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== Coalition Unit Skill List ==
== Function Cards ==
=== Ringleader ===
=== Guardian ===
{{{!}} class="mw-collapsible mw-collapsed"
<div style="float:left"><tabber>
!  
|-|Overlapping Reflection=
{{!}}-
{| class="gf-table" style="text-align:left; width:100%"
{{!}}
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>重叠反射</big><br>Overlapping Reflection
| style="text-align:center" | 危机对策<br>Emergency Countermeasure
| After skill activation, Guardian recover 5% of their max hp, and increase their reflect damage by (3/6/9%).
| rowspan="4" | [2] Every 10s, Guardian will taunt all enemies within 1 tile range, and double their reflect damage value.<br><br>[4] Every 8s, Guardian will reflect all non <span style="color:#ED362E">Derivative</span> damage taken during the duration as <span style="color:#D2A234">True Damage</span> to their current target.
|-
| style="text-align:center" | 结构补强<br>Structural Reinforcement
| Every 4s, Guardian will increase their reflect damage by (3/6/9%).
|-
| style="text-align:center" | 死地反击<br>Desperate Counterattack
| After taking damage greater than 10% of their max hp, Guardian will increase their reflect damage by (2/4/6%).
|-
| style="text-align:center" | 嘲讽标靶<br>Taunting Target
| After skill activation, Guardian will taunt the farthest enemy for (3/4/5) seconds.
|-
|}
|-|Absolute Territory=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>绝对防域</big><br>Absolute Territory
| style="text-align:center" | 多端修复<br>Multiport Repair
| When Guardian are healed, other allies will gain <span style="color:#44B164">Hp Shield</span> equal to (10/15/20%) of the healing value.
| rowspan="4" | [2] Every 5s, Guardian recover 4% of their max hp. The value is doubled when they have <span style="color:#44B164">Hp Shield</span>.<br><br>[4] Convert 50% of lost <span style="color:#44B164">Hp Shield</span> into hp.
|-
| style="text-align:center" | 协同防卫<br>Joint Defense
| At the beginning of the battle, all allies gain <span style="color:#44B164">Hp Shield</span> equal to (5/10/15%) of Guardian's max hp.
|-
| style="text-align:center" | 残遗汲取<br>Remnant Extraction
| Whenever an enemy dies, Guardian gain <span style="color:#44B164">Hp Shield</span> equal to [4/7/10%) of their max hp.
|-
| style="text-align:center" | 堡垒浇筑<br>Fortress Casting
| Every 5s, Guardian gain <span style="color:#44B164">Hp Shield</span> equal to (50/100/150%) of their calculation power.
|-
|}
|-|Algorithm Patching=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>算力修补</big><br>Algorithm Patching
| style="text-align:center" | 信道挤占<br>Channel Crowding
| At the beginning of the battle, Guardian decrease the attack of enemies within 2 tiles of self by (10/15/20%), while increasing their own physical defense by (10/15/20%) for every enemy in range.
| rowspan="4" | [2] Guardian will not take damage greater than 5% of their max hp. Can be triggered up to 10 times per battle.<br><br>[4] Increase Guardian's calculation power up to 30% of their physical defense.
|-
| style="text-align:center" | 应激修复<br>Stress Repair<br><small>(Cooldown 1s)</small>
| After taking damage, Guardian have 30% chance to restore hp equal to (20/305/50%) of their calculation power.
|-
| style="text-align:center" | 动能衰减<br>Kinetic Reduction
| Guardian take (10/20/30%) less damage from ranged attack.
|-
| style="text-align:center" | 耐阈渐增<br>Incremental Threshold
| Increase Guardian's physical defense as their hp decrease, reaching maximum value of (20/30/50%) at 10% hp.
|-
|}
|-|Defensive Field=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>防卫领域</big><br>Defensive Field
| style="text-align:center" | 冲击分担<br>Impact Distribution
| Guardian shoulder (20/40/60%) non <span style="color:#ED362E">Derivative</span> damage in place of allies within 1 tile.
| rowspan="4" | [2] Whenever allies are healed, Guardian also restore hp equal to 40% of the healing value.<br><br>[4] Extend the coverage of Impact Distribution and Defensive Link to the whole field.
|-
| style="text-align:center" | 防卫连携<br>Defensive Link
| Increase allies physical defense within 1 tile by (20/30/40%).
|-
| style="text-align:center" | 修复连携<br>Restorative Link
| When allies within 1 tile is healed, Guardian also restore hp equal to (30/45/60%) of the healing value.
|-
| style="text-align:center" | 危机措置<br>Emergency Measures
| After receiving lethal attack, Guardian restore (30/40/60%) of their max hp. Can only be trigggered once per battle.
|-
|}
</div></tabber> {{clr}}


{| class="gf-table style=float: center;text width:100%"
=== Marksman ===
! style="width: 15%" | Gager
<div style="float:left"><tabber>
|-|Deadly Bullets=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
! rowspan="3" | Unit Type
| rowspan="4" style="text-align:center" | <big>致命连弹</big><br>Deadly Bullets
| rowspan="3" | Humanoid
| style="text-align:center" | 狩猎信号<br>Hunting Signal
| rowspan="3" | Ranged
| After skill activation, Marksman shoot 7 projectiles at the current target for the next 5s, dealing <span style="color:#ED372E">Derivative physical damage</span> equal to (10/20/30%) attack.
| rowspan="3" | Armourless
| rowspan="4" | [2] When allies deal damage to an enemy, Marksman have 10% chance to shoot a projectile onto target, dealing <span style="color:#ED372E">Derivative physical damage</span> equal to 50% attack.<br><br>[4] Damage buff from Depleted Uranium Rounds no longer disappear after the first enemy dies.
! style="width: 15%" rowspan="3" | Buff Tiles
| Affect all allies
| Damage
|-
|-
| Affect humanoid allies
| style="text-align:center" | 半衰铀弹<br>Depleted Uranium Rounds
| Accuracy and Critical Rate
| At the beginning of the battle, increase Marksman's attack by (10/20/30%). Buff disappears after the first enemy dies.
|-
|-
| Affect melee units
| style="text-align:center" | 断链狙击<br>Irregular Sniping
| Evasion and Armour
| After skill activation, Marksman's next normal attack will target lowest hp enemy, and increase their physical defense pierce by (20/40/60) points.
|-
|-
! <small>Skill 1</small><br>Moon-Rending Slash
| style="text-align:center" | 杀伤迁移<br>Damage Transfer<br><small>(Cooldown 0.33s)</small>
| colspan="3" | Perform a two-stage charge on 3 enemies with the highest hp. The first attack deal 1.5x damage that surehit, can't crit, and ignore armour, as well as putting 1 layer of Weight Mark on the target. The second attack deal 3.2x damage that surehit and ignore armour. Deal 0.4x additional explosion attack that surehit, can't crit, and ignore armour to all enemies within 2 unit based on Weight Mark layer.
| Every 5th normal attack, Marksman deal additional <span style="color:#D2A234">True Damage</span> equal to (40/80/120%) attack.
