Airborne

The Airborne is an Easter event class that focuses on obtaining large amounts of Jump Power to utilize its abilities that focus on longevity through Adapt and bursts of damage through Float. The Airborne is capable of remaining consistent and self-sufficient throughout every run, achieving a decent balance between mobility, strength, and longevity.

Abilities

 * Passive - Start the game with Green Tea.
 * [0/6] Float - Gain 5 Jump Power, if you have 99 Jump Power, gain 99 strength for three seconds instead.
 * [0/24] Adapt - if your Jump Power is higher than 70, lose 20 Jump Power and gain 1 defense. (Doesn't scale in multiplayer)

Items

 * Green Tea - Gain 10  when consumed.

Tips

 * By the time Float is used 4 times, Adapt will be ready, meaning as long as you maintain a pattern of using Float and Adapt whenever possible, you can always use Adapt when needed.
 * Airborne synergizes very well with the Speed Badge, as excess can easily be converted to high  to make Airborne more well rounded in its movement.
 * Getting an Alchemist or Witch to join your party may be a good idea as they can brew a Jump Potion for you, which is already 20.
 * You should aim for the strength benefits only in a solo run, as in multiplayer, your cool-down will be increased a lot. On multiplayer runs, get as much defense as you can.
 * Avoid gaining to much  to not overflow on it, ever since Adapt's cool-down was changed from 1 room to 24 rooms, converting excess Jump Power takes longer. Attempt to locate items that lower secondary ability cool-downs.
 * Try to hold around 80-85 if you ever need to jump onto walls to avoid enemies or to collect randomly spawning items as well as jumping over the sensor at Droid HQ.

Trivia

 * Using Cloud Sword’s +10 Jump Power when held passive, you can cheat the system by using Adapt at 60 Jump Power while holding the Cloud Sword.
 * This was the cheapest Easter Class.