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| | style="text-align:center" | Emergency Response | | | style="text-align:center" | Emergency Response |
| | After skill activation, within 6s, enemies within 1 tile of target will be <span style="color:#ED372E">Stunned</span> (3/4/5) times for 0.6 seconds. | | | 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. |
| |- | | |- |
| |} | | |} |
Latest revision as of 22:53, 28 January 2022
Function Cards[edit]
Guardian[edit]
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
重叠反射 Overlapping Reflection
|
危机对策 Emergency Countermeasure
|
After skill activation, Guardian recover 5% of their max hp, and increase their reflect damage by (3/6/9%).
|
[2] Every 10s, Guardian will taunt all enemies within 1 tile range, and double their reflect damage value.
[4] Every 8s, Guardian will reflect all non Derivative damage taken during the duration as True Damage to their current target.
|
结构补强 Structural Reinforcement
|
Every 4s, Guardian will increase their reflect damage by (3/6/9%).
|
死地反击 Desperate Counterattack
|
After taking damage greater than 10% of their max hp, Guardian will increase their reflect damage by (2/4/6%).
|
嘲讽标靶 Taunting Target
|
After skill activation, Guardian will taunt the farthest enemy for (3/4/5) seconds.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
绝对防域 Absolute Territory
|
多端修复 Multiport Repair
|
When Guardian are healed, other allies will gain Hp Shield equal to (10/15/20%) of the healing value.
|
[2] Every 5s, Guardian recover 4% of their max hp. The value is doubled when they have Hp Shield.
[4] Convert 50% of lost Hp Shield into hp.
|
协同防卫 Joint Defense
|
At the beginning of the battle, all allies gain Hp Shield equal to (5/10/15%) of Guardian's max hp.
|
残遗汲取 Remnant Extraction
|
Whenever an enemy dies, Guardian gain Hp Shield equal to [4/7/10%) of their max hp.
|
堡垒浇筑 Fortress Casting
|
Every 5s, Guardian gain Hp Shield equal to (50/100/150%) of their calculation power.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
算力修补 Algorithm Patching
|
信道挤占 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.
|
[2] Guardian will not take damage greater than 5% of their max hp. Can be triggered up to 10 times per battle.
[4] Increase Guardian's calculation power up to 30% of their physical defense.
|
应激修复 Stress Repair (Cooldown 1s)
|
After taking damage, Guardian have 30% chance to restore hp equal to (20/305/50%) of their calculation power.
|
动能衰减 Kinetic Reduction
|
Guardian take (10/20/30%) less damage from ranged attack.
|
耐阈渐增 Incremental Threshold
|
Increase Guardian's physical defense as their hp decrease, reaching maximum value of (20/30/50%) at 10% hp.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
防卫领域 Defensive Field
|
冲击分担 Impact Distribution
|
Guardian shoulder (20/40/60%) non Derivative damage in place of allies within 1 tile.
|
[2] Whenever allies are healed, Guardian also restore hp equal to 40% of the healing value.
[4] Extend the coverage of Impact Distribution and Defensive Link to the whole field.
|
防卫连携 Defensive Link
|
Increase allies physical defense within 1 tile by (20/30/40%).
|
修复连携 Restorative Link
|
When allies within 1 tile is healed, Guardian also restore hp equal to (30/45/60%) of the healing value.
|
危机措置 Emergency Measures
|
After receiving lethal attack, Guardian restore (30/40/60%) of their max hp. Can only be trigggered once per battle.
|
Marksman[edit]
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
致命连弹 Deadly Bullets
|
狩猎信号 Hunting Signal
|
After skill activation, Marksman shoot 7 projectiles at the current target for the next 5s, dealing Derivative physical damage equal to (10/20/30%) attack.
|
[2] When allies deal damage to an enemy, Marksman have 10% chance to shoot a projectile onto target, dealing Derivative physical damage equal to 50% attack.
