy Knockdown time to the whole battlefield (Fire Field Effect -- though not SPECIFICALLY a requirement, the Fire Field Effect adds fires and Cook's active abilities can add fires during the Fire Field Effect). Cook's ranged weapon, in particular, benefits from both the Body and Mind Field Effects. Commander's Call To Arms make Nemegatus a very effective party HP Regen Warbeast, so long as the party stays in range of Nemegatus -- so long as Brooks (long-distance combat) or Subwoofer (random warping) are not party members, 15 HP/sec HP Regen for Nemegatus and the party should not be too difficult to maintain.
Claire
Passives
Master Ninja -- During the Body Field Effect, Ninja deals 20x damage and inflicts Knockdown.
Battlefield Menace -- If both Cheetah and Sixth Sense are active at the same time, Throwing Knife inflicts Knockdown. If Stealth, Cheetah and Sixth Sense are all active at the same time, Throwing Knife deals an additional 3x damage. Mindgames boosts Throwing Knife damage by 100% rather than 30% per successful Mindgames dodge.
Poisons Expert -- All inflictions of the Poison status ailment by the user have their Poison damage boosted by 5x.
Shadowlady's Ambuscade -- If the user summons a Warbeast, their personal Warbeast's shadow zones will double in area, and the party and the user's personal Warbeast will deal 5x damage if they are standing in a shadow zone and the enemy is either standing in a shadow zone or suffering from Shadow Tag.
Further notes on Claire's ability additions -- Claire gains more abilities to inflict Knockdown, notably Ninja during the Body Field Effect (to better combo with Crimson Acrobat) and Throwing Knife with Cheetah and Sixth Sense active (giving her a long range Knockdown projectile). Throwing Knife in particular gains big damage boosts, giving Claire a strong long-range option, especially when combined with her Poisons Expert passive -- Claire with max Poison Damage and Poisons Expert with an equipped Poison Knife during the Mind Field Effect can deal 550 Poison damage at base, which can be enhanced even further with Subwoofer's Pathogenic Light, and can make Poison a viable damage tool if the player does not allow Poison duration to expire (either by re-applying it repeatedly before it expires or by using Knight/Subwoofer to maintain Poison duration). Shadowlady's Ambuscade doubles down on Claire and Vodyadel's playstyles, making that duo the undisputed leaders in powerful offensive support, though they will be counting on the rest of the party to provide defensive support.
Jimmy
Passives
Time To Go Wild -- During the Body Field Effect, if the user has no abilities currently on cooldown, then the user's Body abilities have no cooldown.
Shuriken Superstar -- Shuriken deals 5x damage and sets Vital Shot cooldown to 0.
Necromancer's Fundamentals -- Every time Vital Shot is used, Vital Shot and Vital Pulse deals 25% more damage per Vital Shot used that battle and heals the user for an additional 3 HP on hit per Vital Shot used that battle.
Bloodmage's Warspell -- If the user summons a Warbeast, Vital Shot and Vital Pulse will heal the user's personal Warbeast as much as the user and each use of Vital Shot will boost their personal Warbeast's damage output by 1% per Vital Shot used for the rest of the battle.
Further notes on Jimmy's ability additions -- A lot of Jimmy's new passives focus on his Vital Shot ability -- between Shuriken Superstar reducing Vital Shot's cooldown to 0 (which helps to better maintain the Fire Field Effect during a Crimson Force-focused build), Necromancer's Fundamentals boosting Vital Shot's damage and healing heavily over time, and Bloodmage's Warspell allowing Aonbharret to gain damage buffs and healing from Jimmy's Vital Shot/Vital Pulse, Jimmy's Vital Shot gained further value with this round of passives. Regardless of the player's level of investment into it, Jimmy will not need to rely solely on chasing down Aonbharret and his wild charges with Withstand Seal to protect him -- Vital Shot can contribute to Aonbharret's survivability regardless. This helps to make both Jimmy and Aonbharret stand out more as characters whose damage increases over time (if Aonbharret has Bloodlust) and the frequent healing for Aonbharret allows him to get more mileage out of his Sanguine passive. Jimmy also gains a lot of versatility from the Time To Go Wild passive during the Body Field Effect -- Stagger/self-heal spam from Pushback, wide-area Stagger spam from Dead Drop, Pressure Point spam to Stunned/Knocked Down enemies, and Twister spam for invincible near-infinite duration Provoke tanking. However, the tricky part is getting into the Body Field Effect with zero cooldowns in the first place, especially if Jimmy has Beyond Eternity as an ability. However, with some planning, Jimmy can take on a much more powerful role for Body Field Effect teams (especially if Pound's new Research of Barklord passive can help make up for Jimmy's inactivity).
Brooks
Passives
Brought A Gun To A Knife Fight -- Pickaxe with the Quarry Snared passive and Power Drag with the What A Drag passive have their Stun times boosted by 2 seconds. During the Body Field Effect, Home Run deals an additional 8x collision damage from Knockback and Crossguard gets its cooldown reduced to 0 on a successful Home Run.
The Power Of Gun -- The user's basic hitscan attacks deal 3x damage.
Gravity Overwhelming -- If an enemy is trapped by High Gravity and simultaneously hit by a Black Hole, Black Hole and Crushing Gravity (if applicable) each deal 20x damage and, if the user has the Pushbreak and/or What A Drag passives, their debuffs are applied to enemies in this scenario. Pandemonium now applies the Pushbreak and/or What A Drag debuffs (if the user has their passives).