! <small>Skill 2</small><br>Overall Calibration
| style="width: 35%" colspan="2" | Passive - Normal attack consist of two instances of damage that deal 0.6x damage each, also has 30% chance to inflict Weight Mark on target.
Active - Max out the RoF while decreasing the evasion and accuracy by 30% and 10%. Switch targeting priority to enemy that hasn't been attacking, as well as inflicting Weight Mark on target.
|-
|-
! <small>Skill 3</small><br>Weight
|}
| colspan="3" | Each layer of Weight Mark reduce target's movement speed by 10%, damage by 10%, and armour by 50% that last 5s and stack up to 3 times.
|-|Freezing Bullet=
! <small>Skill 4</small><br>Duel Arbritration
{| class="gf-table" style="text-align:left; width:100%"
| colspan="2" | After 3s into battle, when the number of allies is not greater than the opposition, increase all allies damage by 20%. When the table turned, buff will be lost.
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>凝冻枪弹</big><br>Freezing Bullet
| style="text-align:center" | 双轨连射<br>Twin Shot
| Marksman's normal attack split into two, hitting nearest enemy as additional target, but reduce their attack by (40/30/20%).
| rowspan="4" | [2] Upon reaching 10 stacks of <span style="color:#ED372E">Freeze</span>, they detonate and deal <span style="color:#2BBADC">Derivative calculation damage</span> equal to 300% calculation power to all enemies within 1 tile and <span style="color:#ED372E">Silence</span> them for 3s.<br><br>[4] Each time Marksman inflict 1 stack of <span style="color:#ED372E">Freeze</span> to an enemy, increase their calculation power by 5% stacking up to 10 times..
|-
| style="text-align:center" | 急冻射击<br>Rapid Freeze Shot
| After every (3/2/1) attack, Marksman inflict 1 stack of <span style="color:#ED372E">Freeze</span> to the current target.
|-
| style="text-align:center" | 冻伤反溢<br>Chilling Counter
| When allies take damage, Marksman has 15% chance to fire a projectile, dealing (20/30/40%) <span style="color:#2BBADC">Derivative calculation damage</span> and inflict 1 stack of <span style="color:#ED372E">Freeze</span> to the attacker.
|-
| style="text-align:center" | 附带冷却<br>Supplementary Cooling
| After skill activation, Marksman inflict (2/3/4) stacks of <span style="color:#ED372E">Freeze</span> to the nearest enemy.
|-
|}
|-|Critical Shot=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>爆发射击</big><br>Critical Shot
| style="text-align:center" | 杀伤递增<br>Incremental Damage<br><small>(Cooldown 0.33s)</small>
| Each of Marksman's normal attack increase their critical damage by (10/15/20%), stacking up to 5 times. It resets after landing a critical hit.
| rowspan="4" | [2] After every 3 normal attack, Marksman's next normal attack is guaranteed to be critical hit.<br><br>[4] The critical damage bonus from Incremental Damage no longer reset after landing a critical hit.
|-
| style="text-align:center" | 穿透连发<br>Continuous Burst
| Marksman has (15/22.5/30%) chance for their normal attack to hit twice.
|-
| style="text-align:center" | 热枪速射<br>Overheating Rapid Fire
| After skill activation, increase Marksman's attack speed by (50/75/100) points for 5s.
|-
|-
|}<br>
| style="text-align:center" | 回收聚积<br>Recycling Accumulation
| After defeating an enemy, increase Marksman critical damage by (10/20/30%).
|-
|}
|-|Defense Embrittlement=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>结构脆化</big><br>Defense Embrittlement
| style="text-align:center" | 免疫削减<br>Defense Reduction
| Marksman have (50/75/100%) chance to apply 1 stack of <span style="color:#ED372E">Fragile</span> to the current target, last for 5 seconds.
| rowspan="4" | [2] Within 3 seconds after skill activation, Marksman's next normal attack deal 20% <span style="color:#2BBADC">Derivative calculation damage</span> 3 times to all enemies around the current target. Only one effect can active at a time.<br><br>[4] Each stage of <span style="color:#ED372E">Fragile</span> present on the field increase Marksman's calculation power by 10%, stacking up to 10 times.
|-
| style="text-align:center" | 高危目标<br>High-Risk Target
| When an enemy use its active skill, Marksman deal (40/70/100%) <span style="color:#2BBADC">Derivative calculation damage</span> to it.
|-
| style="text-align:center" | 超速预载<br>Overdrive Preload
| After skill activation, Marksman immediately recharge their skill charge bar by (10/20/30%).
|-
| style="text-align:center" | 易碎标注<br>Fragile Marking
| After skill activation, Marksman inflict (3/4/5) stacks of <span style="color:#ED372E">Fragile</span> to lowest hp enemy.
|-
|}
</div></tabber> {{clr}}


{| class="gf-table style=float: center;text width:100%"
=== Warrior ===
! style="width: 15%" | Judge
<div style="float:left"><tabber>
|-|Devouring Power=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>绝命强噬</big><br>Devouring Power
| style="text-align:center" | Emergency Tactics
| Increase Fighter's attack as their hp decrease, reaching maximum value of (50/75/100%) at 10% hp.
| rowspan="4" | [2] Fighter have 30% chance for their normal attack to hit twice.<br><br>[4] Every 3 normal attack, Fighter sacrifice 15% of their current hp and deal <span style="color:#D2A234">True Damage</span> equal to 200% of their current hp.
|-
| style="text-align:center" | Augmented Pursuit
| Fighter deal additional <span style="color:#D2A234">True Damage</span> equal to (15/20/30%) of damage dealt.
|-
| style="text-align:center" | Double Compiler
| Fighter gain (10/15/20%) <span style="color:#44B164">Lifesteal</span>, and its value is doubled for <span style="color:#D2A234">True Damage</span> attacks.
|-
| style="text-align:center" | Pain Resistance
| Fighter gain (20/30/40%) damage reduction when their hp fall below 30%.
|-
|}
|-|Brutal Assault=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>暴烈突斩</big><br>Brutal Assault
| style="text-align:center" | Lethal Chain
| After killing an enemy, Fighter teleport and deal (100/200/300%) <span style="color:#ED372E">Derivative physical damage</span> to enemy with lowest current hp.
| rowspan="4" | [2] Fighter deal additional <span style="color:#D2A234">True Damage</span> equal to 10% of their max hp to enemy with less than 10% hp. Doesn't proc against bosses (Cooldown 0.3s).<br><br>[4] After killing an enemy, Fighter increase their attack speed by 100 points for 6s.
|-
| style="text-align:center" | Threatening Advance
| Increase Fighter's attack by (20/30/50%) against enemy with less than 50% hp.
|-
| style="text-align:center" | Performance Spike<br><small>(Cooldown 4s)</small>
| Increase Fighter's skill charge bar gain by (15/22.5/30%) against enemy with less than 50% hp.
|-
| style="text-align:center" | Killing Rush
| After killing an enemy, Fighter restore hp equal to (4/7/10%) of their max hp.
|-
|}
|-|Outpouring Lifeblood=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>命源流失</big><br>Outpouring Lifeblood
| style="text-align:center" | Wound Enhancement
| Increase Fighter's calculation power by 12%. For every stack of <span style="color:#ED362E">Bleed</span> inflicted on enemy, further increase calculation power by 3%, stacking up to 10 times.
| rowspan="4" | [2] Fighter release [Battlecry] every 8s, dealing 50% <span style="color:#2BBADC">Derivative calculation damage</span> and inflict 1 stack of <span style="color:#ED362E">Bleed</span> to enemies within 1 tile radius.<br><br>[4] Extend [Battlecry] range to the whole field.
|-
| style="text-align:center" | Haemophilia
| Fighter inflict 1 stack of <span style="color:#ED362E">Bleed</span> to target after very (4/3/2) attacks.
|-
|-
! Unit Type
| style="text-align:center" | Blood Extraction
| style="width: 35%" | Humanoid・Ranged・Armoured
| Fighter's active skill gain (15/20/25%) [Lifesteal] capability. For every stack of <span style="color:#ED362E">Bleed</span>, increase [Lifesteal] value by (1/2/3%).