[4] Damage buff from Depleted Uranium Rounds no longer disappear after the first enemy dies.
|
半衰铀弹 Depleted Uranium Rounds
|
At the beginning of the battle, increase Marksman's attack by (10/20/30%). Buff disappears after the first enemy dies.
|
断链狙击 Irregular Sniping
|
After skill activation, Marksman's next normal attack will target lowest hp enemy, and increase their physical defense pierce by (20/40/60) points.
|
杀伤迁移 Damage Transfer (Cooldown 0.33s)
|
Every 5th normal attack, Marksman deal additional True Damage equal to (40/80/120%) attack.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
凝冻枪弹 Freezing Bullet
|
双轨连射 Twin Shot
|
Marksman's normal attack split into two, hitting nearest enemy as additional target, but reduce their attack by (40/30/20%).
|
[2] Upon reaching 10 stacks of Freeze, they detonate and deal Derivative calculation damage equal to 300% calculation power to all enemies within 1 tile and Silence them for 3s.
[4] Each time Marksman inflict 1 stack of Freeze to an enemy, increase their calculation power by 5% stacking up to 10 times..
|
急冻射击 Rapid Freeze Shot
|
After every (3/2/1) attack, Marksman inflict 1 stack of Freeze to the current target.
|
冻伤反溢 Chilling Counter
|
When allies take damage, Marksman has 15% chance to fire a projectile, dealing (20/30/40%) Derivative calculation damage and inflict 1 stack of Freeze to the attacker.
|
附带冷却 Supplementary Cooling
|
After skill activation, Marksman inflict (2/3/4) stacks of Freeze to the nearest enemy.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
爆发射击 Critical Shot
|
杀伤递增 Incremental Damage (Cooldown 0.33s)
|
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.
|
[2] After every 3 normal attack, Marksman's next normal attack is guaranteed to be critical hit.
[4] The critical damage bonus from Incremental Damage no longer reset after landing a critical hit.
|
穿透连发 Continuous Burst
|
Marksman has (15/22.5/30%) chance for their normal attack to hit twice.
|
热枪速射 Overheating Rapid Fire
|
After skill activation, increase Marksman's attack speed by (50/75/100) points for 5s.
|
回收聚积 Recycling Accumulation
|
After defeating an enemy, increase Marksman critical damage by (10/20/30%).
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
结构脆化 Defense Embrittlement
|
免疫削减 Defense Reduction
|
Marksman have (50/75/100%) chance to apply 1 stack of Fragile to the current target, last for 5 seconds.
|
[2] Within 3 seconds after skill activation, Marksman's next normal attack deal 20% Derivative calculation damage 3 times to all enemies around the current target. Only one effect can active at a time.
[4] Each stage of Fragile present on the field increase Marksman's calculation power by 10%, stacking up to 10 times.
|
高危目标 High-Risk Target
|
When an enemy use its active skill, Marksman deal (40/70/100%) Derivative calculation damage to it.
|
超速预载 Overdrive Preload
|
After skill activation, Marksman immediately recharge their skill charge bar by (10/20/30%).
|
易碎标注 Fragile Marking
|
After skill activation, Marksman inflict (3/4/5) stacks of Fragile to lowest hp enemy.
|
Warrior[edit]
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
绝命强噬 Devouring Power
|
Emergency Tactics
|
Increase Fighter's attack as their hp decrease, reaching maximum value of (50/75/100%) at 10% hp.
|
[2] Fighter have 30% chance for their normal attack to hit twice.
[4] Every 3 normal attack, Fighter sacrifice 15% of their current hp and deal True Damage equal to 200% of their current hp.
|
Augmented Pursuit
|
Fighter deal additional True Damage equal to (15/20/30%) of damage dealt.
|
Double Compiler
|
Fighter gain (10/15/20%) Lifesteal, and its value is doubled for True Damage attacks.
|
Pain Resistance
|
Fighter gain (20/30/40%) damage reduction when their hp fall below 30%.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
暴烈突斩 Brutal Assault
|
Lethal Chain
|
After killing an enemy, Fighter teleport and deal (100/200/300%) Derivative physical damage to enemy with lowest current hp.
|
[2] Fighter deal additional True Damage equal to 10% of their max hp to enemy with less than 10% hp. Doesn't proc against bosses (Cooldown 0.3s).
