The Idol class are primarily buffers with support skills, self-buffs, one turn stat increasing skills and order skills that order each party member to attack even after party members have performed an action that turn. In terms of stats, their HP and MDF is equivalent to Samurai, their MP and DEF equivalent to Psychic, ATK and MTK equivalent to Trickster, and SPD equivalent to Hacker. Idols also puts an emphasis on evasion; being able to gain another turn with react and stack their unique ability called "Fever".
Fever allows the Idol to use higher-tiered skills. Fever can either be gauged by chance using Fever-inducing skills or by evading an enemy's attack. When they reach Fever 4, they receive the Superstar status, which increases all stats for a few turns. Fever is retained even at death and only resets after Superstar has been achieved and ended.
At Lv. 1, the formula is the following: ATK * 1.5; at Lv. 5, the formula is the following: ATK * 2.0. Each level increases the multiplier by 0.1.
絶叫金切りV Piercing Scream V
6
Deals major damage on an enemy + effective to flyers(♪) → Fever 1.
5
Murakumo HQ Lv. 2
Progression
Lv. 1: Learn skill. Cost 2000 SP.
Lv. 2: Attack/Curse/Fever up. Cost 3500 SP.
Lv. 3: Attack/Curse/Fever up. Cost 5000 SP.
Lv. 4: Attack/Curse/Fever up. Cost 7000 SP.
Lv. 5: Attack/Curse/Fever up. Cost 9500 SP.
Notes
At Lv. 1, the formula is the following: ATK * 3.0; at Lv. 5, the formula is the following: ATK * 5.0. Each level increases the multiplier by 0.5.
ベルセルクV Berserk V
6
Deals damage on an enemy + Blindness(♪) → Fever 1.
5
Murakumo HQ Lv. 1
Progression
Lv. 1: Learn skill. Cost 300 SP.
Lv. 2: Attack/aggro/Fever up. Cost 1000 SP.
Lv. 3: Attack/aggro/Fever up. Cost 2000 SP.
Lv. 4: Attack/aggro/Fever up. Cost 4000 SP.
Lv. 5: Attack/aggro/Fever up. Cost 6000 SP.
Notes
At Lv. 1, the formula is the following: ATK * 2.1; at Lv. 5, the formula is the following: ATK * 3.0. Each level increases the multiplier by 0.2 and from Lv. 4 to Lv. 5, increases by 0.3.
Blind effect last for about 4 turns. The success rate of inflicting the status ailment does not increase by level.
シャッフルV Shuffle V
4
Deals many damages to an enemy(♪) + effective to flyers.
5
Murakumo HQ Lv. 2
Progression
Lv. 1: Learn skill. Cost 400 SP.
Lv. 2: Attack up, 1-4 hits. Cost 1400 SP.
Lv. 3: Attack up, 2-4 hits. Cost 2500 SP.
Lv. 4: Attack up, 2-5 hits. Cost 4000 SP.
Lv. 5: Attack up, 3-6 hits. Cost 6000 SP.
Notes
At Lv. 1, the formula is the following: ATK * 1.1; at Lv. 5, the formula is the following: ATK * 1.5. Each level increases the multiplier by 0.1. This applies to each hit.
アンゼリカV Angelica V
8
Deals major damage to all enemies + effective to flyers.
5
Murakumo HQ Lv. 4
Progression
Lv. 1: Learn skill. Cost 3000 SP.
Lv. 2: Attack power up. Cost 4000 SP.
Lv. 3: Attack power up. Cost 5000 SP.
Lv. 4: Attack power up. Cost 6500 SP.
Lv. 5: Attack power up. Cost 8000 SP.
Notes
At Lv. 1, the formula is the following: ATK * 4.0; at Lv. 5, the formula is the following: ATK * 6.0. Each level increases the multiplier by 0.5.
Has a chance to inflict D-Depth from Destroyers and critical hits, one notably with Trickster's Assassin Eyes.
もっと突撃グルーヴ Even More Assault Groove
5
Instruct allies to attack + crit chance → Fever 1.
5
Murakumo HQ Lv. 2
Progression
Lv. 1: Learn skill. Cost 1000 SP.
Lv. 2: Attack/crit up. Cost 2000 SP.
Lv. 3: Attack/crit up. Cost 3000 SP.
Lv. 4: Attack/crit up. Cost 4000 SP.
Lv. 5: Attack/crit up. Cost 6000 SP.
