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<noinclude>
<div style="float:left"><tabber>
|-|Warrior=
{| class="gf-table" style="text-align:center;"
|-
! width=130px | Set
! width=50px | Icon
! Name
! width=600px | Description
! width=300px | Set Effects
|-
| rowspan=4 | '''Vitality Loss'''
| [[File:Function Card ICON 10222.png|50px]]
| Furious Deterrence
| Warriors release [Battlecry] before using their Auto Skill, dealing [Derivative] Operand Damage equal to (30%/60%/90%) of their Hashrate to nearby enemies within 1 tile, inflicting 1 stack of Bleed on them.
| rowspan=4 | 2 pieces: Warriors release [Battlecry] once every 8 seconds, dealing [Derivative] Operand Damage equal to 50% of their Hashrate] to nearby enemies within 1 tile, and inflicting 1 stack of Bleed on them.<br><br>4 pieces: The range of [Battlecry] expands to the entire battlefield.
|-
| [[File:Function Card ICON 10221.png|50px]]
| Life Extraction
| Warriors have their Skill Life Steal effect enhanced by (15%/20%/25%). Every stack of Bleed on their target provides (1%/2%/3%) additional Skill Life Steal.
|-
| [[File:Function Card ICON 10207.png|50px]]
| Damage Amplifier
| Warriors have their Hashrate increased by 12%. Everytime Warriors inflict Bleed, their Hashrate is additionally increased by 3%, up to (4/7/10) stacks.
|-
| [[File:Function Card ICON 10206.png|50px]]
| Coagulopathy
| After every (4/3/2) Normal Attack(s), Warriors inflict 1 stacks of Bleed on the target.
|-
| rowspan=4 | '''Violent Surge'''
| [[File:Function Card ICON 10265.png|50px]]
| Lethal Shock
| For every 1 enemy fallen, Warriors recover (4%/7%/10%) of their Max HP.
| rowspan=4 | 2 pieces: Warriors deal True Damage equal to 10% of the target's Max HP when the target is below 10% HP. (Ineffective against bosses; Cooldown: 0.3 seconds)<br><br>4 pieces: Warriors gain a 100 Attack Speed boost for 6 seconds every time they eliminate a non-neutral enemy target.
|-
| [[File:Function Card ICON 10264.png|50px]]
| Lethal Chain
| After eliminating any enemy units, Warriors are teleported near the enemy with the lowest HP percentage, dealing [Derivative] Physical Damage equal to (100/200%/300) of their ATK to them.
|-
| [[File:Function Card ICON 10262.png|50px]]
| Vulnerability Exploit
| Warrior ATK + (20%/30%/40%) against targets with less than 50% HP.
|-
| [[File:Function Card ICON 10263.png|50px]]
| Efficiency Surge
|When Warriros perform Normal Attacks, their Auto Skill recharge is sped up by (15%/22.5%/30%) if the target's HP is below 50%.
|-
| rowspan=4 | '''Desperate Raze'''
| [[File:Function Card ICON 10286.png|50px]]
| Pain Resistance
| Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%.
| rowspan=4 | 2 pieces: Every Normal Attack Warriors perform has a 30% chance to turn the next Normal Attack into a double strike. <br><br>4 pieces: After every 3 Normal Attacks, Warriors lose 15% of the current HP to deal True Damage of 200% HP lost with their next Normal Attack. The effect cannot be triggered by Normal Attack skills.
|-
| [[File:Function Card ICON 10061.png|50px]]
| Incremental Pursuit
| Warriors inflict an additional amount of True Damage of (15%/22.5%/30%) ATK when they deal damage.
|-
| [[File:Function Card ICON 10015.png|50px]]
| Dire Tactics
| Warriors' ATK grows as their HP drops. The ATK bonus caps at (50%/75%/100%) when HP drops to 10%.
|-
| [[File:Function Card ICON 10120.png|50px]]
| Double Compilation
| Warriors heal for (10%/15%/20%) of the damage they deal. True Damage provides three times as much healing.
|-
| rowspan=4 | '''Hyperthreshold Stress'''
| [[File:Function Card ICON 10287.png|50px]]
| Multi-Marker
| Warriors gain(4/6/8) stacks of Bloodthirst Sigil at the start of battle.