! style="width: 15%" | Buff Tiles
| style="width: 35%" | Affect all allies・Damage, RoF, Critical Rate, Armour
|-
|-
! <small>Skill 1</small><br>Verdict
| style="text-align:center" | Battlecry Impact
| Perform a jump kick to enemy with the highest hp, dealing 4 hits totalling 12x damage that can't miss, ignore armour, can't crit, and distributed evenly based on the number of dummy link to enemies within 1 unit. At the same time, generate a zone with 4 unit radius around the target for 5s. Enemies caught in this zone will have their damage and RoF decreased by 10% and 30%, and amplify damage taken by 10%. Additionally, generate a shield with taunt effect that last 3s. The shield will inherit 4% of Judge's hp and damage taken by the shield is fixed at 1.
| Before activating their skill, Fighter release a [Battlecry], dealing (30/60/90%) <span style="color:#2BBADC">Derivative calculation damage</span> and inflict 1 stack of <span style="color:#ED362E">Bleed</span> to enemies within 1 tile radius.
! <small>Skill 2</small><br>Individual Adjustment
| Grant nearby echelon within 1 node 70 hp shield at the beginning of a battle. Armoured units will receive 30% extra armour, and armourless units will receive 30% extra evasion, last 10s.
|-
|-
! <small>Skill 3</small><br>Jurisprudence
|}
| Normal attack deal 50% damage to two enemies. Every 8th attack, deal additional damage to enemies within 3 units equal to 40x armour. Additionally, obtain 50 hp shield that lasts 5s.
|-|Excessive Adrenaline=
! <small>Skill 4</small><br>Criterion
{| class="gf-table" style="text-align:left; width:100%"
| When present, allies in 1/2/3 column obtain 10 armour/40% accuracy/10% damage.
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|}<br>
| rowspan="4" style="text-align:center" | <big>超阈应激</big><br>Excessive Adrenaline
 
| style="text-align:center" | Rapid Assault
{| class="gf-table style=float: center;text width:100%"
| At the beginning of the battle, Fighter immediately activate their skill and increase their attack speed by (50/100/150) points for 5s.
! style="width: 15%" | Agent
| rowspan="4" | [2] Fighter gain 1 stack of <span style="color:#44B164">Bloodthirst</span> every 4s.<br><br>[4] For every stack of <span style="color:#44B164">Bloodthirst</span>, increase Fighter's critical damage by 10%.
|-
|-
! Unit Type
| style="text-align:center" | Explosive Resonance
| style="width: 35%" | Humanoid・Ranged・Armourless
| Fighter gain 1 stack of <span style="color:#44B164">Bloodthirst</span> after getting hit [9/6/3) times.
! style="width: 15%" | Buff Tiles
| style="width: 35%" | Affect all allies・Damage, Accuracy, and Evasion
|-
|-
! <small>Skill 1</small><br>Bloody Gleam
| style="text-align:center" | Multiple Marks
| Call forth three clones that last 15s. Each clone inherit 10% hp/50% damage/80% RoF/60% accuracy/20% evasion/10 armour, and the rest of the stats match the original.
| At the beginning of the battle, Fighter instantly gain (4/6/8) stacks of <span style="color:#44B164">Bloodthirst</span>.
! <small>Skill 2</small><br>Doom Incursion
| Active - Teleport instantly to any available helipad, while imposing debuff to the echelon by 60% decrease of damage, accuracy, evasion, and armour that last 2 turn.<br>
Passive - When supported by HOC or Coalition, increase allies critical rate by 15%, and ranged unit attack range by 1.
|-
|-
! <small>Skill 3</small><br>Invisible
| style="text-align:center" | Runtime Reset
| Normal attack consist of 4 hit attack, each dealing 0.25x damage. Every 5th hit, stun target for 1s, and amplify damage it takes by 10% for 5s.
| The first time their hp fall below 40%, Fighter gain (4/6/8) stacks of <span style="color:#44B164">Bloodthirst</span>.
! <small>Skill 4</small><br>Punishment
| Every time an ally or reinforcement die, increase self damage by 10% for 5s, stack 3 times.
|-
|-
|}<br>
|}
</div></tabber> {{clr}}


{| class="gf-table style=float: center;text width:100%"
=== Specialist ===
! style="width: 15%" | Adeline
<div style="float:left"><tabber>
|-|Efficacy Accumulation=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>效能聚积</big><br>Efficacy Accumulation
| style="text-align:center" | Algorithm Shaping
| When Specialist apply a status effect, within 5 seconds generate energy sphere that fires 7 projectiles, dealing (8/14/20%) <span style="color:#2BBADC">Derivative calculation damage</span> to random enemies.
| rowspan="4" | [2] When Specialist apply a status effect, within 5 seconds ally with highest calculation power generate energy sphere that fires 7 projectiles, dealing <span style="color:#ED372E">Derivative physical damage</span> equal to 14% of their calculation power to random enemies.<br><br>[4] Energy sphere also increases Specialist's calculation power by 30%.
|-
|-
! Unit Type
| style="text-align:center" | Efficiency Rationing<br><small>(Cooldown 1s)</small>
| style="width: 35%" | Humanoid・Ranged・Armourless
| When Specialist apply a status effect, heal an ally with lowest current hp equal to (20/35/50%) of their calculation power.
! style="width: 15%" | Buff Tiles
| style="width: 35%" | Affect all allies・RoF<br>Affect humanoid allies・Damage and Accuracy
|-
|-
! <small>Skill 1</small><br>Silent Epitaph
| style="text-align:center" | Algorithm Stacking<br><small>(Cooldown 1s)</small>
| Passive・Distribute attack evenly to the number of target's dummy link. If the target has Black or White Mark, deal 2x explosion damage which ignore armour.<br>
| Increase Specialist's calculation power by (3/4/5%) when they apply a status effect, stacking up to 5 times.
Active・For 6s, change normal attack into firing at fixed RoF every 1s, prioritizing enemy without link and deal 2.5x critical hit that doesn't ignore armour. Attacking target with Black Mark will not consume the mark upon detonation, and decrease target's evasion by 30%.