Fidelity's Champion -- If the user summons a Warbeast, Field Tactics will reduce their personal Warbeast's cooldowns by 2 seconds, will triple their personal Warbeast's damage for 5 seconds, and decrease all damage dealt to the party and the user's personal Warbeast by 50% for 5 seconds while the user's personal Warbeast is in play.
Further notes on Brooks' ability additions -- Brooks' passives boost his damage heavily, at close range and at long range, with standard attacks and with knockback collision. Brooks' Crossguard gaining zero cooldown on successful Home Run allows him to gain healing, invincibility, cooldown reductions and damage boosts more frequently when dealing with melee enemies, and Pandemonium and High Gravity/Black Hole inflicting Brooks' debuffs also allows him to inflict more frequent high-damage knockback collision, especially if Trovoc with Looming Chaos is present. Brooks' Mind passive gives him flat unconditional bonus damage to his basic attacks, which on top of the basic attack damage boosts from his buffs and to blinded enemies with Sniper's Delight, makes him a valuable party member to work with Aquigere, if she is the deployed Warbeast. Aside from Brooks working well with other Warbeasts, Fidelity's Champion allows Field Tactics to power up Alleroch and the party immensely -- ignoring the Attack/Defense boosts it can get from Ireland MRND-48 AAG, the burst/regen healing and status immunity from other passives, and the half damage buff from Fidelity's Champion itself, Field Tactics can now reduce Alleroch's cooldowns by 2 seconds and triple his damage, which allows Conviction to deal giant damage even if Brooks has Field Tactics on cooldown, can allow for more frequent Faith to lower party cooldowns (which includes Brooks' Field Tactics for incredible party cooldown reductions) and more frequent damage reduction/status immunity from Immovable.
Barklord
Passives (these 12 passives are learned by the party, but used by Barklord if the associated party member is the one to summon Barklord)
Guard Dog (Cherry) -- If the user summons Barklord, the party takes half damage while Barklord is on the field (Warbeasts are not affected by this).
Attack Dog (Knight) -- If the user summons Barklord, the party deals double damage while Barklord is on the field (Warbeasts are not affected by this).
Rescue Dog (Alberto) -- If the user summons Barklord, Barklord applies an additional HP Regen of 5 HP/second (stacks with Barklord's own HP Regen ability) while Barklord is on the field (Warbeasts are not affected by this).
Killer Instinct (Tara) -- If the user summons Barklord, Bark Raid deals 4x damage.
Research of Barklord (Pound) -- If the user summons Barklord, Barklord's Body/Mind Field Effect gains from Bark Raid are tripled (if set to Body or Mind).
Fetch (Cook) -- If the user summons Barklord and the user's ranged weapon makes contact with Barklord while Barklord is using Bark Raid (and not Wild Nova), all enemies not dodging or otherwise invincible are hit by Bark Raid (can trigger once per ricochet).
Houndmaster (Claire) -- If the user summons Barklord, the user's ability cooldown penalties for summoning Barklord are reduced by 1 second, and Barklord's summoning cooldown is reduced by 1 second.
Nature's Wrath (Jimmy) -- If the user summons Barklord, Stagger time from Wild Nova is doubled and Wild Nova's duration is 2 seconds longer.
A Dog of Presence (Brooks) -- If the user summons Barklord, all enemies cannot move or dodge while Barklord is on the field.
Imperial Hound (Caesara) -- If the user summons Barklord, Wild Nova deals 4x damage.
Ambush Dog (Allisara) -- If the user summons Barklord, any enemies that Barklord hits with Bark Raid while he is within one of the user's Flow Clouds adds 1 additional second of Knockdown.
Mutual Hatred (Subwoofer) -- If the user summons Barklord, the user gains a buff for 15 seconds where their personal damage is boosted by 8x, but they suffer 2x more damage.
Further notes on Barklord's ability additions -- The new Barklord passives allow for Barklord to gain power in areas that he is not customized in or to power up his existing abilities further. Alberto's Rescue Dog stands out here, allowing Barklord to hit his original HP Regen max of 5 HP/sec when HP Regen at level 0, or a massive 10 HP/sec regen at level 10 -- regardless of customization, Barklord can HP Regen the party if Alberto calls him out. Claire can call out Barklord more frequently at less penalty to herself (2 seconds cooldown total for the summoner and for Barklord if both the Ability Cooldown and Summon Cooldown passives are level 10 for Barklord). Tara and Allisara help to power up Bark Raid, and Cook gains a tricky-but-powerful entire battlefield Bark Raid trigger (which might be easier in smaller arenas and/or with Discus Doom active). Jimmy and Caesara can power up Wild Nova (Jimmy in particular can help turn Wild Nova into a wide area 6 second Stagger-lock outside of the Body Field Effect with the right Barklord customization), and Brooks can benefit from a long-duration Wild Nova if he summons Barklord due to his new ability to prevent movement and dodging for all enemies. Pound himself can summon Barklord to better benefit Body Field Effect and Mind Field Effect focused teams, which can be especially valuable for builds involving Knight's Power Drive and Charytio. Cherry and Knight can boost party defense and offense respectively when summoning Barklord (where Wild Nova Damage Reduction Level 10 under Cherry can cut all damage received by party members within Wild Nova to 25%, and Knight can similarly total party damage dealt to 3x with Wild Nova Damage Boost Level 10), while Subwoofer gets a powerful/longlasting but risky/selfish damage buff when he summons Barklord. Regardless of how Barklord was customized, these new passives allow for Barklord to access areas he was not customized in and allow for new strategies based on who calls him onto the battlefield.
