Proactive mode powers and damage
If you just created your account or decided to try out the Proactive mode, you may notice that some of the articles seem to be missing information or not be up-to-date. Look for the tag in general articles to find sections related to the mode you're using.
If all else fails, return to this article, you should find everything you need to understand how the new powers work for you!
There are two ways to know at a glance if your class is in the Proactive or Reactive mode. On your teacher home page, the Proactive mode classes are indicated by a tag below the class name:
On your Class Dashboard, you can tell that a class is in the Proactive mode thanks to the tag appearing beside the class name:
Learn more about:
- Character classes, stats, and powers
- The damage flow
Character classes, stats, and powers
In the Proactive mode, character classes, stats, and powers are a little different from what you may have seen in the more traditional Reactive mode. Let’s go over each character class!
The Guardian is the sturdiest of all character classes with their 10 Hearts. The number of Hearts is not overwhelmingly higher than that of other classes though like in the Reactive mode. Their powers involve protecting their allies and preventing them from losing Hearts. They do this by applying Shields preventively before any damage occurs.
Here's an example of a power that grants Shields:
When a Guardian uses Guard 1, they’ll add up to 2 Shields to the recipient’s Hearts line. If they use this power on someone other than themselves, they’ll also automatically receive Experience Points as this is a collaborative power.
In the Proactive mode, the Guardian’s game-based powers are:
The Healer is pretty average in terms of Hearts and Crystals. Their healing powers should be used often when teammates' Hearts drop to make sure everyone has some leeway (after all, if a student falls, everyone on the team is at risk of losing Hearts!)
In the Proactive mode, the Healer's game-based powers are:
The Mages have the least Hearts but the most Crystals, which means they can use their powers more often than Guardians and Healers. On the team, they make sure that their teammates’ Crystals reserves remain high so everyone can keep using their powers.
In the Proactive mode, the Mage's game-based powers are:
What we call “Statuses” are temporary icons on a student’s profile view that changes how certain things occur throughout the game. Let’s see what these statuses are.
The purpose of Shields is to prevent students from losing their Hearts. Because Shields have a direct impact on them, they appear with the students’ Hearts. In effect, they are treated like Hearts where 1 = 1 .
- Shields are always removed first when a student would lose Hearts
Example: Andrew's Hearts bar currently says: .
Andrew is talking over another student and his teacher removes 3 Hearts for this negative behavior. Because Andrew has 2 shields, he’ll lose his 2 and 1 rather than 3 Hearts.
- Each power can give only a maximum number of Shields, extraneous Shields are lost. When the power would not benefit the student, it can’t be used.
Example: Elizabeth currently has 2 Shields from a Guardian’s power.
Using her Barrier power, which grants her 1 Shield, would have no effect and cannot be used.
She could, however, benefit from a Guardian’s Guard 2 power, which would increase the number of Shields from 2 to 4.
- Shields last as long as they’re not lost and powers that create Shields can’t be used if it would not benefit the recipient. This avoids tricks to get more Experience Points through collaborative powers.
- Shields need to be applied before damage occurs.
The following powers give Shields:
- Guard 1: Up to a maximum of 2 Shields
- Guard 2: Up to a maximum of 4 Shields
- Guard All: Up to a maximum of 2 Shields for the whole team except the Guardian who uses it
- Barrier: Up to a maximum of 1 Shield on self only
Healers have a very special power that prevents another student from having any negative consequences from falling once. Normally, when a student falls, there are consequences for themselves and for their whole team:
- The student who loses all of their Hearts must commit to a pledge
- Every student on their team may lose a few Hearts, creating a cascading effect
Enduring Spirit prevents these negative consequences once. Healers can apply one such status for a student at any time. When a student is protected by Enduring Spirit, the lantern on their profile view lights up and becomes purple:
When a student falls while Enduring Spirit is active, the status is used up and the lantern becomes gray again until a Healer casts it again.
By using Graceful Fate, Mages can grant a teammate a special status that affects their pledges. When active, there’s a notification on the Pledges tab on the profile view.
When a student benefits from Graceful Fate, they can reroll any one of their pledges once to get a different pledge. This means that:
- Even with multiple uses of Graceful Fate, a single pledge can only be rerolled once
- Graceful Fate can only be applied once: it needs to be used before it can be applied again
Students can only be affected by one such status at any given time.
The damage flow
The term "damage flow" simply means “what happens when you click to remove Hearts from a student.” It’s just a little shorter!
As the name implies, in the Proactive mode, students need to be more proactive with their powers. Most notably, this translates by students using their powers before something occurs (namely you removing Hearts). The ideal flow would go like this:
- The team notices someone on their team only has a few Hearts left
- The Guardian uses Guard to give them Shields
- The Healer uses Enduring Spirit to prevent them from falling if something happens
- The student misbehaves and loses some Hearts — Oops!
- The Shields in place prevent the student from losing actual Hearts
- If the student still loses Hearts and falls, Enduring Spirit prevents negative consequences to the student and team
Using Guard and Enduring Spirit on the same student might be a bit much but students will need to work out their team dynamics and strategy. Just remember that those powers must be used before damage occurs so that when you click a behavior to remove Hearts, everything goes smoothly on its own.
If you’re in the middle of dealing with damage and a student pipes up saying they’d like to use Guard, you can choose the Deal with it later option, which sends those Hearts to the delayed damage queue, giving students time to use their power.
Otherwise, once you click Remove now everything is automated!