! <small>Skill 2</small><br>Looming Epitaph
| Provides fire support within 3 nodes. Executes attack every 2s, dealing 1x damage and prioritize target without Black Mark. Fire support will ignore armour and apply Black Mark which lasts 3s.
|-
|-
! <small>Skill 3</small><br>Slumber
| style="text-align:center" | Global Protection
| Every time an attack missed, apply Black Mark to target and increase own damage by 20%.
| Every (7/6/5) seconds, Specialist apply (3/4/5) stacks of 60% damage reduction shield to an ally with lowest current hp, satacking up to 10 times. Each of damage taken will decrease the stack by 1.
! <small>Skill 4</small><br>Pronouncement of Death
|-
| When present on the battlefield, all allies deal 10% more damage to enemies with Black or White mark.
|}
|-|Multiport Enhancement=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|}<br>
| rowspan="4" style="text-align:center" | <big>多端增强</big><br>Multiport Enhancement
 
| style="text-align:center" | Cascading Calculation
{| class="gf-table style=float: center;text"
| Every 5s, Specialist increase the calculation power of ally with highest calculation power by (3/4/5%), stacking up to 5 times.
! style="width: 15%" | Alina
| rowspan="4" | [2] When Specialist trigger effects of any card from this set, gain 2 stacks of <span style="color:#44B164">Efficiency</span>.<br><br>[4] Consume 10 stacks of <span style="color:#44B164">Efficiency</span> and grant all allies double attack for 4 seconds.
|-
|-
! Unit Type
| style="text-align:center" | Cascading Attack
| style="width: 35%" | Humanoid・Melee・Armourless
| Every 5s, Specialist increase the attack of ally with highest physical attack by (3/4/5%), stacking up to 5 times.
! style="width: 15%" | Buff Tiles
| style="width: 35%" | Affect humanoid allies・Damage and Accuracy<br>Affect machine allies・Evasion and Critical Rate
|-
|-
! <small>Skill 1</small><br>Polarday Advent
| style="text-align:center" | Storage Growth<br><small>(Cooldown 4s)</small>
| Passive・Distributes attack evenly to the number of target's dummy link. If the target has Black or White Mark, deal 2x explosion damage that ignores armour.<br>
| After skill activation, Specialist increase the skill charge bar gain of ally with highest calculation power by (10/15/20%).
Active・For 12s, change normal attack into three-hit string with 2x, 3x, and 1.5x increased damage. Third hit will deal 3 unit AoE damage and activates Rest In Peace. Each attack will apply White Mark permanently.
! <small>Skill 2</small><br>Polarday Sign
| Provides fire support within 1 node. Executes attack every 2s, dealing 2x damage to enemies within 3 units. Fire support will ignore armour and apply White Mark which lasts 3s.
|-
|-
! <small>Skill 3</small><br>Rest In Peace
| style="text-align:center" | Seizing Effect
| Has 20% chance to completely negate damage taken to all allies within 2 units. Affected units will also gain 100% damage up for 2s.
| After skill activation, Specialist grant ally with highest damage (20/35/50%) <span style="color:#44B164">Hp Shield</span> for normal attack, last for 6 seconds.
! <small>Skill 4</small><br>Pronouncement of Death
| When present on the battlefield, all allies deal 10% more damage to enemies with Black or White mark.
|-
|-
|}
|}
{{!}}}
|-|Swift Strike=
 
{| class="gf-table" style="text-align:left; width:100%"
=== ★1 Units ===
! style="width: 15%" | Set Name
{| class="gf-table style=float: center;text mw-collapsible mw-collapsed"
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
| rowspan="4" style="text-align:center" | <big>迅疾强击</big><br>Swift Strike
| style="text-align:center" | Floating Shot
| After mally made a successful evade, Specialist deal <span style="color:#ED372E">Derivative physical damage</span> equal to (30/45/60%) of their calculation power to the attacker.
| rowspan="4" | [2] When a non-Specialist ally made a successful evade, deal <span style="color:#ED372E">Derivative physical damage</span> equal to 20% calculation power to the attacker.<br><br>[4] Vulnerability Padding also affect ally with the second lowest current hp.
|-
| style="text-align:center" | Vulnerability Padding
| After skill activation, Specialist increase the evasion of ally with lowest current hp by (10/15/20%), stacking up to 5 times.
|-
| style="text-align:center" | Swift Preparation<br><small>(Cooldown 4s)</small>
| After ally made a successful evade, increase Specialist's skill charge bar gain by (2/3.5/5%), stacking up to 10 times, capped at 50%.
|-
| style="text-align:center" | Mirage Escape
| At the beginning of the battle, Specialist increase all allies evaison to the maximum, last for (3/4/5) seconds.
|-
|-
! Name
|}
! Type
|-|Malignant Disruption=
! Skill
{| class="gf-table" style="text-align:left; width:100%"
! Description
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| Ripper
| rowspan="4" style="text-align:center" | <big>恶性干扰</big><br>Malignant Disruption
| Humanoid Ranged Armourless
| style="text-align:center" | Deterrence Suppresssion
| S1
| Specialist's normal attack deal additional (10/15/20%) <span style="color:#2BBADC">Derivative calculation damage</span> multiplied by the number of debuff inflicted on target.
| If skill activates during Guard mode, increase self evasion by 120%, else increase self firepower by 90%, lasts 5s.
| rowspan="4" | [2] For every number of debuff inflicted on enemy, decrease their calculation power by 10%.<br><br>[4] For every number of debuff inflicted on target, increase Specialist's attack speed by 15 points.
|-
| Vespid
| Humanoid Ranged Armourless
| S1
| Increase firepower and accuracy of all ranged allies by 6% and 20% respectively, cannot stack.
|-
|-
| Jager
| style="text-align:center" | Beacon Growth
| Humanoid Ranged Armourless
| Specialist's normal attack has (40/70/100%) chance to inflict 1 stack of <span style="color:#ED362E">Bleed</span> on target.
| S1
| After attacking 4 times, aim for 1s and unleash a sniping attack equal to 350% damage that cannot miss and ignore armour.
|-
|-
| Guard
| style="text-align:center" | Total Suppression
| Humanoid Melee Armoured
| When Specialist inflict a debuff on target, deal additional (15/22.5/30%) <span style="color:#2BBADC">Derivative calculation damage</span>.
| S1
| In Guard mode, provide 20 hp shield to allies in the same row, else provide 40 hp shield to allies within 3 units. Lasts 5s and stack up to 3 times.
|-
|-
| Striker
| style="text-align:center" | High-Frequency Calculation
| Humanoid Ranged Armoured
| After skill activation, Specialist increase their attack speed by (20/35/50) points for 4 seconds.
| S1
| Gain 70% firepower up at the beginning of battle, lasts 5s.
|-
|-
| Prowler
|}
| Machine Melee Armourless
|-|Turbulent Attack=
| S1
{| class="gf-table" style="text-align:left; width:100%"
| In Guard mode, increase firepower and evasion of unit right behind self, else, increase firepower and evasion of unit within 3 units. Buff value are 12% and 30% respectively, stack up to 3 times.