Caesara
Passives
Imperial Beatdown -- During Full Plate aura and while the Body Field Effect is active, the user's damaging Body abilities have 10 seconds less cooldown. During Claw Hands aura and while the Body Field Effect is active, the user's damaging Body abilities have their damage doubled.
Lightspeed Progress -- If the user has the Lightspeed Impact passive, Lightspeed's Knockback collision damage boost from Lightspeed Impact rises from 5x to 50x. If the user has the Fiendish Ambush passive, damage from Lightspeed is doubled and the Bleed damage from Fiendish Ambush is tripled.
Heated Aura -- Whenever the user uses a Fire Siphon ability, the duration of their current aura increases by 1 second.
Crusader's Baptism Of Fire -- If the user summons a Warbeast, their personal Warbeast has all damage dealt to them reduced by 90% while the user has either an active Full Plate aura or Claw Hands aura, and their personal Warbeast is invincible for the first 2 seconds of a stance change from Prayer To Ferromant.
Further notes on Caesara's ability additions -- Caesara's Body passive (Imperial Beatdown) and Mind passive (Lightspeed Progress) are Field Effect-reliant, but valuable all the same. Imperial Beatdown allows Caesara to deal more damage during her already-powerful Claw Hands aura/Claw Hands aura passives, as well as take advantage of the Full Plate aura's status effects and Deliverance defense buffs thanks to reduced cooldowns from Full Plate. Lightspeed Progress notably powers up Lightspeed Impact's collision damage during the Mind Field Effect -- though like Alberto's Light Chi, where it is Caesara's only real powerful Knockback collision damage attack, both Alberto's Light Chi and Caesara's Lightspeed can benefit from Trovoc's Looming Chaos, if he is the summoned Warbeast and customized as such. Caesara's Siphon passive (Heated Aura) synergizes very effectively with her new Warbeast passive, Crusader's Baptism of Fire, by providing Chrysomalliege VERY high damage reduction and invincibility if Caesara maintains her auras and changes stances as often as possible, which he will sorely need with The True Most Evil Battle Ever not having small enemies for him to defeat so that he can build up his kill counts for more power.
Allisara
Passives
Stay Until The Job's Done -- While using Surfstaff or Channel Strike, the user's received damage is reduced by 80% and the user is immune to Stagger/Stun/Knockdown/Knockback.
Eye Of The Flow Storm -- During the Mind Field Effect, Flowcurrent deals 40x damage, has 5 seconds less cooldown and "tags" the Flow Clouds affected by Flowcurrent during the Mind Field Effect. If Flowspike is used during the Mind Field Effect, these tagged Flow Clouds deal 8x damage.
Fell Flow -- During the Water Siphon Field Effect, Fellriver adds up to 20 Flow Clouds along its attack area (but will not extend past battlefield boundaries).
Interceptor's Strategem -- If the user summons a Warbeast, the party's (but not the Warbeast's) basic attacks will deal 1% more damage per Harrier used by the user's personal Warbeast for that battle, so long as the Warbeast is in play.
Further notes on Allisara's ability additions -- Allisara's Stay Until The Job's Done passive allows her slow but powerful Body abilities to be less risky and unable to be interrupted through status effects, allowing her to land the attacks more readily (though she will still need to rely on the party holding enemies in place). Eye Of The Flow Storm allows Flowcurrent to contribute better damage while allowing Flowspike to be better at dealing large area damage during the Mind Field Effect (especially with the Royal Sceptre equipped). Fellflow is pretty standard for a new passive, but it helps to contribute to Mist and Trance builds further. Interceptor's Strategem allows Aquigere to further boost party basic attacks -- even beyond the obvious giant basic attack damage boosters from Emissary and Intercession, Aquigere customized for level 10 Harrier only has 1 second of cooldown time (for more frequent unconditional but low damage boosts to basic attacks) and Agency can allow Aquigere to survive long enough to boost basic attack damage further.
Subwoofer
Passives (only including his Warbeast passive here, as his other abilities are already built into his own page)
Chaosmonger's Strife -- If the user summons a Warbeast, enemies that suffer Knockback collision damage have their damage dealt reduced by 75% and their damage received boosted by 3x for 1 second, so long as the user's personal Warbeast is in play.
Further notes on Subwoofer's ability additions -- Chaosmonger's Strife allows Trovoc's presence to provide the party with heavy offensive and defensive buffs, so long as they can inflict frequent Knockback (like Cherry or Brooks). This can pair well with Risk Level 6's 25% flat damage reduction, and allows the party to make better use of Risk/Chaosmonger's Strife's powerful combined offensive support from low party HP. Even if not customized for Risk, the defensive support from an aggressive Warbeast like Trovoc can make for a solid and balanced endgame Warbeast -- so long as the party can provide extremely frequent Knockback and is not reliant on Knockdown for defense/stall tactics, as Trovoc's frequent Knockback will interfere with that.
As there is still balancing/testing needed for the final Crystal Arena Challenges, the passive abilities below may be altered prior to release, but are being mentioned here to as to what the passives are currently intended to bring to each character.