[4] After killing an enemy, Fighter increase their attack speed by 100 points for 6s.
|
Threatening Advance
|
Increase Fighter's attack by (20/30/50%) against enemy with less than 50% hp.
|
Performance Spike (Cooldown 4s)
|
Increase Fighter's skill charge bar gain by (15/22.5/30%) against enemy with less than 50% hp.
|
Killing Rush
|
After killing an enemy, Fighter restore hp equal to (4/7/10%) of their max hp.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
命源流失 Outpouring Lifeblood
|
Wound Enhancement
|
Increase Fighter's calculation power by 12%. For every stack of Bleed inflicted on enemy, further increase calculation power by 3%, stacking up to 10 times.
|
[2] Fighter release [Battlecry] every 8s, dealing 50% Derivative calculation damage and inflict 1 stack of Bleed to enemies within 1 tile radius.
[4] Extend [Battlecry] range to the whole field.
|
Haemophilia
|
Fighter inflict 1 stack of Bleed to target after very (4/3/2) attacks.
|
Blood Extraction
|
Fighter's active skill gain (15/20/25%) [Lifesteal] capability. For every stack of Bleed, increase [Lifesteal] value by (1/2/3%).
|
Battlecry Impact
|
Before activating their skill, Fighter release a [Battlecry], dealing (30/60/90%) Derivative calculation damage and inflict 1 stack of Bleed to enemies within 1 tile radius.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
超阈应激 Excessive Adrenaline
|
Rapid Assault
|
At the beginning of the battle, Fighter immediately activate their skill and increase their attack speed by (50/100/150) points for 5s.
|
[2] Fighter gain 1 stack of Bloodthirst every 4s.
[4] For every stack of Bloodthirst, increase Fighter's critical damage by 10%.
|
Explosive Resonance
|
Fighter gain 1 stack of Bloodthirst after getting hit [9/6/3) times.
|
Multiple Marks
|
At the beginning of the battle, Fighter instantly gain (4/6/8) stacks of Bloodthirst.
|
Runtime Reset
|
The first time their hp fall below 40%, Fighter gain (4/6/8) stacks of Bloodthirst.
|
Specialist[edit]
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
效能聚积 Efficacy Accumulation
|
Algorithm Shaping
|
When Specialist apply a status effect, within 5 seconds generate energy sphere that fires 7 projectiles, dealing (8/14/20%) Derivative calculation damage to random enemies.
|
[2] When Specialist apply a status effect, within 5 seconds ally with highest calculation power generate energy sphere that fires 7 projectiles, dealing Derivative physical damage equal to 14% of their calculation power to random enemies.
[4] Energy sphere also increases Specialist's calculation power by 30%.
|
Efficiency Rationing (Cooldown 1s)
|
When Specialist apply a status effect, heal an ally with lowest current hp equal to (20/35/50%) of their calculation power.
|
Algorithm Stacking (Cooldown 1s)
|
Increase Specialist's calculation power by (3/4/5%) when they apply a status effect, stacking up to 5 times.
|
Global Protection
|
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.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
多端增强 Multiport Enhancement
|
Cascading Calculation
|
Every 5s, Specialist increase the calculation power of ally with highest calculation power by (3/4/5%), stacking up to 5 times.
|
[2] When Specialist trigger effects of any card from this set, gain 2 stacks of Efficiency.
[4] Consume 10 stacks of Efficiency and grant all allies double attack for 4 seconds.
|
Cascading Attack
|
Every 5s, Specialist increase the attack of ally with highest physical attack by (3/4/5%), stacking up to 5 times.
|
Storage Growth (Cooldown 4s)
|
After skill activation, Specialist increase the skill charge bar gain of ally with highest calculation power by (10/15/20%).
|
Seizing Effect
|
After skill activation, Specialist grant ally with highest damage (20/35/50%) Hp Shield for normal attack, last for 6 seconds.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
迅疾强击 Swift Strike
|
Floating Shot
|
After mally made a successful evade, Specialist deal Derivative physical damage equal to (30/45/60%) of their calculation power to the attacker.
|
[2] When a non-Specialist ally made a successful evade, deal Derivative physical damage equal to 20% calculation power to the attacker.