| rowspan=4 | 2 pieces: Warriors gain 1 stack of Bloodthirst Sigil every 4 seconds. <br><br>4 pieces: Every stack of Bloodthirst Sigil enhances the Crit Damage of Warriors by 10%.
|-
| [[File:Function Card ICON 10157.png|50px]]
| Program Reset
| Warriors gain (4/6/8) stacks of Bloodthirst Sigil when their HP percentage first drops below 40%.
|-
| [[File:Function Card ICON 10128.png|50px]]
| Rapid Raid
| Warriors use their Auto Skill at the start of the battle and have their Attack Speed increased by (50%/100%/150%) for the next 6 seconds.
|-
| [[File:Function Card ICON 10220.png|50px]]
| Blasting Echoes
| Warriors gain 1 stack of Bloodthirst Sigil for every (9/6/3) attacks they are subjected to.
|-
| rowspan==4 | '''Coordinated Crit'''
| [[File:Function Card ICON 10279.png|50px]]
| Swift Strike
| Warriors have their Crit Rate increased by 5%, and Attack Speed by 10 points whenever they land Critical Hits, up to (4/7/10) stacks.
| rowspan==4 | 2 pieces: The next Normal Attack ally units perform after using any skill is guaranteed to be a Critical Hit <br><br>4 pieces: All ally units have their Crit Rate increased by 10% and will recover HP of 10% damage dealt when landing a Critical Hit.
|-
|}
|-|Sniper=
{| class="gf-table" style="text-align:center;"
|-
! width=130px | Set
! width=50px | Icon
! Name
! width=600px | Description
! width=300px | Set Effects
|-
| rowspan=4 | '''Burst Shooting'''
| [[File:Function Card ICON 10074.png|50px]]
| Accumulated Recycling
| Ally Snipers have their Crit Damage increased by (10%/20%/30%) for every unit that falls in battle, up to 5 stacks.
| rowspan=4 | For every 3 Normal Attacks, the next one Snipers perform is guaranteed to be a Critical Hit. The effect cannot be triggered by Normal Attack skills. <br><br>4 pieces: The Crit Damage boost provided by Lethal Increment no longer wears off.
|-
| [[File:Function Card ICON 10068.png|50px]]
| Rapid Firing
| After using any skill, Snipers have their Attack Speed increased by (50/75/100) points for the next 5 seconds.
|-
| [[File:Function Card ICON 10123.png|50px]]
| Lethal Increment
| When Snipers land their Normal Attacks, increase their Crit Damage by (10%/15%/20%), up to 5 stacks. This effect wears off after landing a Critical Hit. (0.33s cooldown)
|-
| [[File:Function Card ICON 10223.png|50px]]
| Penetration Streak
| Snipers' Normal Attack hits have a (15%/22.5%/30%) chance to turn the next Normal Attack into a double strike.
|-
| rowspan=4 | '''Structural Embrittlement'''
| [[File:Function Card ICON 10226.png|50px]]
| Overdrive Preset
| Snipers speed up their skill recharge by (10%/20%/30%) after using any skill.
| rowspan=4 | 2 pieces: 3 seconds after using any skill, Snipers inflict [Derivative] Operand Damage equal to 20% of their hashrate on enemies within 1 tile near their Normal Attack target 3 times. Only 1 instance of this effect may take place at a time. <br><br>4 pieces: Every stack of Vulnerability boosts the Hashrate of  Snipers by 10%, up to 10 stacks.
|-
| [[File:Function Card ICON 10211.png|50px]]
| High-Risk Target
| When enemies use any skill, all ally Snipers deal [Derivative] Operand Damage of (40%/70%/100%) Hashrate.
|-
| [[File:Function Card ICON 10209.png|50px]]
| Immunity Reduction
| Ally Snipers have (50%/75%/100%) chance to inflict 1 stack of Vulnerability that lasts for 5 seconds when they deal Operand Damage.
|-
| [[File:Function Card ICON 10289.png|50px]]
| Fragile Label
| When Snipers use any skill, they inflict (3/4/5) stack(s) of Vulnerability on the enemy with the lowest HP percentage, which lasts for 5 seconds.
|-
| rowspan=4 | '''Lethal Combo'''
| [[File:Function Card ICON 10247.png|50px]]
| Lethal Transference
| For every 5 attack(s), Snipers deal an additional instance of True Damage equal to (40%/80%/120%) ATK with their next strike. (0.33s cooldown)
| rowspan=4 | 2 pieces: When ally units inflict damage with Normal Attacks, Snipers have a 10% chance of firing a missile that deals [Derivative] Physical Damage of 50% ATK at the target. <br><br>4 pieces: Snipers' Depleted Uranium Rounds effect will no longer dissipate.
