Combat Arts/Shock Dash

There are six Shock Dash Combat Arts available to Spheromancers: two first-level, two second-level and two third-level arts. You can have only one of each level active at a time.

## Amber Strike

*Perform a fast dash that attacks one enemy multiple times on contact.*

Lea dashes the same distance as Azure Strike surrounded by an electrical aura, until she encounters an enemy. Lea strikes that enemy knocking it back, then dashes forward until she encounters an enemy. Lea strikes that enemy knocking it back, then dashes forward until she encounters an enemy. Lea strikes that enemy harder knocking it further back, then jumps back a distance of 1.5 regular dashes. Each strike inflicts Jolt.

This art follows the distance and lack of recovery delay as Azure Strike, but inverses its function by stopping early upon encountering an enemy and hitting 3 times maximum. Amber Strike allows you to deal melee damage while keeping enemies at a safe distance. Despite the description, this does not affect only a single target, it just hits the first enemy Lea encounters each rush forward. Though unusual, it is possible to fail to hit anything with one of these rushes forward. In that case Lea stops after about 1.5 dash distance and jumps back as she normally does at the end.

## Thunder Dart

*Dash through enemies leaving a shocking trail of lightning.*

Lea dashes a distance of approximately 3 normal dashes, spinning rapidly leaving behind a glowing violet line, damaging all enemies she comes in contact with. Lea pauses briefly, then the line ignites into a bolt of lightning, damaging, Jolting, and knocking back enemies.

This art follows the attack pattern of First Cut, but inverses its function by passing through and striking all enemies in a line. Except for the distance of the dash and her pause at the end, Thunder Dart bears more functional similarity to Azure Strike. If enemies are lined up perfectly or tightly packed, it deals quite a lot of damage. There is a very brief window where you can change the direction of the dash after initiating the art.

## Amber Breaker

*Dash through a single enemy multiple times at the speed of light and finish with a strong punch.*

Lea dashes a distance of 5 normal dashes surrounded by an electrical aura, until she encounters an enemy. Lea strikes that enemy and executes an extremely rapid series of short dashes through it, hitting 12 more times. Lea's last hit is a powerful punch knocking the enemy away.

Amber Breaker appears similar to Final Showdown, including how the dashes also damage other enemies. Amber Breaker is a powerful tool against single targets, such as Bosses, dealing very high damage, but hitting enemies other than the main target counts toward the maximum, spreading out the damage. The dash is so long that you can engage off-screen targets, closing distances extremely quickly.

## Storm Walker

*Lightning returns with a controllable chain attack of 3 dashes which hit all enemies on the path.*

Lea performs 3 dashes with a short delay between them, each with a distance of approximately 3.5 normal dashes. You can decide Lea's next direction during each delay and skew her path mid-dash. She draws a glowing violet line between each endpoint of her dashes and damages all enemies she comes in contact with. At the conclusion of her last dash, Lea delays once more before the lines ignite into bolts of lightning, damaging, Jolting, and knocking back enemies.

Individually, each dash is nearly identical to that of Thunder Dart. If you do not give a direction, Lea will simply dash back the direction she came, overlapping the lines. While choosing general directions is not hard, skewing her path to precise angles is very challenging, but can pay off with optimal coverage over large groups of enemies. Storm Walker can be used to scale a long distance, leaving enemies with little chance to follow Lea, by choosing a forward direction each time.

## Flickering Stars

*Stop time and pummel an enemy with an uncontrollable series of attacks, finishing off with a diving spark and balls.*

Lea dashes the same distance as Amber Breaker surrounded by an electrical aura, until she encounters an enemy. Lea strikes that enemy and dashes through it like Amber Breaker. Time then stops, and Lea whirls backward throwing a cloud of 36 small balls, then leaps on top of the target followed by a huge lightning bolt. Lea pauses, then time resumes, and the balls converge on her target.

Flickering Stars shares many of Amber Breaker's properties: same length dash, double damage, and can hit nearby enemies. Besides the obvious spectacle, this art can be helpful for singling out a target, or dashing in last second to deal a heap of damage.

## Lightning Prophecy

*Create an start and end point and dash between it multiple times automatically attacking everything in between.*

Time remains slow from charging up, and Lea dashes very fast, almost teleporting, a distance slightly further than 4 regular dashes, setting sparking electric points at the start and end. After a brief delay, she makes 5 fast dashes between the points, automatically adjusting her path towards enemies, damaging all she passes through, lightning bolts following in her wake. Lea pauses, time resumes, and the points vanish.

You choose Lea's direction while charging up, and you can skew her initial dash like Storm Walker. Lightning Prophecy, like its predecessors, is most effective against a large group of enemies gathered together. Keep in mind that Lea ends up at the point she started at, so you should have an escape route if your targets survive this art.