[4] Vulnerability Padding also affect ally with the second lowest current hp.
|
Vulnerability Padding
|
After skill activation, Specialist increase the evasion of ally with lowest current hp by (10/15/20%), stacking up to 5 times.
|
Swift Preparation (Cooldown 4s)
|
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%.
|
Mirage Escape
|
At the beginning of the battle, Specialist increase all allies evaison to the maximum, last for (3/4/5) seconds.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
恶性干扰 Malignant Disruption
|
Deterrence Suppresssion
|
Specialist's normal attack deal additional (10/15/20%) Derivative calculation damage multiplied by the number of debuff inflicted on target.
|
[2] For every number of debuff inflicted on enemy, decrease their calculation power by 10%.
[4] For every number of debuff inflicted on target, increase Specialist's attack speed by 15 points.
|
Beacon Growth
|
Specialist's normal attack has (40/70/100%) chance to inflict 1 stack of Bleed on target.
|
Total Suppression
|
When Specialist inflict a debuff on target, deal additional (15/22.5/30%) Derivative calculation damage.
|
High-Frequency Calculation
|
After skill activation, Specialist increase their attack speed by (20/35/50) points for 4 seconds.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
湍急攻势 Turbulent Attack
|
Surface Piercing
|
After skill activation, increase Specialist's next normal attack by (10/20/30%) and deal (100/150/200%) Derivative calculation damage to target and enemies within 1 tile of it.
|
[2] Raging Tide increases calculation power by 20%.
[4] Allies obtain 3 stacks of Recovery after consuming Raging Tide.
|
Pre-War Mobilization
|
At the beginning of the battle, Specialist grant 1 stack of Raging Tide to (1/2/3) allies in order of their calculation power stat.
|
Deadly Cover Up
|
After defeating an enemy, Specialist grant 1 stack of Raging Tide to (1/2/3) allies who don't have any stack in order of their calculation power stat.
|
Emergency Response
|
After skill activation, within 6s, Stun enemies within 1 tile of target for 0.6 seconds (3/4/5) times.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
全域疗盾 Global Healing Shield
|
Weakpoint Reinforcement
|
After skill activation, Medic grant Hp Shield equal to (100/150/200%) of their calculation power to ally with lowest current hp.
|
[2] When an ally's Hp Shield is broken, restore 5% of their max hp.
[4] Every 8s, ally with lowest current hp restore hp equal to the value of highest Hp Shield present.
|
Healing Shield Structure
|
Medic grant healing target Hp Shield equal to (10/20/30%) of healing value.
|
Protective Treatment
|
Increase the healing value of ally with Hp Shield by (20/30/40%).
|
Healing Shield Cover
|
At the beginning of the battle, Medic grant Hp Shield equal to (100/200/300%) of their calculation power to all allies
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
剂量增补 Supplementary Dosage
|
Overclock
|
After skill activation, Medic increase their attack speed by (40/70/100) points for 4 seconds.
|
[2] After every normal attack, Medic increase their skill charge bar gain by 5%.
[4] After skill activation, Medic increase their healing value by 5%, stacking up to 10 times.
|
Emergency Dispatch
|
Increase Medic's healing value as their target hp decreases, reaching maximum value of (20/40/60%) at 10% hp.
|
Rapid First Aid
|
At the beginning of the battle, Medic immediately activate their skill and increase the healing value by (20/40/60%) for 3 seconds.
|
Heavy Acceleration
|
After skill activation, Medic increase their skill charge bar by (10/15/20%).
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
增强疗程 Enhanced Treatment
|
Efficient Treatment
|
After healing a target, Medic also apply (1/2/3) stacks of Recovery.
|
[2] When 15 stacks of Recovery are present on the field, all allies restore 30% of their maximum hp. Can only trigger once per battle.
