Airborne

"The Airborne is one with the clouds, gaining large amounts of jumppower over the course of the run. With all this jumppower, will you choose high burst of strength or permanent defense?"

- Class Description

The Airborne is an Easter event class that focuses on obtaining large amounts of 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.

Tips

 * Focus on getting first, as the defense will do good in solo runs.

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.
 * The hat Airborne uses is Eccentric Pilot and the face Airborne uses is Suspicious.