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| Scout
| rowspan="4" style="text-align:center" | <big>湍急攻势</big><br>Turbulent Attack
| Machine Ranged Armourless
| style="text-align:center" | Surface Piercing
| S1
| After skill activation, increase Specialist's next normal attack by (10/20/30%) and deal (100/150/200%) <span style="color:#2BBADC">Derivative calculation damage</span> to target and enemies within 1 tile of it.
| Mark enemy units within 2 unit of current target and reduce their evasion by 50%. Marked target will receive 14 additional damage. Mark lasts for 5s and cannot stack.
| rowspan="5" | [2] <span style="color:#44B164">Raging Tide</span> increases calculation power by 20%.<br><br>[4] Allies obtain 3 stacks of <span style="color:#44B164">Recovery</span> after consuming <span style="color:#44B164">Raging Tide</span>.
|-
|-
| Dinergate
| style="text-align:center" | Pre-War Mobilization
| Machine Melee Armourless
| At the beginning of the battle, Specialist grant 1 stack of <span style="color:#44B164">Raging Tide</span> to (1/2/3) allies in order of their calculation power stat.
| S1
| After attacking 6 times, call forth a reinforcement that inherits 100% stat and lasts 10s. Every time there's lost dummy, call forth a reinforcement that inherits 100% stats that lasts 10s, and gain hp shield equal to one dummy max hp.
|-
|-
| Jaguar
| style="text-align:center" | Deadly Cover Up
| Machine Ranged Armourless
| After defeating an enemy, Specialist grant 1 stack of <span style="color:#44B164">Raging Tide</span> to (1/2/3) allies who don't have any stack in order of their calculation power stat.
| S1
| Deal explosion damage equal to 1.25 damage to enemies within radius of 2.
|-
|-
| Goliath Factory
| style="text-align:center" | Emergency Response
| Machine Ranged Armoured
| After skill activation, within 6s, <span style="color:#ED372E">Stun</span> enemies within 1 tile of target for 0.6 seconds (3/4/5) times.
| S1
| Continuously spawn Goliath based on own firing rate. Goliath have 10 movement speed, inheriting 50% hp and 10% damage, and 100% of the other stats. Upon contact with the enemies, Goliath will execute self-destruction, dealing 20 times explosion damage to enemies within 3 radius.
|-
|-
|} {{clr}}
|}
</div></tabber> {{clr}}


=== ★2 Units ===
=== Medic ===
{| class="gf-table style=float: center;text mw-collapsible mw-collapsed"
<div style="float:left"><tabber>
|-|Global Healing Shield=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
! Name
| rowspan="4" style="text-align:center" | <big>全域疗盾</big><br>Global Healing Shield
! Type
| style="text-align:center" | Weakpoint Reinforcement
! Skill
| After skill activation, Medic grant <span style="color:#44B164">Hp Shield</span> equal to (100/150/200%) of their calculation power to ally with lowest current hp.
! Description
| rowspan="4" | [2] When an ally's <span style="color:#44B164">Hp Shield</span> is broken, restore 5% of their max hp.<br><br>[4] Every 8s, ally with lowest current hp restore hp equal to the value of highest <span style="color:#44B164">Hp Shield</span> present.
|-
|-
| Brute
| style="text-align:center" | Healing Shield Structure
| Humanoid Melee Armourless
| Medic grant healing target <span style="color:#44B164">Hp Shield</span> equal to (10/20/30%) of healing value.
| S1
|  
|-
|-
|
| style="text-align:center" | Protective Treatment
|
| Increase the healing value of ally with <span style="color:#44B164">Hp Shield</span> by (20/30/40%).
| S2
|  
|-
|-
| Dragoon
| style="text-align:center" | Healing Shield Cover
| Humanoid Melee Armourless
| At the beginning of the battle, Medic grant <span style="color:#44B164">Hp Shield</span> equal to (100/200/300%) of their calculation power to all allies
| S1
| Extend firing range by 3 on Guard mode, and gain hp shield equal to 15% of max at the beginning of battle. Increase own firepower, firing rate, and movement speed by 50% when the shield is up. Lose all buffs when the shield breaks.
|-
|-
|
|}
|
|-|Supplementary Dosage=
| S2
{| class="gf-table" style="text-align:left; width:100%"
| Normal attack will reduce enemy's firepower by 15% and accuracy by 25%, stack up to 3 times.
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| SWAP Dragoon
| rowspan="4" style="text-align:center" | <big>剂量增补</big><br>Supplementary Dosage
| Humanoid Melee Armourless
| style="text-align:center" | Overclock
| S1
| After skill activation, Medic increase their attack speed by (40/70/100) points for 4 seconds.
| Gain hp shield equal to 15% of max hp and 10% damage reduction (stack up to 3 times) at the beginning of battle. Increase own firepower, firing rate, and movement speed by 50% when the shield is up. Lose all buffs when the shield breaks, jump back, gain 50% evasion and extend firing range by 3.
| rowspan="4" | [2] After every normal attack, Medic increase their skill charge bar gain by 5%.<br><br>[4] After skill activation, Medic increase their healing value by 5%, stacking up to 10 times.
|-
|-
|
| style="text-align:center" | Emergency Dispatch
|
| Increase Medic's healing value as their target hp decreases, reaching maximum value of (20/40/60%) at 10% hp.
| S2
| Normal attack will reduce enemy's firepower by 15% and accuracy by 25%, stack up to 3 times.
|-
|-
| SWAP Guard
| style="text-align:center" | Rapid First Aid
| Humanoid Melee Armourless
| At the beginning of the battle, Medic immediately activate their skill and increase the healing value by (20/40/60%) for 3 seconds.
| S1
| Provide hp shield to all humanoid allies based on 4% own max health that lasts 10s. If the target does not have hp shield, increase their evasion by 50%, else increase their firepower by 10%, lasts 5s.
|-
|-
|
| style="text-align:center" | Heavy Acceleration
|
| After skill activation, Medic increase their skill charge bar by (10/15/20%).
| S2
| Gain 20% damage reduction, lasts 5s. When the buff expires, deal 1.2 damage to enemy in front of self.
|-
|-
| SWAP Ripper
|}
| Humanoid Ranged Armourless
|-|Enhanced Treatment=
| S1
{| class="gf-table" style="text-align:left; width:100%"
| If skill activates during Guard mode, increase self evasion by 120%, else increase self firepower by 90%, lasts 5s.
