Irvine’s new LD comes with a new HP and BRV variation that will increase his longevity (although he already has plenty of skill uses) while upping his damage and debuffing capabilities. Otherwise, Irvine is very simple to play. Use his EX when available, LD to maintain buffs, and cycle through his skills and HP and BRV variations otherwise.
Canister Shot grants Irvine a generic stat buff and inflicts a generic stat debuff to the enemy.
Scatter Shot is a split AOE that inflicts Ranged Resist Down on all targets and grants a generic buff and a BRV Regen to Irvine.
Armor Shot is Irvine’s EX, requiring 3 turns to refresh. This attack will heal the party and grant Snipe to Irvine while inflicting Ranged Resist Down on all targets. Snipe grants stat boosts to Irvine and a small aura for the party.
Debuff Act Longer Shot is a great AA for Irvine boosting his damage while also increasing the duration of all his inflicted debuffs by 4 turns for the next 6 turns.
Alternative Shot is a free turn with instant turn rate. This grants 2 uses of Dark Ammo, 1 use of Pulse Ammo and Irvine’s new buff, The Path I Chose. This buff increases Irvine’s damage through a few stat boosts.
Dark Ammo also boosts Irvine’s EX gauge while inflicting Ranged Resist Down, a generic debuff, and Dark Shot on all targets. Dark Shot increases the damage taken by the target, has a BRV poison, and reduces their hit rate by 50%.
Pulse Ammo replaces his HP command and is a hard hitting attack that increases Irvine’s EX gauge.
Tldr: Use Alternative Shot to gain uses of Dark Ammo and Pulse Ammo. Then use these attacks as your primary damage. Dark Shot will maintain the debuff on all targets. If you can rush the boss, you can ignore Canister Shot and Scatter Shot. If you need to drag out the fight, weave those in to maintain generic buffs. Use EX whenever available.