|-
| [[File:Function Card ICON 10225.png|50px]]
| Chain-breaking Shot
| The next Normal Attack Snipers perform after using any skill will target the enemy with the lowest HP and boost their own Normal Attack PEN by (20/40/60) points.
|-
| [[File:Function Card ICON 10147.png|50px]]
| Hunting Signal
| Snipers fire 7 missiles of [Derivative] Physical Damage equal to (10%/20%/30%) of their ATK at the target within 5 seconds after using their Auto Skill.
|-
| [[File:Function Card ICON 10224.png|50px]]
| Depleted Uranium Rounds
| Snipers have their ATK increased by (10%/20%/30%). This effect wears off when any enemy falls in battle.
|-
| rowspan=4 | '''Freezing Bullets'''
| [[File:Function Card ICON 10269.png|50px]]
| Ancillary Cooldown
| Snipers inflict (2/3/4) stack(s) of Frozen on the closest enemy every time they use any skill.
| rowspan=4 | 2 pieces: When any target obtains 10 stacks of frozen, all Frozen stacks are consumed to deal [Derivative] Operand Damage equal to 300% of the highest ally hashrate to the target and nearby enemies with 1 tile, and Silences them for 3 seconds.<br><br>4 pieces: Snipers have their Hashrate increased by 5% every time they inflict the Frozen effect, up to 10 stacks.
|-
| [[File:Function Card ICON 10268.png|50px]]
| Twin-track Burst
| Snipers have their ATK reduced by (40%/30%/20%). Normal Attacks deal additional Physical Damage to the nearest enemy once. The effect cannot be triggered by Normal Attack skills.
|-
| [[File:Function Card ICON 10266.png|50px]]
| Frozen Shot
| For every (3/2/1) Normal Attacks, the next one Snipers perform inflicts Frozen.
|-
| [[File:Function Card ICON 10267.png|50px]]
| Frostbite Spillover
| When ally units take damage, Snipers have a 15% chance to deal [Derivative] Operand damage of (20%/30%/40%) Hashrate to the damage dealer and inflict 1 stack of Frozen on them.
|-
|}
|-|Guard=
{| class="gf-table" style="text-align:center;"
|-
! width=130px | Set
! width=50px | Icon
! Name
! width=600px | Description
! width=300px | Set Effects
|-
| rowspan=4 | '''Absolute Defense Domain'''
| [[File:Function Card ICON 10218.png|50px]]
| Residue Extraction
| When any enemy falls, Guards gain an HP Shield equal to (4%/7%/10%) of the fallen enemy's Max HP.
| rowspan=4 | 2 pieces: Guards recover 4% of their Max HP every 5 seconds, and 100% more when they have an HP Shield. <br><br>3 pieces: The Guards' HP Shields heals them by 50% of damage taken when subjected to attacks.
|-
| [[File:Function Card ICON 10251.png|50px]]
| Bastion Building
| Guards gain an HP Shield equal to (50%/100%/150%) of their Hashrate every 5 seconds.
|-
| [[File:Function Card ICON 10136.png|50px]]
| Coordinated Defense
| Guards grant all ally units an HP Shield equal to (5%/10%/15%) of their Max HP at the start of the battle.
|-
| [[File:Function Card ICON 10204.png|50px]]
| Multi-end Repair
| When Guards recover HP, all ally units gain an HP Shield equal to (10%/15%/20%) of the HP recovered.
|-
| rowspan=4 | '''Overlapping Reflections'''
| [[File:Function Card ICON 10246.png|50px]]
| Taunt Target
| Guards Taunt the enemy farthest away for (3/4/5) seconds whenever they use any skill.
| rowspan=4 | 2 pieces: Guards Taunt all units within 1 tile for 4 seconds every 10 seconds, during which their Backlash effect is doubled. <br><br>3 pieces: Guards reflect the non-Derivative damage they have taken to their Normal Attack targets as True Damage every 8 seconds.
|-
| [[File:Function Card ICON 10143.png|50px]]
| Crisis Response
| When Guards use any skill, they recover 5% Max HP and have their Backlash increased by (3%/6%/9%).