[4] For every stack of Recovery present on the field, increase Medic's healing value by 5%, stacking up to 10 times.
|
Hands of Benevolence
|
At the beginning of the battle, Medic restore (10/20/30%) health of ally with lowest current hp, and apply 5 stacks of Recovery.
|
Health Care Insurance (Cooldown 4s)
|
After skill activation, Medic increase their skill charge bar by 20% and apply 1 stack of Recovery on target.
|
Advanced Medicare
|
For every stack of Recovery present on the field, increase Medic's skill charge bar gain by (2/3.5/5%), stacking up to 10 times.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
物质逆反 Substance Reversal
|
Allergic Reactions (Cooldown 1s)
|
After healing a target, Medic launch Allergic attack equal to (20/35/50%) of their calculation power to enemies within 1 tiles of target.
|
[2] After performing normal attack, Medic heal ally with lowest current hp equal to the damage dealt.
[4] Increase Allergic attack range to 2 tiles and its damage by 20%.
|
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.
|
Plasma Sampling
|
For the first attack after skill activation, Medic launch Allergic attack equal to (25/50/75%) of their calculation power to target.
|
Adjacent Spill Exposure
|
Every 5s, Medic launch Allergic attack equal to (25/50/75%) of their calculation power onto the densest area.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
协力暴击 Coordinated Crit
|
Strength Preference
|
Increase Guardian's critical hit rate by 5%, landing a critical hit will restore their health equal to (1/2/3%) of max hp.
|
[2] After skill activation, the next normal attack is guaranteed to be critical hit.
[4] Increase all allies critical hit rate by 10%, and convert 10% of critical damage dealt into hp.
|
Inspiration Shot
|
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.
|
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.
|
Frenzied War Cry
|
Increase melee unit critical hit rate by 5%, landing a critical hit will decrease target's physical defense by (1/2/3%).
|
Overkill
|
Increase ranged unit critical hit rate by 5%, and deal additional True Damage equal to (50/100/150%) of critical damage dealt.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
绝命特攻 Desperate Assault
|
Final Blow
|
When a Warrior dies, deal (500/750/1000%) True Damage to all enemies within 1 tile.
|
[2] When an ally dies, other allies skill charge bar will be fully charged.
[4] When an ally dies, transfer 50% of their attack and calculation power to the remaining allies.
|
Life-Saving Operations
|
When an ally dies, increase Medic's healing value by (20/30/40%).
|
Emergency Defense
|
When melee unit dies, melee units gain Hp Shield equal to (30/40/50%) of their max hp.
|
Multi-Lane Aid Shot
|
When an ally dies, ranged units attack split for (6/8/10) seconds.
|
Survival Instinct
|
When an ally dies, other allies restore 30% of their max hp.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
心灵囚笼 Psychic Cage
|
Node Suppression
|
When Warrior attack controlled enemy, increase their attack speed by (10/20/30) points for 5 seconds.
|
[2] Deal additional 30% Derivative calculation damage when attacking controlled enemy.
[4] When an enemy dies, Silence every other enemies for 4 seconds.
|
Spectrum Suppression
|
When Specialist attack controlled enemy, increase all allies calculation power by (5/7.5/10%), stacking up to 5 times.
|
Blade of Slience
|
Ranged units normal attack has (10/20/30%) chance to Silence the target for 2 seconds.
|
Silencing Blow
|
After every 5 attacks, melee unit will stun the target for (1/1.5/2) seconds.
|
Reversal Effect
|
When taking physical damage, allies has (10/20/30%) chance to Silence the attacker for 1 seconds.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
致命打击 Deadly Blow
|
Excessive Healing
|
Increase Medic's healing target's critical damage by 5%, stacking up to (4/7/10) times.
|
[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).