Notes
Does not use up other allies' turns.
Includes the Idol themselves.
Convenient to activate Trickster's Assassin React.
進めロックンロール Advanced Rock 'n' Roll
8
(Fever 1) Instruct allies to use level 1 skills → Fever 2.
5
Murakumo HQ Lv. 1
Progression
Lv. 1: Learn skill. Cost 300 SP.
Lv. 2: Activation up, Fever up. Cost 750 SP.
Lv. 3: Activation up, Fever up. Cost 1500 SP.
Lv. 4: Activation up, Fever up. Cost 3000 SP.
Lv. 5: Activation up, Fever up. Cost 5000 SP.
Notes
Does not use up other allies' turns.
Activation will not include the caster (Idol) themselves.
Skill activation is random, although there does seem to be a trend based on various circumstances. It also has a risk to not activate a skill at all and use normal attacks instead.
進め!ロックンロール Forward! Rock 'n' Roll
10
(Fever 2) Instruct allies to use level 2 skills → Fever 3.
5
Murakumo HQ Lv. 2
Progression
Lv. 1: Learn skill. Cost 1000 SP.
Lv. 2: Activation up, Fever up. Cost 2000 SP.
Lv. 3: Activation up, Fever up. Cost 3000 SP.
Lv. 4: Activation up, Fever up. Cost 4000 SP.
Lv. 5: Activation up, Fever up. Cost 6000 SP.
Notes
Does not use up other allies' turns.
Activation will not include the caster (Idol) themselves.
Compared to Advanced Rock 'n' Roll, this skill opens up skills learned from building Murakumo HQ Lv. 2.
Skill activation is random, although there does seem to be a trend based on various circumstances. It also has a risk to not activate a skill at all and use normal attacks instead.
伝説のロックンロール Legendary Rock 'n' Roll
12
(Fever 3) Instruct allies to use level 3 skills → Fever SS.
5
Murakumo HQ Lv. 4
Progression
Lv. 1: Learn skill. Cost 4000 SP.
Lv. 2: Rate up, Superstar up. Cost 5000 SP.
Lv. 3: Rate up, Superstar up. Cost 6000 SP.
Lv. 4: Rate up, Superstar up. Cost 7000 SP.
Lv. 5: Rate up, Superstar up. Cost 8000 SP.
Notes
Does not use up other allies' turns.
Activation will not include the caster (Idol) themselves.
Compared to Forward! Rock 'n' Roll, this skill opens up skills learned from building Murakumo HQ Lv. 4.
Skill activation is random, although there does seem to be a trend based on various circumstances. It also has a risk to not activate a skill at all and use normal attacks instead.
気ままにオンロード Carefree On Road
12
(Fever 3) Instruct allies to attack and may use skills → Fever SS.
5
Murakumo HQ Lv. 4
Progression
Lv. 1: Learn skill. Cost 5000 SP.
Lv. 2: Rate up, Superstar up. Cost 6000 SP.
Lv. 3: Rate up, Superstar up. Cost 7000 SP.
Lv. 4: Rate up, Superstar up. Cost 8000 SP.
Lv. 5: Rate up, Superstar up. Cost 9500 SP.
Notes
Does not use up other allies' turns.
Activation will not include the caster (Idol) themselves.
Compared to Forward! Rock 'n' Roll, this skill opens up all skills.
Skill activation is random, although there does seem to be a trend based on various circumstances. It also has a risk to not activate a skill at all and use normal attacks instead.
セイブ・ザ・ソウル Save the Soul
10
(Fever 2) Order allies to stress revival skills.
1
Murakumo HQ Lv. 2
Progression
Lv. 1: Learn skill. Cost 1500 SP.
Notes
Does not use up other allies' turns.
Activation will not include the caster (Idol) themselves.
If a gun Trickster has already activated Trick Hand and Hiding, they will use normal attacks instead.
Sメロウタイム Sweet Mellow Time
8
(Fever 3) Instructs allies to use reaction skills → Fever SS.
1
Murakumo HQ Lv. 4
Progression
Lv. 1: Learn skill. Cost 6000 SP.
Notes
Does not use up other allies' turns.
Activation will not include the caster (Idol) themselves.
If an ally already has a reaction status active, they will use normal attacks instead.
TOKYOアリーナ極 Tokyo Arena Climax
40
(Ex) Invokes dormant potential of allies for powerful skills.