|-
| [[File:Function Card ICON 10127.png|50px]]
| Structural Reinforcement
| Guards Backlash enhanced by (3%/6%/9%) every 4 seconds.
|-
| [[File:Function Card ICON 10141.png|50px]]
| Impasse Retaliation
| For every instance of damage Guards take that's 10% of their Max HP, Backlash is increased by (2%/4%/6%).
|-
| rowspan=4 | '''Hashrate Repair'''
| [[File:Function Card ICON 10281.png|50px]]
| Threshold Growth
| Guards' Physical DEF grows as their HP drops. The DEF bonus caps at (20%/35%/50%) when HP drops to 10%.
| rowspan=4 | 2 pieces: Guard takes no more damage than 5% of their Max HP. This effect triggers 10 times per battle. <br><br>3 pieces: Guards have their Hashrate increased by 30% of their Physical DEF.
|-
| [[File:Function Card ICON 10280.png|50px]]
| Kinetic Energy Decay
| Guards take (10%/20%/30%) less long-range damage.
|-
| [[File:Function Card ICON 10022.png|50px]]
| Dire Repairs
| Guards have a 30% chance to recover HP equal to (20%/35%/50%) of their Hashrate upon taking damage.
|-
| [[File:Function Card ICON 10137.png|50px]]
| Channel Crowding
| Guards reduce the ATK of enemies within 2 tiles by (10%/15%/20%), and every enemy boosts their own Physical DEF by (10%/15%/20%).
|-
| rowspan=4 | '''Defense Field'''
| [[File:Function Card ICON 10285.png|50px]]
| Crisis Management
| Guards retain 1 point of HP and recover (20%/35%/50%) of their Max HP when subjected to lethal damage. This effect only triggers once per battle.
| rowspan=4 | 2 pieces: When ally units are Healed, Guards recover HP based on 40% of the healing done. <br><br>3 pieces: The range of Coordinated Defense and Impact Distribution for Guards expands to cover the entire battlefield.
|-
| [[File:Function Card ICON 10284.png|50px]]
| Reparation Chain
| When nearby ally units within 1 tile are Healed, Guards recover HP equal to (30%/45%/60%) of the Healing done.
|-
| [[File:Function Card ICON 10282.png|50px]]
| Coordinated Defense
| Guards provide a (20%/30%/40%) Physical DEF boost to ally units within 1 tile.
|-
| [[File:Function Card ICON 10283.png|50px]]
| Impact Distribution
| Guards take (20%/40%/60%) of all damage for ally units within 1 tile. (Does not include [Derivative] damage.)
|-
|}
|-|Specialist=
{| class="gf-table" style="text-align:center;"
|-
! width=130px | Set
! width=50px | Icon
! Name
! width=600px | Description
! width=300px | Set Effects
|-
| rowspan=4 | '''Swift Crackdown'''
| [[File:Function Card ICON 10227.png|50px]]
| Shadowy Evasion
| Specialists Max out the Dodge Rate of all ally units for (3/4/5) seconds at the start of battle.
| rowspan=4 | 2 pieces: When any ally unit dodges an attack, all non-Specialist ally units deal [Derivative] Physical Damage equal to 20% of their Hashrate to the attacker. <br><br>4 pieces: Vulnerability Fix now takes effect on 1 additional ally unit with the next lowest HP percentage.
|-
| [[File:Function Card ICON 10151.png|50px]]
| Fast Preparation
| Specialists have their Skill Haste increased by (2%/3.5%/5%) every time an ally unit dodges an attack, up to 10 stacks. Max Increase: 50%
|-
| [[File:Function Card ICON 10149.png|50px]]
| Floating Shot
| When any ally unit dodges an attack, all Specialist ally units deal [Derivative] Physical Damage equal to (30%/45%/60%) of their Hashrate to the attacker once.
|-
| [[File:Function Card ICON 10150.png|50px]]
| Vulnerability Fix
| When Specialists use any skill, they enhance the Dodge Rate of ally unit with the lowest HP percentage by (10%/15%/20%), up to 5 stacks.
|-
| rowspan=4 | '''Efficiency Accumulation'''
| [[File:Function Card ICON 10231.png|50px]]
| Global Protection
| Specialists grant (3/4/5) stacks of 50% damage reducing HP Shield every (7/6/5) seconds to the ally with the lowest HP percentage, up to 10 stacks. 1 stack of the HP Shield is consumed every time the ally unit takes damage.