[4] After skill activation, gain 2 stacks of Bloodthirst and increase critical damage by 10%, stacking up to 5 times.
|
No Anger
|
Decrease all allies critical hit rate by 20% and increase their critical hit damage by (30/45/60%).
|
Bloodthirsty March
|
Melee units gain 1 stack of Bloodthirst for every step they make.
|
Bloodthirsty Rhythm
|
Ranged units gain 1 stack of Bloodthirst after every 5 normal attacks.
|
Rage Feedback (Cooldown 5s)
|
After landing a critical hit, increase skill charge bar by 5%.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
数谄矩阵 Numerical Matrix
|
Fuse Block Perimeter
|
For every stack of Zero Flame inflicted on the target, Guardian take (1/1.5/2%) less damage from target.
|
[2] After skill activation, the next normal attack will summon fireball from the sky onto target and damage enemies within 1 tile, dealing 100% Derivative calculation damage. Each layer of Zero Flame will increase the fireball damage by 10%.
[4] For every stack of Zero Flame, increase damage taken by enemies by 3%.
|
Stack of Blazing Rune
|
When attacking enemy without any stack of Zero Flame, Marksman normal attack deal additional Derivative calculation damage to (20/35/50%) of their calculation power.
|
Smoke Out
|
After skill activation, Specialist deal (50/75/100%) Derivative calculation damage to all enemies on the field that doesn't have any stack of Zero Flame.
|
Code Burning
|
Ranged allies inflict 1 stack of Zero Flame to target after every (5/4/3) normal attacks.
|
Flame Suit
|
When taking damage, melee allies have (10/15/20%) chance to inflict 1 stack of Zero Flame to the attacker.
|
Environment[edit]
Sector
|
Card Name
|
Card Effect
|
Set Effect
|
Chapter 1 Rossum
|
Aftershock
|
After the first barricade is broken, Stun all enemies for (3/4/5) seconds.
|
-
|
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.
|
Reverse Treatment
|
After the first barricade is broken, restore (20/30/40%) max hp of ally with lowest current hp.
|
Sector
|
Card Name
|
Card Effect
|
Set Effect
|
Chapter2 Cyclopes
|
Aftershock
|
After the first barricade is broken, Stun all enemies for (3/4/5) seconds.
|
-
|
Sector
|
Card Name
|
Card Effect
|
Set Effect
|
Chapter 3 Helios
|
Energy Grass: Strong
|
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.
|
-
|
Energy Grass: Bait
|
Silence enemies who absorb energy grass for 4.7 seconds, and amplify the damage they receive by (10/20/30%). The effect doesn't stack.
|
Sector
|
Card Name
|
Card Effect
|
Set Effect
|
Chapter 4 Enigma
|
Effectiveness Reversal
|
Nullifies the damage from neutral units to friendly units, and convert (10/30/50%) of the damage dealt into restoring hp.
|
-
|
Critical Overload
|
Neutral units deal (40/70/100%) more damage to enemy units.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
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Chapter 5 Pierides
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Multi-Core Computing
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Provides (2/4/6%) skill haste to friendly units who stand on corrupted tiles, stacking up to 15 times.
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-
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High-Risk node
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All allies deal (12/24/36%) increased damage to enemies who stand on corrupted tiles.
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Repair Node
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Friendly units who stand on the corrupted tiles will restore (10/15/20%) of their max hp every 5 seconds.
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
Chapter 6 Copley
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Ride the Tide
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Wave Strikes no longer stun allies. Instead, it fills their charge bar by (5/10/15%).
|
-
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Water Specialization
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When standing on Ocean Tiles, allies take (10/15/20%) less damage.
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Water Control
|
Every 4 seconds, Stun enemies who are standing on the ocean tiles for (1/1.6/2.4) seconds.
|
Miscellaneous[edit]
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
Rare Drop Main Stat Buffs
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Cardname
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Cardeffect
|
-
|
Cardname
|
Cardeffect
|
Cardname
|
Cardeffect
|
Cardname
|
Cardeffect
|
Cardname
|
Cardeffect
|
Set Name
|
Card Name
|
Card Effect
|
Set Effect
|
Chapter 6 Copley's Tower Defense
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Cardname
|
Cardeffect
|
-
|
Cardname
|
Cardeffect
|
Cardname
|
Cardeffect
|
Cardname
|
Cardeffect
|
Cardname
|
Cardeffect
|