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|
| rowspan="4" style="text-align:center" | <big>增强疗程</big><br>Enhanced Treatment
|
| style="text-align:center" | Efficient Treatment
| S2
| After healing a target, Medic also apply (1/2/3) stacks of <span style="color:#44B164">Recovery</span>.
| Activates every 8s or when there's hp lost, gain force field that lasts 2s in the Guard state, else increase firepower by 80% that lasts 3s.
| rowspan="4" | [2] When 15 stacks of <span style="color:#44B164">Recovery</span> are present on the field, all allies restore 30% of their maximum hp. Can only trigger once per battle.<br><br>[4] For every stack of <span style="color:#44B164">Recovery</span> present on the field, increase Medic's healing value by 5%, stacking up to 10 times.
|-
|-
| SWAP Vespid
| style="text-align:center" | Hands of Benevolence
| Humanoid Ranged Armourless
| At the beginning of the battle, Medic restore (10/20/30%) health of ally with lowest current hp, and apply 5 stacks of <span style="color:#44B164">Recovery</span>.
| S1
| Increase firepower and accuracy of all ranged allies by 8% and 30% respectively, cannot stack.
|-
|-
|
| style="text-align:center" | Health Care Insurance<br><small>(Cooldown 4s)</small>
|
| After skill activation, Medic increase their skill charge bar by 20% and apply 1 stack of <span style="color:#44B164">Recovery</span> on target.
| S2
| First attack will prioritise enemy with the highest health. Critical hit will decrease enemy's firepower, firing rate, and movement speed by 10% that last 3s and cannot stack. After the first attack, skill will be triggered again every 3 attacks.
|-
|-
| SWAP Striker
| style="text-align:center" | Advanced Medicare
| Humanoid Ranged Armourless
| For every stack of <span style="color:#44B164">Recovery</span> present on the field, increase Medic's skill charge bar gain by (2/3.5/5%), stacking up to 10 times.
| S1
| Gain 80% firepower up at the beginning of battle, lasts 5s.
|-
|-
|
|}
|
|-|Substance Reversal=
| S2
{| class="gf-table" style="text-align:left; width:100%"
| Every 4 attack inflicts additional 2.5 times the difference between own AP and enemy's armour, with 1 being the minimum.
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| Aegis
| rowspan="4" style="text-align:center" | 物质逆反<br>Substance Reversal
| Humanoid Melee Armoured
| style="text-align:center" | Allergic Reactions<br><small>(Cooldown 1s)</small>
| S1
| After healing a target, Medic launch <span style="color:#ED372E">Allergic</span> attack equal to (20/35/50%) of their calculation power to enemies within 1 tiles of target.
| Gain 40 hp shield that lasts 5s.
| rowspan="4" | [2] After performing normal attack, Medic heal ally with lowest current hp equal to the damage dealt.<br><br>[4] Increase <span style="color:#ED372E">Allergic</span> attack range to 2 tiles and its damage by 20%.
|-
|-
|
| style="text-align:center" | Exceptional Compensation
|
| After healing a target, Medic increase their and their target calculation power by 5%, last for (4/5/6) seconds and stacking up to 5 times.
| S2
| Gain 10% damage reduction, and provide 5% damage reduction to allies in the same row, stack up to 3 times.
|-
|-
| SWAP Aegis
| style="text-align:center" | Plasma Sampling
| Humanoid Melee Armoured
| For the first attack after skill activation, Medic launch <span style="color:#ED372E">Allergic</span> attack equal to (25/50/75%) of their calculation power to target.
| S1
| Gain 40 hp shield that lasts 5s.
|-
|-
|
| style="text-align:center" | Adjacent Spill Exposure
|
| Every 5s, Medic launch <span style="color:#ED372E">Allergic</span> attack equal to (25/50/75%) of their calculation power onto the densest area.
| S2
| The higher the number of dummy link is, the lower damage it receives, with each dummy providing 6% damage reduction. When hp shield is up, damage received will not exceed the hp shield value.
|-
|-
| Nemeum
|}
| Machine Ranged Armoured
</div></tabber> {{clr}}
| S1
 
| Attack will plant a mark on the target that lasts 5s. When attacking marked enemy, for every layer of mark planted on target, increase own critical hit by 5% that stack 10 times.
=== Mixed ===
<div style="float:left"><tabber>
|-|Coordinated Crit=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|
| rowspan="5" style="text-align:center" | <big>协力暴击</big><br>Coordinated Crit
|
| style="text-align:center" | Strength Preference
| S2
| Increase Guardian's critical hit rate by 5%, landing a critical hit will restore their health equal to (1/2/3%) of max hp.
| Each attack inflicts additional damage equal to target's 0.5% max hp, capped at 200% damage.
| rowspan="5" | [2] After skill activation, the next normal attack is guaranteed to be critical hit.<br><br>[4] Increase all allies critical hit rate by 10%, and convert 10% of critical damage dealt into hp.
|-
|-
| Manticore
| style="text-align:center" | Inspiration Shot
| Machine Ranged Armoured
| Increase Marksman's critical hit rate by 5%, landing a critical hit will increase their calculation power by (2/4/6%), stacking up to 10 times.
| S1
|  
|-
|-
|
| style="text-align:center" | Swift Strike
|
| Increase Warrior's critical hit rate by 5%, landing a critical hit will increase their attack speed by 10 points, stacking up to (4/7/10) times.
| S2
|  
|-
|-
| Tarantula
| style="text-align:center" | Frenzied War Cry
| Machine Melee Armoured
| Increase melee unit critical hit rate by 5%, landing a critical hit will decrease target's physical defense by (1/2/3%).
| S1
| After attacking 6 times, call forth a reinforcement that inherits 100% stat and lasts 10s. Every time there's lost dummy, call forth a reinforcement that inherits 100% stats that lasts 10s, and gain hp shield equal to one dummy max hp.
|-
|-
|
| style="text-align:center" | Overkill
|
| Increase ranged unit critical hit rate by 5%, and deal additional <span style="color:#D2A234">True Damage</span> equal to (50/100/150%) of critical damage dealt.
| S2
|}
| The lower its hp is, the lower damage taken. For every 3% hp lost, gain 1% damage reduction. Effect will still persist when entering new battle.
|-|Desperate Assault=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| SWAP Prowler
| rowspan="5" style="text-align:center" | <big>绝命特攻</big><br>Desperate Assault
| Machine Melee Armourless
| style="text-align:center" | Final Blow
| S1
| When a Warrior dies, deal (500/750/1000%) <span style="color:#D2A234">True Damage</span> to all enemies within 1 tile.
| In Guard mode, increase firepower and evasion of unit right behind self, else, increase firepower and evasion of unit within 3 units. Buff value are 15% and 40% respectively, stack up to 3 times.
| rowspan="5" | [2] When an ally dies, other allies skill charge bar will be fully charged.<br><br>[4] When an ally dies, transfer 50% of their attack and calculation power to the remaining allies.
|-
|-
|
| style="text-align:center" | Life-Saving Operations
|
| When an ally dies, increase Medic's healing value by (20/30/40%).
| S2
| Provide 24 shield to all allies. If allies is a melee unit, for every 1% lost hp, the shield value increased by 2%, lasts 10s and stack up to 3 times.
|-
|-
|} {{clr}}
| style="text-align:center" | Emergency Defense
 
| When melee unit dies, melee units gain <span style="color:#44B164">Hp Shield</span> equal to (30/40/50%) of their max hp.
=== Ringleader ===
{| class="gf-table style=float: center;text mw-collapsible mw-collapsed"
|-
|-
! Name
| style="text-align:center" | Multi-Lane Aid Shot
! Type
| When an ally dies, ranged units attack split for (6/8/10) seconds.