| rowspan=4 | 2 pieces: When Specialists buff of debuff any units, the non-Specialist unit with the highest Hashrate deals [Derivative] Physical Damage equal to 14% of their Hashrate to random enemies 7 time(s) in 5 second(s). <br><br>4 pieces: The Energy Orb provides an additional Hashrate bonus of 30%
|-
| [[File:Function Card ICON 10230.png|50px]]
| Hashrate Stacking
| Specialists have their Hashrate increased by (3%/4.5%/6%) every time they apply a buff or debuff, up to 5 stacks. (1s cooldown)
|-
| [[File:Function Card ICON 10135.png|50px]]
| Efficient Allocation
| When Specialists buff or debuff any units, they heal the ally with the lowest HP percentage by (20%/35%/50%) of their Hashrate. (1s cooldown)
|-
| [[File:Function Card ICON 10228.png|50px]]
| Hashrate Energy
| When Specialists buff or debuff any units, they generate an Energy Orb, which deals [Derivative] Physical Damage equal to (8%/14%/20%) of their Hashrate to random enemies 7 time(s) in 5 seconds.
|-
| rowspan=4 | '''Multi-end Enhancement'''
| [[File:Function Card ICON 10270.png|50px]]
| Layered Hashrate
| Specialists enhance the ally unit with the highest Hashrate by (3%/4%/5%) Hashrate every 5 seconds, up to 5 stacks.
| rowspan=4 | 2 pieces: Specialists gain 2 stacks of Performance Boost when they trigger the function set effect. <br><br>4 pieces: All Performance Boost stacks are consumed at 10 stacks to provide 4 seconds of double-strike for all ally units.
|-
| [[File:Function Card ICON 10273.png|50px]]
| Rob 'em Blind
| When Specialists use any skill, they enhance the teammate with the highest ATK with (20%/35%/50%) Life Steal for their Normal Attacks, lasting 6 seconds.
|-
| [[File:Function Card ICON 10271.png|50px]]
| Layered Attack
| Specialists enhance the ally unit with the highest ATK by (3%/4%/5%) of their ATK every 5 seconds, up to 5 stacks.
|-
| [[File:Function Card ICON 10272.png|50px]]
| Energy Boost
| When Specialists use any skill, they speed up the skill recharge progress of the teammate with the highest Hashrate by (10%/15%/20%). (4s cooldown)
|-
| rowspan=4 | '''Malignant Interference'''
| [[File:Function Card ICON 10138.png|50px]]
| Deterrence
| Specialists deal an additional [Derivative] Operand Damage of (10%/15%/20%) Hashrate X the number of debuffs on the target with every Normal Attack.
| rowspan=4 | 2 pieces: For every type of debuffs the enemies have, Operand DEF is reduced by 10%. <br><br>4 pieces: For every single type of debuff on the Specialist' targets, increase their Attack Speed by 15 points.
|-
| [[File:Function Card ICON 10066.png|50px]]
| Beacon Boost
| When Specialists land a Normal Attack, they have a (40%/70%/100%) chance to inflict 1 stack of Bleed on the target.
|-
| [[File:Function Card ICON 10124.png|50px]]
| Total Suppression
| Specialists deal [Derivative] Operant Damage equal to (15%/22.5%/30%) Hashrate to the target every time they inflict debuffs.
|-
| [[File:Function Card ICON 10290.png|50px]]
| High-frequency Calculation
| After using any skill, Specialists have their Attack Speed increased by (20/35/50) points for 4 seconds.
|-
|}
|-|Medic=
{| class="gf-table" style="text-align:center;"
|-
! width=130px | Set
! width=50px | Icon
! Name
! width=600px | Description
! width=300px | Set Effects
|-
| rowspan=4 | '''Supplemental Dose'''
| [[File:Function Card ICON 10232.png|50px]]
| Speedy Aid
| Medics use their Auto Skill at the start of battle and have their Healing effect increased by (20%/40%/60%) for the next 3 seconds.
| rowspan=4 | 2 pieces: Medics speed up their Auto Skill recharge by 5% after performing Normal Attacks. <br><br>3 pieces: Medics increase their own Healing Output by 5% every time they use any skill, up to 10 stacks.