Cherry
Passives
When Push Comes To Shove -- Every time that the user successfully lands Pushback on an enemy, the user's damaging Body abilities increase in damage by 50% per successful Pushback that battle. These boosts occur only once per Pushback. The range of Cutthrough's slashes are doubled.
No Further -- The party becomes invincible for 2 seconds when Line Overdrive successfully hits an enemy. Fortify gains triple radius and double duration, and Stand Ground gains double duration.
Galeforce -- During the Wind Field Effect, the user's Tornados slowly grow in size (1 body width radius/sec) and power (multiplied by ((n + 1) x (n + 1)), where n is the body width radius a Tornado gained since creation). If Violent Gust hits an enemy during the Wind Siphon Field Effect, the user's Tornados gain 1 body width radius. The largest Tornado boosts Dark Energy and Hold The Line's Attack debuffs up to 3x.
Powerseeker's Limitbreak -- If the user summons a Warbeast, the user deals 4x damage while their personal Warbeast is alive and in play, and Stand Ground while blocking will prevent damage and grant status immunity to their personal Warbeast in the same manner that Stand Ground affects the user.
Further notes on Cherry's ability additions -- Cherry was overall the weakest damage dealer in The Demon Rush: Legends Corrupt, so she gains some more damage dealing potential (especially through her Body abilities) through When Push Comes to Shove and Powerseeker's Limitbreak. Powerseeker's Limitbreak will also allow Cherry to tank hits for Omneon through Stand Ground (beyond just using Cover and Fortify/Dark Energy attack debuffs to protect him), and her No Further Passive also extends Stand Ground duration to allow to her to protect Omneon for extended time periods. No Further will also make the non-Warbeast party members invincible, especially during the Mind Field Effect where cooldowns for Line Overdrive are lower. No Further and Galeforce will also help work with Cherry's attack debuffs better, as No Further boosts Fortify's duration and area-of-effect. Galeforce will allow a Wind Siphon build for Cherry to power up Fortify and Dark Energy's attack debuffs based on Tornado size, allowing Cherry to cover Omneon with Stand Ground while making use of the 4x damage boost from Powerseeker's Limitbreak.
Knight
Passives
The New Meta -- If the user has Lasting Meta as a passive, Metastrike's boost to the damage of the user's basic attacks rises from 2x to 13x.
All-Encompassing Poison -- For every 2 seconds that the target has been suffering from their current Poison affliction, Death-Defying's instant death threshold rises by 1% against that target until the target's current Poison expires. During the Mind Field Effect, Poison duration does not tick down if the user is alive.
Further Unexplained -- Unexplained's curse lasts 1 second longer. During the Body Field Effect, Unexplained's curse deals 8x damage. During the Mind Field Effect, Unexplained inflicts Poison and reduces Unexplained's cooldown by 10 seconds. During the Water Field Effect, enemies affected by Unexplained's curse take 20x damage from Deep Freeze spikes exploded by Fumarole's Eruption.
Betrayer's Victory -- If the user summons a Warbeast, their personal Warbeast is invincible during the Body Field Effect and deals 2x more damage during the Body Field Effect.
Further notes on Knight's ability additions -- Knight's new passives (aside from The New Meta) are reliant on Field Effects, but his passive overall give him more damage options by powering up his basic attacks (The New Meta), his entire battlefield damage (Further Unexplained during Body Field Effect), and his Deep Freeze spike projectiles (Further Unexplained during Body Field Effect) -- the spike projectiles can be particularly devastating if an enemy is at the center of the Deep Freeze detonation. Further Unexplained during the Mind Field Effect also inflicts Poison, which can work well with All-Encompassing Poison, which can not only reset the timer on the current Poison, but prevents Poison duration from ticking down, which allows Knight to theoretically surpass Tara's Instant Death Threshold by being able to hit 100% Instant Death Threshold, though this would require 150 seconds of Poison during the Mind Field Effect to pull off -- however, even lasting half that time can provide a significant Instant Death threshold. Knight's Warbeast passive (Betrayer's Victory) allows Charytio to be incredibly useful for Body Field Effect teams by inflicting more damage and gaining invincibility.
Alberto
Passives
Martial Arts Rushdown -- If Haymaker Stun has been learned, Haymaker deals 2x damage, has 2 extra seconds of Stun and deals an extra 2x damage if the enemy is already Stunned. If Deadly Arts hits an already Stunned enemy, it has zero cooldown and "tags" an enemy. If Light Chi hits this tagged enemy, Light Chi's collision damage is 20x higher. This tag is present until the enemy dies or is hit by Light Chi's collision.
Healer's Resolve -- Every time a party member is healed by a non-HP regen healing ability (healing numbers displayed on screen), the user's cooldowns reduce by 0.1 seconds.
Lightning Raid -- During the Wind Field Effect, Spark deals 3x damage and System Shock's cooldown is reduced by 5 seconds. For every enemy Stunned by System Shock, active Thunder Storms have their duration boosted by 1 second each. If a Thunder Storm is active beyond its initial 5 seconds, its bolts deal (8 + Elapsed Overtime Seconds)x damage for the remainder of its duration.
Judge's Sentence -- If the user summons a Warbeast, their personal Warbeast deals 10% more damage to an enemy for every hit that specific enemy landed on the party or the user's personal Warbeast.