! Skill
! Description
|-
|-
| Scarecrow
| style="text-align:center" | Survival Instinct
| Humanoid Ranged Armourless
| When an ally dies, other allies restore 30% of their max hp.
| Battlefield Purge
|}
|  
|-|Psychic Cage=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|
| rowspan="5" style="text-align:center" | <big>心灵囚笼</big><br>Psychic Cage
|
| style="text-align:center" | Node Suppression
| S2
| When Warrior attack controlled enemy, increase their attack speed by (10/20/30) points for 5 seconds.
|  
| rowspan="5" | [2] Deal additional 30% <span style="color:#2BBADC">Derivative calculation damage</span> when attacking controlled enemy.<br><br>[4] When an enemy dies, <span style="color:#ED372E">Silence</span> every other enemies for 4 seconds.
|-
|-
|
| style="text-align:center" | Spectrum Suppression
|
| When Specialist attack controlled enemy, increase all allies calculation power by (5/7.5/10%), stacking up to 5 times.
| S3
|  
|-
|-
|  
| style="text-align:center" | Blade of Slience
|
| Ranged units normal attack has (10/20/30%) chance to <span style="color:#ED372E">Silence</span> the target for 2 seconds.
| S4
|  
|-
|-
| Executioner
| style="text-align:center" | Silencing Blow
| Humanoid Melee Armourless
| After every 5 attacks, melee unit will stun the target for (1/1.5/2) seconds.
| Cleaving Slaughter
|  
|-
|-
|
| style="text-align:center" | Reversal Effect
|
| When taking physical damage, allies has (10/20/30%) chance to <span style="color:#ED372E">Silence</span> the attacker for 1 seconds.
| S2
|}
|  
|-|Deadly Blow=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|
| rowspan="5" style="text-align:center" | <big>致命打击</big><br>Deadly Blow
|
| style="text-align:center" | Excessive Healing
| S3
| Increase Medic's healing target's critical damage by 5%, stacking up to (4/7/10) times.
|  
| rowspan="5" | [2] When landing a criticoal hit, deal additional damage equal to 10% of target's max hp. Damage can't exceed 200% attack power (cooldown 5 seconds).<br><br>[4] After skill activation, gain 2 stacks of <span style="color:#44B164">Bloodthirst</span> and increase critical damage by 10%, stacking up to 5 times.
|-
|-
|  
| style="text-align:center" | No Anger
|
| Decrease all allies critical hit rate by 20% and increase their critical hit damage by (30/45/60%).
| S4
|  
|-
|-
| Hunter
| style="text-align:center" | Bloodthirsty March
| Humanoid Ranged Armourless
| Melee units gain 1 stack of <span style="color:#44B164">Bloodthirst</span> for every step they make.
| Crimson Bullet of Devastation
|
|-
|-
|
| style="text-align:center" | Bloodthirsty Rhythm
|
| Ranged units gain 1 stack of <span style="color:#44B164">Bloodthirst</span> after every 5 normal attacks.
| S2
|  
|-
|-
|
| style="text-align:center" | Rage Feedback<br><small>(Cooldown 5s)</small>
|
| After landing a critical hit, increase skill charge bar by 5%.
| S3
|}
|  
|-|Numerical Matrix=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|  
| rowspan="5" style="text-align:center" | 数谄矩阵<br>Numerical Matrix
|  
| style="text-align:center" | Fuse Block Perimeter
| S4
| For every stack of <span style="color:#ED372E">Zero Flame</span> inflicted on the target, Guardian take (1/1.5/2%) less damage from target.
|  
| rowspan="5" | [2] After skill activation, the next normal attack will summon fireball from the sky onto target and damage enemies within 1 tile, dealing 100% <span style="color:#2BBADC">Derivative calculation damage</span>. Each layer of <span style="color:#ED372E">Zero Flame</span> will increase the fireball damage by 10%.<br><br>[4] For every stack of <span style="color:#ED372E">Zero Flame</span>, increase damage taken by enemies by 3%.
|-
|-
| Intruder
| style="text-align:center" | Stack of Blazing Rune
| Humanoid Ranged Armourless
| When attacking enemy without any stack of <span style="color:#ED372E">Zero Flame</span>, Marksman normal attack deal additional <span style="color:#2BBADC">Derivative calculation damage</span> to (20/35/50%) of their calculation power.
| Military Raid
|  
|-
|-
|
| style="text-align:center" | Smoke Out
|
| After skill activation, Specialist deal (50/75/100%) <span style="color:#2BBADC">Derivative calculation damage</span> to all enemies on the field that doesn't have any stack of <span style="color:#ED372E">Zero Flame</span>.
| S2
|  
|-
|-
|
| style="text-align:center" | Code Burning
|
| Ranged allies inflict 1 stack of <span style="color:#ED372E">Zero Flame</span> to target after every (5/4/3) normal attacks.
| S3
|  
|-
|-
|  
| style="text-align:center" | Flame Suit
|  
| When taking damage, melee allies have (10/15/20%) chance to inflict 1 stack of <span style="color:#ED372E">Zero Flame</span> to the attacker.
| S4
|}
|  
</div></tabber> {{clr}}
 
=== Environment ===
<div style="float:left"><tabber>
|-|Rossum=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Sector
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| Destroyer
| rowspan="3" style="text-align:center" | <small>Chapter 1</small><br>Rossum
| Humanoid Ranged Armourless
| style="text-align:center" | Aftershock
| Trigger Happy Storm
| After the first barricade is broken, <span style="color:#ED372E">Stun</span> all enemies for (3/4/5) seconds.
|  
| rowspan="4" style="text-align:center" | -
|-
|-
|
| style="text-align:center" | Demolition Team
|
| Allies can instantly destroy barricade. For every barricade that is broken, increase self calculation power by (10/15/20%), stacking up to 3 times.
| S2
|  
|-
|-
|
| style="text-align:center" | Reverse Treatment
|
| After the first barricade is broken, restore (20/30/40%) max hp of ally with lowest current hp.
| S3
|  
|-
|-
|  
|}
|  
|-|Cyclopes=
| S4
{| class="gf-table" style="text-align:left; width:100%"
|  
! style="width: 15%" | Sector
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| Architect
| rowspan="3" style="text-align:center" | <small>Chapter2</small> <br>Cyclopes
| Humanoid Ranged Armourless
| style="text-align:center" | Aftershock
| Missile Fervor
| After the first barricade is broken, <span style="color:#ED372E">Stun</span> all enemies for (3/4/5) seconds.
|  
| rowspan="4" style="text-align:center" | -
|-
|-
|
|}
|
|-|Helios=
| S2
{| class="gf-table" style="text-align:left; width:100%"
|  
! style="width: 15%" | Sector
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|
| rowspan="2" style="text-align:center" | <small>Chapter 3</small><br>Helios
|
| style="text-align:center" | Energy Grass: Strong
| S3
| After ally absorbs the energy grass, increase self calculation power by (30/40/50%). It doesn't stack and lasts for (3/4/5) seconds.
|  
| rowspan="4" style="text-align:center" | -
|-
|-
|  
| style="text-align:center" | Energy Grass: Bait
|
| <span style="color:#ED372E">Silence</span> enemies who absorb energy grass for 4.7 seconds, and amplify the damage they receive by (10/20/30%). The effect doesn't stack.
