Support Shots
Support Shots are items that can be used in Fossil Battles in Fossil Fighters: Frontier. They are used to aid vivosaurs in battle and have a variety of effects including boosting stats, curing status ailments, and recovering LP. Shots are divided into three types: red (attack), blue (defense), and green (recovery). Red and blue shots can only be used when an allied vivosaur is attacking or defending, respectively, and green shots can be used at any time. The player can equip a maximum of four shots to their Bone Buggy; each shot is assigned to one of the ABXY buttons and can be fired by pressing that button while a vivosaur is using a skill. Some shots will receive effect boosts when fired repeatedly. The amount of shots the player can carry is limited, but they can be refilled at Service Stations or by returning to a Fossil Park.
Support Shots[edit | edit source]
Shot | Description | Effect | Weight | Shots | Cost |
---|---|---|---|---|---|
Attack Up | Use this when an allied vivosaur is attacking to boost its Attack. | ? | 30 | 20 | Available from start |
Attack Up+ | Use this when an allied vivosaur is attacking to greatly boost its Attack. | ? | 50 | 10 | 3,000G |
Defense Up | Use this when an allied vivosaur is defending to boost its Defense. | ? | 20 | 20 | 1,000G |
Defense Up+ | Use this when an allied vivosaur is defending to greatly boost its Defense. | ? | 40 | 10 | 3,000G |
Evasion Up | Use this when an allied vivosaur is defending to boost its Evasion. | ? | 20 | 10 | 5,000G |
Evasion Up+ | Use this when an allied vivosaur is defending to greatly boost its Evasion. | ? | 40 | 5 | 10,000G |
Accuracy Up | Use this when an allied vivosaur is attacking to boost its Accuracy. | First shot: +10% of skill accuracy; subsequent shots: +15% | 30 | 10 | 5,000G |
Accuracy Up+ | Use this when an allied vivosaur is attacking to greatly boost its Accuracy. | First shot: +30% of skill accuracy | 50 | 5 | 10,000G |
Critical Up | Use this when an allied vivosaur is attacking to boost its Critical rate. | ? | 30 | 5 | 10,000G |
Critical Up+ | Use this when an allied vivosaur is attacking to greatly boost its Critical rate. | ? | 50 | 2 | 30,000G |
Balance Up | Use this when an allied vivosaur is defending to boost its balance and help secure its stance. | Chance to resist stance change | 10 | 10 | 10,000G |
Balance Up+ | Use this when an allied vivosaur is defending to greatly boost its balance and help secure its stance. | High chance to resist stance change | 20 | 5 | 30,000G |
Counter | Use this to counter an opponent's attack or boost the damage dealt when countering. | Allows vivosaurs without Auto Counter to counter; boosts counter damage | 10 | 5 | 50,000G |
Ailment Up | Use this when launching a status-inducing skill to boost the odds of inflicting a status ailment. | Increases chance of inflicting status when attacking | 20 | 10 | 10,000G |
Anti-Counter | Use this to prevent an opponent from countering even if the attack would normally be countered. | Prevents a counterattack | 10 | 5 | 50,000G |
LP Recovery | Use this when an allied vivosaur's health is low to recover a small amount of LP. | Per shot: Recovers 30 LP | 30 | 5 | Available from start |
LP Recovery+ | Use this when an allied vivosaur's health is low to recover a large amount of LP. | Per shot: Recovers 60 LP | 50 | 3 | 10,000G |
Ailment Cure | Use this to cure an allied vivosaur of any inflicted status ailments. | Cures status ailments | 50 | 5 | 10,000G |
Ailment Block | Use this to prevent an allied vivosaur from being inflicted with status ailments. | Prevents status ailments | 10 | 10 | 10,000G |
Speed Up | Use this to boost an allied vivosaur's Speed, potentially altering the turn order. | Per shot: +15 Speed for remainder of battle | 10 | 10 | 5,000G |
Speed Up+ | Use this to greatly boost an allied vivosaur's Speed, potentially altering the turn order. | Per shot: +30 Speed for remainder of battle | 15 | 5 | 10,000G |