Further notes on Alberto's ability additions -- Alberto Body and Wind passives typically focus on him combining his abilities -- Deadly Arts and Light Chi for massive collision damage (especially if Trovoc with Looming Chaos investment is the summoned Warbeast) and System Shock with Thunder Storm for more powerful and longer lasting Thunder Storms. Alberto's Mind passive (Healer's Resolve) is straightforward, and can help fuel the cooldowns for his Body and Wind abilities -- this can apply to his own healing abilities (especially Light Zone's healing-over-time area) and Counter ability's Perpetual Parry story passive, as well, so Alberto can focus on a better balance of healing and aggression for endgame battles. Alberto's Warbeast passive (Judge's Sentence) helps cover Themimanthus' standout weaknesses -- his bottom-tier damage output and his abilities dropping off late-battle -- by having Themimanthus build up damage from himself and the party taking hits. While Themimanthus excelled at defense in the early parts of battles thanks to Balanced Battlefield especially, Judge's Sentence allows Themimanthus to convert his skill in party survivability to late-battle damage, as The True Most Evil Battle Ever consisting of all bosses would not be kind to Themimanthus' early-battle focus otherwise.
Tara
Passives
Peak Performance -- During the Body Field Effect, if the user's HP is at maximum, the user's Body abilities deal 4x damage.
Second Wind -- If the user has not suffered from Stagger/Stun/Knockdown/Knockback for the last 8 seconds, the user regens HP at a rate of 2 HP/second.
Rough Terrain -- If Mindcloud is used during the Earth Field Effect, the user regens HP at a rate of 5 HP/second for 5 seconds and Reaper Shield's cooldown is reduced to 0. If the user's HP is at maximum during the Earth Field Effect, Chasm and Earthquake deal 4x damage and Chasm's instant death thresholds are 10% higher (requires Bottomless Pit).
Besieger's Endurance -- If the user summons a Warbeast, their personal Warbeast recovers 100 HP every 60 seconds that the Warbeast is in play.
Further notes on Tara's ability additions -- Tara's passives are a bit more straightforward compared to the rest of the cast -- she sticks to her strengths of high personal HP Regen, but also converts it into damage boosts (and instant death threshold boosts for Chasm) when at full HP during the appropriate Field Effect. Her Rough Terrain passive also reduces Reaper Shield's cooldown to zero under the right conditions, which not only prevents Tara (and any nearby allies) from dying for a short period of time, but combined with her Reaper Refuel story passive, allows her to deal more damage and gain more personal HP Regen. Besieger's Endurance is a simple passive for Tara's Warbeast, but it rewards the player for using stall tactics with Attregor effectively (and Attregor himself already has built in bonuses for being in play for long periods of time for most of his abilities).
Pound
Passives
Stone Cold -- Stone Gauntlet's area of effect is 3x larger and now deals more damage the closer the target is to Stone Gauntlet's center (up to 5x damage). If enemies are suffering from Knockdown, Claymore deals 3x damage and Viper Flight's gains from the Flight Plan passive are tripled.
Research of Calm -- During the Mind Field Effect, the party deals 0.75x damage from the Field Effect rather than 0.5x damage and takes 0.25x damage rather than 0.5x damage while the user is alive.
Research of Planets -- During any Siphon Field Effect, the party has all 4 elements for the purpose of ignoring Field Effect negatives while the user is alive. Enemies take 20x damage from Fire Field Effect fire, suffer 2 more seconds of Knockdown from Water Field Effect waterpools, 10x collison damage from Wind Field Effect windbursts, and non-Earth enemies cannot dodge during the Earth Field Effect. This ability is unused by Warbeasts.
Silence's Scream -- If the user summons a Warbeast, block-staggering an enemy will block-stagger all enemies who are not blocking/dodging/invincible and all currently block-staggered enemies take 5x damage while the user's personal Warbeast is in play. Block-staggering an enemy will reduce the user's personal Warbeast's cooldowns by 3 seconds each (once per trigger).
Further notes on Pound's ability additions -- Pound's Mind passive (Research of Calm) and Siphon passive (Research of Planets) helps to round out his support capabilities with Research of Rage to cover boosting the party's effectiveness and reducing the negatives for them during all 6 Field Effects, which allows the party to function better under unwanted Field Effects. Stone Cold provides a very wide-area Knockdown to the battlefield, and Knockdown now helps enhance Viper Flight's gradual boosts over time and Claymore Crash's damage, which can be effective when someone like Brooks can use Pound's Domination Arts for long-range Knockdown. Silence's Scream not only allows Ciunatur to trigger Silence and Exhaustion Aura more often and stacks with her Stalwart passive, but it can act as a Claire's Throat Jab-level defense debuff to the battlefield when block-staggering enemies -- having a player-controlled provoke tank run "defense" by blocking enemies endlessly can be an invaluable method for offensive support for the party.
Cook
Passives
Fighting On Two Fronts -- During the Body Field Effect, the user's Body abilities deal 3x damage and have 5 seconds less cooldown while the user is not holding their ranged weapon. The user's ranged weapon deals 8x damage while the Body Field Effect is active.
Doomthrow -- Every hit landed with the user's ranged weapon while Discus Doom is active reduces the cooldown of Discus Doom by 0.1 seconds. During the Mind Field Effect, Discus Doom's duration does not decrease.
Kingsflame -- King's Rays' Knockdown time is boosted by 0.1 seconds per persistent fire in play.
Commander's Call To Arms -- If the user summons a Warbeast, their personal Warbeast and any party members within 5 body widths of the user's personal Warbeast will regenerate 5 HP/second for each party member within 5 body widths of the user's personal Warbeast.
