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Danganronpa 1.2 Reload: How to Get All Skills

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How to Get All Skills in Danganronpa 2: Goodbye Despair

Just like you could in Trigger Happy Havoc, Goodbye Despair offers players a ton of different skills that can be used to help them out during the Class Trials. Whether it’s increasing your reticle speed, or giving you more time for each section, these skills can be particularly handy if you find the challenge getting a little too tough in the later trials of the game.

As such, it’s a good idea to know not just what skills are out there but how you can get them all. Well, fear not, we’ve put together a full list just below for you. Oh, and if you’re looking for a list of all skills for Trigger Happy Havoc, be sure to check out our separate guide for that here.


Monomi’s Store

How to Get All Skills in Danganronpa 2: Goodbye Despair

There are three different ways you can get skills in Goodbye Despair, and Hope Fragments are crucial in all of them. First off, you can buy 19 Skills from Monomi by clicking on her icon in your report card option of your e-handbook. This is basically a store where you can trade any Hope Fragments you’ve collected from the environment or by talking to students. We’ve listed all of the skills available in Goodbye Despair from Monomi’s store, including their effect and cost in Hope Fragments (in parenthesis) below.

Downshift (1) – Improves your Hangman’s Gambit and effectiveness during Nonstop Debate. Also reduces your aiming speed. Cannot be combined with Upshift.

Upshift (1) – Increases your aiming speed. Effective during the Nonstop Debate and the (Improved) Hangman’s Gambit. Cannot be combined with Downshift. 

Moonsault (2) – Increases jumping power. Effective during Logic Dive.

Attentive Influence (4) – Slightly increases the Influence Gauge. Effective during the Class Trial. Cannot be combined with Envious Influence.

Maneuver (4) – Increases turning power. Effective during Logic Dive.

Clock Up (4) – Increases Max Speed. Effective during Logic Dive.

Excellent Blade (4) – Sharpness increases by 2. Effective during the Rebuttal Showdown. Cannot be combined with Fine Sword.

Algorithm (4) – Increases the speed of memorizing a statement. Effective during the Nonstop Debate.

Cool and Composed (4) – Slightly steadies your aim. Effective during the Nonstop Debate. Cannot be combined with Tranquility.

Extraordinary Focus (4) – Slightly increases the Focus Gauge. Effective during the Class Trial. Cannot be combined with Menacing Focus.

Lost in Thought (5) – Slightly increases the time limit for each phase. Effective during the Class Trial.

Trigger Happy (Hah!) (5) – Decrease delay between firing Truth Bullets. Effective during the Nonstop Debate and the Rebuttal Showdown.

Fine Sword (6) – Sharpness increases by 5. Effective during the Rebuttal Showdown. Cannot be combined with Excellent Blade.

Moodmaker (6) – Easier to shift mood to your favor. Effective during Rebuttal Showdown.

Ambidextrousness (6) – Allows you to lock on to two statements at once. Effective during the Panic Talk Action.

Vocabulary (6) – Increases bullet capacity. Effecting during the Panic Talk Action.

Delusion (6) – The Influence Gauge recovers over time during concentration and Fever Time. Effective during the Nonstop Debate, the Hangman’s Gambit, and the Panic Talk Action.

Charisma (6) – Increased Influence Gauge recovery when correct answers are chosen. Effective when making choices or selecting a Truth Bullet.

Neural Liberation (6) – Focus Gauge decreases at a slower rate during concentration and Fever Time. Effective during the Nonstop Debate, the Hangman’s Gambit, and the Panic Talk Action.

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