|-
| [[File:Function Card ICON 10140.png|50px]]
| Emergency Deployment
| When Medics Heal, the Healing Effect is enhanced as the target loses HP, up to a (20%/40%/60%) boost when target's HP percentage drops to 10%.
|-
| [[File:Function Card ICON 10139.png|50px]]
| Overdrive
| After using any skill, Medics have their Attack Speed increased by (40/70/100) points for the next 4 seconds.
|-
| [[File:Function Card ICON 10274.png|50px]]
| Speedy Overload
| Medics speed up their Auto Skill recharge by (10%/15%/20%) after using any skill.
|-
| rowspan=4 | '''Enhanced Healing'''
| [[File:Function Card ICON 10250.png|50px]]
| Health Insurance
| When Medics use any skill, they grant 1 stack of Revitalize to the healed unit and speed up their Auto Skill recharge by (10%/15%/20%) (4s cooldown)
| rowspan=4 | 2 pieces: All ally units recover 30% of their Max HP when the total number of Revitalize stacks reaches 15. This effect only triggers once per battle. <br><br>3 pieces: Every stack of Revitalize on the battlefield additionally provides a 5% Healing Output boost for Medics, up to 10 stacks.
|-
| [[File:Function Card ICON 10292.png|50px]]
| Advanced Practice
| Every stack of Revitalize on the battlefield additionally provides a (2%/3.5%/5%) Skill Haste boost for Medics, up to 10 stacks.
|-
| [[File:Function Card ICON 10234.png|50px]]
| Efficient Recovery
| Medics grant the target (1/2/3) stacks of Revitalize when they Heal.
|-
| [[File:Function Card ICON 10248.png|50px]]
| Healing Hands
| At the start of battle, Medics heal the ally with the lowest HP percentage by a value equal to (10%/20%/30%) of their Max HP, and grants them 5 stack(s) of Revitalize.
|-
| rowspan=4 | '''Global Healing Shield'''
| [[File:Function Card ICON 10278.png|50px]]
| Weakness Reinforcement
| When Medics use any skill, they grant an HP Shield of (100%/150%/200%) hashrate to the ally with the lowest HP percentage.
| rowspan=4 | 2 pieces: When the HP Shields of ally units break, recover 5% Max HP. <br><br>3 pieces: Every 8 seconds, the ally unit with the lowest HP percentage recovers HP equal to the highest HP Shield value on any ally on the battlefield.
|-
| [[File:Function Card ICON 10277.png|50px]]
| Insurance Coverage
| Medics grant all ally dolls an HP Shield equal to (100%/200%/300%) of their Hashrate at the start of the battle.
|-
| [[File:Function Card ICON 10275.png|50px]]
| Shielding Framework
| Medics grant the target an HP Shield equal to (10%/20%/30%) of their Healing Output when they Heal.
|-
| [[File:Function Card ICON 10276.png|50px]]
| Healing Protection
| Medics have their Healing Output increased by (20%/30%/40%) when the healed target has an HP Shield.
|-
| rowspan=4 | '''Substance Reversal'''
| [[File:Function Card ICON 10291.png|50px]]
| Neighboring Overflow
| Medics perform an Allergy Attack equal to (25%/50%/75%) of their Hashrate in the area most packed with enemies every 5 seconds.
| rowspan=4 | 2 pieces: When Medics deal damage, they heal the ally unit with the lowest HP by 25% of damage dealt. <br><br>3 pieces: The range of Allergy Attack is increased to 2 tile. This damage gains a 20% Damage boost.
|-
| [[File:Function Card ICON 10254.png|50px]]
| Sanguine Plundering
| The Medic's next Normal Attack after using any skill will inflict Allergy Damage equal to (25%/50%/75%) of their Hashrate.
|-
| [[File:Function Card ICON 10152.png|50px]]
| Allergic Reaction
| Medics inflict Allergy Damage of (20%/35%/50%) Hashrate to enemies within 1 tile of their target when they Heal. (1s cooldown)
|-
| [[File:Function Card ICON 10154.png|50px]]
| Extra Compensation
| When Medics Heal, they increase the Hashrate of ally units and themselves by 5% for (4/6/8) seconds, up to 5 stacks.
|-
|}
|-|Melee=
|-|Ranged=
|-|Environment=
|-|All=
</div></tabber>
</noinclude>

Latest revision as of 13:48, 29 October 2023