Further notes on Cook's ability additions -- Cook's new passives are reliant on Field Effects, but provides him with very large damage boosts (Body Field Effect), stronger ranged weapon presence (Mind Field Effect) and incredibly lengthy Knockdown time to the whole battlefield (Fire Field Effect -- though not SPECIFICALLY a requirement, the Fire Field Effect adds fires and Cook's active abilities can add fires during the Fire Field Effect). Cook's ranged weapon, in particular, benefits from both the Body and Mind Field Effects. Commander's Call To Arms make Nemegatus a very effective party HP Regen Warbeast, so long as the party stays in range of Nemegatus -- so long as Brooks (long-distance combat) or Subwoofer (random warping) are not party members, 15 HP/sec HP Regen for Nemegatus and the party should not be too difficult to maintain.
Claire
Passives
Master Ninja -- During the Body Field Effect, Ninja deals 20x damage and inflicts Knockdown.
Battlefield Menace -- If both Cheetah and Sixth Sense are active at the same time, Throwing Knife inflicts Knockdown. If Stealth, Cheetah and Sixth Sense are all active at the same time, Throwing Knife deals an additional 3x damage. Mindgames boosts Throwing Knife damage by 100% rather than 30% per successful Mindgames dodge.
Poisons Expert -- All inflictions of the Poison status ailment by the user have their Poison damage boosted by 5x.
Shadowlady's Ambuscade -- If the user summons a Warbeast, their personal Warbeast's shadow zones will double in area, and the party and the user's personal Warbeast will deal 5x damage if they are standing in a shadow zone and the enemy is either standing in a shadow zone or suffering from Shadow Tag.
Further notes on Claire's ability additions -- Claire gains more abilities to inflict Knockdown, notably Ninja during the Body Field Effect (to better combo with Crimson Acrobat) and Throwing Knife with Cheetah and Sixth Sense active (giving her a long range Knockdown projectile). Throwing Knife in particular gains big damage boosts, giving Claire a strong long-range option, especially when combined with her Poisons Expert passive -- Claire with max Poison Damage and Poisons Expert with an equipped Poison Knife during the Mind Field Effect can deal 550 Poison damage at base, which can be enhanced even further with Subwoofer's Pathogenic Light, and can make Poison a viable damage tool if the player does not allow Poison duration to expire (either by re-applying it repeatedly before it expires or by using Knight/Subwoofer to maintain Poison duration). Shadowlady's Ambuscade doubles down on Claire and Vodyadel's playstyles, making that duo the undisputed leaders in powerful offensive support, though they will be counting on the rest of the party to provide defensive support.
Jimmy
Passives
Time To Go Wild -- During the Body Field Effect, if the user has no abilities currently on cooldown, then the user's Body abilities have no cooldown.
Shuriken Superstar -- Shuriken deals 5x damage and sets Vital Shot cooldown to 0.
Necromancer's Fundamentals -- Every time Vital Shot is used, Vital Shot and Vital Pulse deals 25% more damage per Vital Shot used that battle and heals the user for an additional 3 HP on hit per Vital Shot used that battle.
Bloodmage's Warspell -- If the user summons a Warbeast, Vital Shot and Vital Pulse will heal the user's personal Warbeast as much as the user and each use of Vital Shot will boost their personal Warbeast's damage output by 1% per Vital Shot used for the rest of the battle.
Further notes on Jimmy's ability additions -- A lot of Jimmy's new passives focus on his Vital Shot ability -- between Shuriken Superstar reducing Vital Shot's cooldown to 0 (which helps to better maintain the Fire Field Effect during a Crimson Force-focused build), Necromancer's Fundamentals boosting Vital Shot's damage and healing heavily over time, and Bloodmage's Warspell allowing Aonbharret to gain damage buffs and healing from Jimmy's Vital Shot/Vital Pulse, Jimmy's Vital Shot gained further value with this round of passives. Regardless of the player's level of investment into it, Jimmy will not need to rely solely on chasing down Aonbharret and his wild charges with Withstand Seal to protect him -- Vital Shot can contribute to Aonbharret's survivability regardless. This helps to make both Jimmy and Aonbharret stand out more as characters whose damage increases over time (if Aonbharret has Bloodlust) and the frequent healing for Aonbharret allows him to get more mileage out of his Sanguine passive. Jimmy also gains a lot of versatility from the Time To Go Wild passive during the Body Field Effect -- Stagger/self-heal spam from Pushback, wide-area Stagger spam from Dead Drop, Pressure Point spam to Stunned/Knocked Down enemies, and Twister spam for invincible near-infinite duration Provoke tanking. However, the tricky part is getting into the Body Field Effect with zero cooldowns in the first place, especially if Jimmy has Beyond Eternity as an ability. However, with some planning, Jimmy can take on a much more powerful role for Body Field Effect teams (especially if Pound's new Research of Barklord passive can help make up for Jimmy's inactivity).
Brooks
Passives
Brought A Gun To A Knife Fight -- Pickaxe with the Quarry Snared passive and Power Drag with the What A Drag passive have their Stun times boosted by 2 seconds. During the Body Field Effect, Home Run deals an additional 8x collision damage from Knockback and Crossguard gets its cooldown reduced to 0 on a successful Home Run.
The Power Of Gun -- The user's basic hitscan attacks deal 3x damage.
