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Fighter

South Park: The Stick of Truth Walkthrough and Guide by Paul (vhayste)
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Fighter

 
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There are four classes to choose from, each has its own has unique five abilities. You can level up each ability up to LV5 by spending Ability Points. You can earn an ability point to per level up. Since the level cap is 15, you can only have 15 ability points to spend so choose wisely. Perks and magic are the same for each class.






Assault and Battery
Swing your baseball bat to deal smash damage to a target . When done perfectly and you hit the ball, it can damage an additional enemy.

Upgrades
II: Performance Enhancement – Increases this ability's damage
III. Beatdown – Your bat swings now deal additional damage to slowed and stunned targets
IV. Invigorating Malice – Each swing that hits restores a small amount of HP
V. Bloody Mess – Each bat swing deals bleeding damage




Roshambo
A swift kick to the balls damages and stuns your foe if done correctly.

Upgrades
II: Boot to the Head – If you successfully stun an opponent, you can do a follow up attack that ignores armor and shields
III: Show of Force – If this ability knocks out a target, the remaining enemies cower in fear and their defenses lowered.
IV: Squish – This ability can now inflict Grossed Out status ailment in addition to stun
V: Shock and Awe - If this ability knocks out your target, the remaining enemies get Grossed Out status


Bull Rush
Charge headfirst to the enemy and if successfully performed, their shields and armor will be stripped off and they will suffer defense down.

Upgrades
II: Battering Ram – Increase this ability's damage
III: Armored Momentum – Deal additional damage based on your armor
IV: Spike of Humiliation – After a Perfect execution, you can follow up with a helmet spike that deals additional damage
V: Blitz – Gain haste if Bull Rush takes out your target.


Horn of Irritation
Removes buffs from primary target and taunt all enemies. They'll be forced to attack you without using special abilities.

Upgrades
II: Pump Up the Volume – This ability now debuffs all enemies, not just the main target.
III: Deafening Roar – Enemies suffer Attack and Defense Downs.
IV: Rallying Roar – All allies gain increased attack and ability damage
V: Tauntology - Greatly reduces the PP cost of using Horn of Irritation




Ground Stomp
Deals damage to all enemies with a deadly aerial pounce.

Upgrades:
II: Iron Inertia – Deals extra damage based on your armor rating
III: Aerial Ambush – Deal additional damage to the primary target
IV: Staggering Slam – All enemies suffer Attack Down status
V: Crushing Collision – Stun all enemies for a whole turn.



 
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