| S4
|  
|-
|-
| Ouroboros
|}
| Humanoid Ranged Armourless
|-|Enigma=
| Venomous Descent
{| class="gf-table" style="text-align:left; width:100%"
|  
! style="width: 15%" | Sector
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|
| rowspan="2" style="text-align:center" | <small>Chapter 4</small><br>Enigma
|
| style="text-align:center" | Effectiveness Reversal
| S2
| Nullifies the damage from neutral units to friendly units, and convert (10/30/50%) of the damage dealt into restoring hp.
|  
| rowspan="4" style="text-align:center" | -
|-
|-
|
| style="text-align:center" | Critical Overload
|
| Neutral units deal (40/70/100%) more damage to enemy units.
| S3
|  
|-
|-
|  
|}
|  
|-|Pierides=
| S4
{| class="gf-table" style="text-align:left; width:100%"
|  
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| Alchemist
| rowspan="3" style="text-align:center" | <small>Chapter 5</small><br>Pierides
| Humanoid Melee Armourless
| style="text-align:center" | Multi-Core Computing
| The End
| Provides (2/4/6%) skill haste to friendly units who stand on corrupted tiles, stacking up to 15 times.
|  
| rowspan="4" style="text-align:center" | -
|-
|-
|
| style="text-align:center" | High-Risk node
|
| All allies deal (12/24/36%) increased damage to enemies who stand on corrupted tiles.
| S2
|  
|-
|-
|
| style="text-align:center" | Repair Node
|
| Friendly units who stand on the corrupted tiles will restore (10/15/20%) of their max hp every 5 seconds.
| S3
|  
|-
|-
|  
|}
|  
|-|Copley=
| S4
{| class="gf-table" style="text-align:left; width:100%"
|  
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| Dreamer
| rowspan="3" style="text-align:center" | <small>Chapter 6</small><br>Copley
| Humanoid Melee Armourless
| style="text-align:center" | Ride the Tide
| Silence-Piercing Blast
| Wave Strikes no longer stun allies. Instead, it fills their charge bar by (5/10/15%).
| Passive - Prioritize attacking the furthest enemy.<br>
| rowspan="4" style="text-align:center" | -
Active - Fire a penetrating beam at the foremost of the current target, dealing 6 hits of 0.4x damage for 3s. The attack can't miss, ignore armour, and deal damage per dummy link.
|-
|-
|
| style="text-align:center" | Water Specialization
|
| When standing on Ocean Tiles, allies take (10/15/20%) less damage.
| Execution Hour
| Provide fire support within 3 nodes. Execute attack every 3s, dealing 2.25x damage and prioritize enemy with the highest hp. The attack ignore armour, and decrease target's RoF by 50% that last 3s.
|-
|-
|
| style="text-align:center" | Water Control
|
| Every 4 seconds, <span style="color:#ED372E">Stun</span> enemies who are standing on the ocean tiles for (1/1.6/2.4) seconds.
| Hawkeye Sanctuary
| Guard Mode - Increase attack range to 16, critical hit and damage by 10%, and can't miss.<br>
Assault Mode - Increase the damage and RoF of ranged units by 10%, while melee units receive 20% damage reduction.
|-
|-
|  
|}
|  
</div></tabber> {{clr}}
| Sky Ruler
 
| Deal more damage the further the enemy is. Damage bonus begin at 5 range, and capped at 0.2x at 12 range.
=== Miscellaneous ===
<div style="float:left"><tabber>
|-|Stat Buffs=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
| Gager
| rowspan="5" style="text-align:center" | <small>Rare Drop</small><br>Main Stat Buffs
| Humanoid Melee Armourless
| style="text-align:center" | Cardname
| Moon-Rending Slash
| Cardeffect
| Perform a two-stage charge on 3 enemies with the highest hp. The first attack deal 1.5x damage that surehit, can't crit, and ignore armour, as well as putting 1 layer of Weight Mark on the target. The second attack deal 3.2x damage that surehit and ignore armour. Deal 0.4x additional explosion attack that surehit, can't crit, and ignore armour to all enemies within 2 unit based on Weight Mark layer.
| rowspan="5" style="text-align:center" | -
|-
|-
|
| style="text-align:center" | Cardname
|
| Cardeffect
| Overall Calibration
| Passive - Normal attack consist of two instances of damage that deal 0.6x damage each, also has 30% chance to inflict Weight Mark on target.<br>
Active - Max out the RoF while decreasing the evasion and accuracy by 30% and 10%. Switch targeting priority to enemy that hasn't been attacking, as well as inflicting Weight Mark on target.
|-
|-
|
| style="text-align:center" | Cardname
|
| Cardeffect
| Weight
|-
| Each layer of Weight Mark reduce target's movement speed by 10%, damage by 10%, and armour by 50% that last 5s and stack up to 3 times.
| style="text-align:center" | Cardname
| Cardeffect
|-
| style="text-align:center" | Cardname
| Cardeffect
|-
|}
|-|Tower Defense=
{| class="gf-table" style="text-align:left; width:100%"
! style="width: 15%" | Set Name
! style="width: 15%" | Card Name
! style="width: 35%" | Card Effect
! style="width: 35%" | Set Effect
|-
|-
|  
| rowspan="5" style="text-align:center" | <small>Chapter 6</small><br>Copley's Tower Defense
|  
| style="text-align:center" | Cardname
| Duel Arbritration
| Cardeffect
| After 3s into battle, when the number of allies is not greater than the opposition, increase all allies damage by 20%. When the table turned, the buff will be lost.
| rowspan="5" style="text-align:center" | -
|-
|-
| Judge
| style="text-align:center" | Cardname
| Humanoid Ranged Armoured
| Cardeffect
| Verdict
| Perform a jump kick to enemy with the highest hp, dealing 4 hits totalling 12x damage that can't miss, ignore armour, can't crit, and distributed evenly based on the number of dummy link to enemies within 1 unit. At the same time, generate a zone with 4 unit radius around the target for 5s. Enemies caught in this zone will have their damage and RoF decreased by 10% and 30%, and amplify damage taken by 10%. Additionally, generate a shield with taunt effect that last 3s. The shield will inherit 4% of Judge's hp and damage taken by the shield is fixed at 1.
|-
|-
|
| style="text-align:center" | Cardname
|
| Cardeffect
| Individual Adjustment
| Grant nearby echelon within 1 node 70 hp shield at the beginning of a battle. Armoured units will receive 30% extra armour, and armourless units will receive 30% extra evasion, last 10s.
|-
|-
|
| style="text-align:center" | Cardname
|
| Cardeffect
| Jurisprudence
| Normal attack deal 50% damage to two enemies. Every 8th attack, deal additional damage to enemies within 3 units equal to 40x armour. Additionally, obtain 50 hp shield that lasts 5s.
|-
|-
|  
| style="text-align:center" | Cardname
|
| Cardeffect
| Criterion
| When present, allies in 1/2/3 column obtain 10 armour/40% accuracy/10% damage.
|-
|-
|}
|}
</div></tabber> {{clr}}