Gravity Overwhelming -- If an enemy is trapped by High Gravity and simultaneously hit by a Black Hole, Black Hole and Crushing Gravity (if applicable) each deal 20x damage and, if the user has the Pushbreak and/or What A Drag passives, their debuffs are applied to enemies in this scenario. Pandemonium now applies the Pushbreak and/or What A Drag debuffs (if the user has their passives).
Fidelity's Champion -- If the user summons a Warbeast, Field Tactics will reduce their personal Warbeast's cooldowns by 2 seconds, will triple their personal Warbeast's damage for 5 seconds, and decrease all damage dealt to the party and the user's personal Warbeast by 50% for 5 seconds while the user's personal Warbeast is in play.
Further notes on Brooks' ability additions -- Brooks' passives boost his damage heavily, at close range and at long range, with standard attacks and with knockback collision. Brooks' Crossguard gaining zero cooldown on successful Home Run allows him to gain healing, invincibility, cooldown reductions and damage boosts more frequently when dealing with melee enemies, and Pandemonium and High Gravity/Black Hole inflicting Brooks' debuffs also allows him to inflict more frequent high-damage knockback collision, especially if Trovoc with Looming Chaos is present. Brooks' Mind passive gives him flat unconditional bonus damage to his basic attacks, which on top of the basic attack damage boosts from his buffs and to blinded enemies with Sniper's Delight, makes him a valuable party member to work with Aquigere, if she is the deployed Warbeast. Aside from Brooks working well with other Warbeasts, Fidelity's Champion allows Field Tactics to power up Alleroch and the party immensely -- ignoring the Attack/Defense boosts it can get from Ireland MRND-48 AAG, the burst/regen healing and status immunity from other passives, and the half damage buff from Fidelity's Champion itself, Field Tactics can now reduce Alleroch's cooldowns by 2 seconds and triple his damage, which allows Conviction to deal giant damage even if Brooks has Field Tactics on cooldown, can allow for more frequent Faith to lower party cooldowns (which includes Brooks' Field Tactics for incredible party cooldown reductions) and more frequent damage reduction/status immunity from Immovable.
Barklord
Passives (these 12 passives are learned by the party, but used by Barklord if the associated party member is the one to summon Barklord)
Guard Dog (Cherry) -- If the user summons Barklord, the party takes half damage while Barklord is on the field (Warbeasts are not affected by this).
Attack Dog (Knight) -- If the user summons Barklord, the party deals double damage while Barklord is on the field (Warbeasts are not affected by this).
Rescue Dog (Alberto) -- If the user summons Barklord, Barklord applies an additional HP Regen of 5 HP/second (stacks with Barklord's own HP Regen ability) while Barklord is on the field (Warbeasts are not affected by this).
Killer Instinct (Tara) -- If the user summons Barklord, Bark Raid deals 4x damage.
Research of Barklord (Pound) -- If the user summons Barklord, Barklord's Body/Mind Field Effect gains from Bark Raid are tripled (if set to Body or Mind).
Fetch (Cook) -- If the user summons Barklord and the user's ranged weapon makes contact with Barklord while Barklord is using Bark Raid (and not Wild Nova), all enemies not dodging or otherwise invincible are hit by Bark Raid (can trigger once per ricochet).
Houndmaster (Claire) -- If the user summons Barklord, the user's ability cooldown penalties for summoning Barklord are reduced by 1 second, and Barklord's summoning cooldown is reduced by 1 second.
Nature's Wrath (Jimmy) -- If the user summons Barklord, Stagger time from Wild Nova is doubled and Wild Nova's duration is 2 seconds longer.
A Dog of Presence (Brooks) -- If the user summons Barklord, all enemies cannot move or dodge while Barklord is on the field.
Imperial Hound (Caesara) -- If the user summons Barklord, Wild Nova deals 4x damage.
Ambush Dog (Allisara) -- If the user summons Barklord, any enemies that Barklord hits with Bark Raid while he is within one of the user's Flow Clouds adds 1 additional second of Knockdown.
Mutual Hatred (Subwoofer) -- If the user summons Barklord, the user gains a buff for 15 seconds where their personal damage is boosted by 8x, but they suffer 2x more damage.
Further notes on Barklord's ability additions -- The new Barklord passives allow for Barklord to gain power in areas that he is not customized in or to power up his existing abilities further. Alberto's Rescue Dog stands out here, allowing Barklord to hit his original HP Regen max of 5 HP/sec when HP Regen at level 0, or a massive 10 HP/sec regen at level 10 -- regardless of customization, Barklord can HP Regen the party if Alberto calls him out. Claire can call out Barklord more frequently at less penalty to herself (2 seconds cooldown total for the summoner and for Barklord if both the Ability Cooldown and Summon Cooldown passives are level 10 for Barklord). Tara and Allisara help to power up Bark Raid, and Cook gains a tricky-but-powerful entire battlefield Bark Raid trigger (which might be easier in smaller arenas and/or with Discus Doom active). Jimmy and Caesara can power up Wild Nova (Jimmy in particular can help turn Wild Nova into a wide area 6 second Stagger-lock outside of the Body Field Effect with the right Barklord customization), and Brooks can benefit from a long-duration Wild Nova if he summons Barklord due to his new ability to prevent movement and dodging for all enemies. Pound himself can summon Barklord to better benefit Body Field Effect and Mind Field Effect focused teams, which can be especially valuable for builds involving Knight's Power Drive and Charytio. Cherry and Knight can boost party defense and offense respectively when summoning Barklord (where Wild Nova Damage Reduction Level 10 under Cherry can cut all damage received by party members within Wild Nova to 25%, and Knight can similarly total party damage dealt to 3x with Wild Nova Damage Boost Level 10), while Subwoofer gets a powerful/longlasting but risky/selfish damage buff when he summons Barklord. Regardless of how Barklord was customized, these new passives allow for Barklord to access areas he was not customized in and allow for new strategies based on who calls him onto the battlefield.
Caesara
Passives
Imperial Beatdown -- During Full Plate aura and while the Body Field Effect is active, the user's damaging Body abilities have 10 seconds less cooldown. During Claw Hands aura and while the Body Field Effect is active, the user's damaging Body abilities have their damage doubled.
Lightspeed Progress -- If the user has the Lightspeed Impact passive, Lightspeed's Knockback collision damage boost from Lightspeed Impact rises from 5x to 50x. If the user has the Fiendish Ambush passive, damage from Lightspeed is doubled and the Bleed damage from Fiendish Ambush is tripled.
Heated Aura -- Whenever the user uses a Fire Siphon ability, the duration of their current aura increases by 1 second.
Crusader's Baptism Of Fire -- If the user summons a Warbeast, their personal Warbeast has all damage dealt to them reduced by 90% while the user has either an active Full Plate aura or Claw Hands aura, and their personal Warbeast is invincible for the first 2 seconds of a stance change from Prayer To Ferromant.
Further notes on Caesara's ability additions -- Caesara's Body passive (Imperial Beatdown) and Mind passive (Lightspeed Progress) are Field Effect-reliant, but valuable all the same. Imperial Beatdown allows Caesara to deal more damage during her already-powerful Claw Hands aura/Claw Hands aura passives, as well as take advantage of the Full Plate aura's status effects and Deliverance defense buffs thanks to reduced cooldowns from Full Plate. Lightspeed Progress notably powers up Lightspeed Impact's collision damage during the Mind Field Effect -- though like Alberto's Light Chi, where it is Caesara's only real powerful Knockback collision damage attack, both Alberto's Light Chi and Caesara's Lightspeed can benefit from Trovoc's Looming Chaos, if he is the summoned Warbeast and customized as such. Caesara's Siphon passive (Heated Aura) synergizes very effectively with her new Warbeast passive, Crusader's Baptism of Fire, by providing Chrysomalliege VERY high damage reduction and invincibility if Caesara maintains her auras and changes stances as often as possible, which he will sorely need with The True Most Evil Battle Ever not having small enemies for him to defeat so that he can build up his kill counts for more power.
Allisara
Passives
Stay Until The Job's Done -- While using Surfstaff or Channel Strike, the user's received damage is reduced by 80% and the user is immune to Stagger/Stun/Knockdown/Knockback.
Eye Of The Flow Storm -- During the Mind Field Effect, Flowcurrent deals 40x damage, has 5 seconds less cooldown and "tags" the Flow Clouds affected by Flowcurrent during the Mind Field Effect. If Flowspike is used during the Mind Field Effect, these tagged Flow Clouds deal 8x damage.
Fell Flow -- During the Water Siphon Field Effect, Fellriver adds up to 20 Flow Clouds along its attack area (but will not extend past battlefield boundaries).
Interceptor's Strategem -- If the user summons a Warbeast, the party's (but not the Warbeast's) basic attacks will deal 1% more damage per Harrier used by the user's personal Warbeast for that battle, so long as the Warbeast is in play.
Further notes on Allisara's ability additions -- Allisara's Stay Until The Job's Done passive allows her slow but powerful Body abilities to be less risky and unable to be interrupted through status effects, allowing her to land the attacks more readily (though she will still need to rely on the party holding enemies in place). Eye Of The Flow Storm allows Flowcurrent to contribute better damage while allowing Flowspike to be better at dealing large area damage during the Mind Field Effect (especially with the Royal Sceptre equipped). Fellflow is pretty standard for a new passive, but it helps to contribute to Mist and Trance builds further. Interceptor's Strategem allows Aquigere to further boost party basic attacks -- even beyond the obvious giant basic attack damage boosters from Emissary and Intercession, Aquigere customized for level 10 Harrier only has 1 second of cooldown time (for more frequent unconditional but low damage boosts to basic attacks) and Agency can allow Aquigere to survive long enough to boost basic attack damage further.
Subwoofer
Passives (only including his Warbeast passive here, as his other abilities are already built into his own page)
Chaosmonger's Strife -- If the user summons a Warbeast, enemies that suffer Knockback collision damage have their damage dealt reduced by 75% and their damage received boosted by 3x for 1 second, so long as the user's personal Warbeast is in play.
Further notes on Subwoofer's ability additions -- Chaosmonger's Strife allows Trovoc's presence to provide the party with heavy offensive and defensive buffs, so long as they can inflict frequent Knockback (like Cherry or Brooks). This can pair well with Risk Level 6's 25% flat damage reduction, and allows the party to make better use of Risk/Chaosmonger's Strife's powerful combined offensive support from low party HP. Even if not customized for Risk, the defensive support from an aggressive Warbeast like Trovoc can make for a solid and balanced endgame Warbeast -- so long as the party can provide extremely frequent Knockback and is not reliant on Knockdown for defense/stall tactics, as Trovoc's frequent Knockback will interfere with that.