User:Shijuu: Difference between revisions
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{{{1|}}} | {{{1|}}} | ||
<noinclude> | <noinclude> | ||
==Algorithms== | |||
===Warrior=== | |||
<div style="float:left"><tabber> | <div style="float:left"><tabber> | ||
|-| | |-|Desperate Raze= | ||
{| class="gf-table" style="text-align:center;" | {| class="gf-table" style="text-align:center;" | ||
|- | |- | ||
! width=50px | Icon | ! width=50px | Icon | ||
! Name | ! Name | ||
! width=600px | Description | ! width=600px | Description | ||
! width=300px | Set | ! width=300px | 2 Piece Set Effect | ||
! width=300px | 4 Piece Set Effect | |||
|- | |- | ||
| [[File:Function_Card_ICON_10286.png|50px]] | |||
| [[File: | |||
| Pain Resistance | | Pain Resistance | ||
| Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%. | | Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%. | ||
| rowspan=4 | | | rowspan=4 | Every Normal Attack Warriors perform has a 30% chance to turn the next Normal Attack into a double strike. | ||
| rowspan=4 | 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: | | [[File:Function_Card_ICON_10061.png|50px]] | ||
| Incremental Pursuit | | Incremental Pursuit | ||
| Warriors inflict an additional amount of True Damage of (15%/22.5%/30%) ATK when they deal damage. | | Warriors inflict an additional amount of True Damage of (15%/22.5%/30%) ATK when they deal damage. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10015.png|50px]] | ||
| Dire Tactics | | Dire Tactics | ||
| Warriors' ATK grows as their HP drops. The ATK bonus caps at (50%/75%/100%) when HP drops to 10%. | | Warriors' ATK grows as their HP drops. The ATK bonus caps at (50%/75%/100%) when HP drops to 10%. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10120.png|50px]] | ||
| Double Compilation | | Double Compilation | ||
| Warriors heal for (10%/15%/20%) of the damage they deal. True Damage provides three times as much healing. | | Warriors heal for (10%/15%/20%) of the damage they deal. True Damage provides three times as much healing. | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Hyperthreshold Stress= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10287.png|50px]] | |||
| Multi-Marker | | Multi-Marker | ||
| Warriors gain(4/6/8) stacks of Bloodthirst Sigil at the start of battle. | | Warriors gain(4/6/8) stacks of Bloodthirst Sigil at the start of battle. | ||
| rowspan=4 | | | rowspan=4 | Warriors gain 1 stack of Bloodthirst Sigil every 4 seconds. | ||
| rowspan=4 | Every stack of Bloodthirst Sigil enhances the Crit Damage of Warriors by 10%. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10157.png|50px]] | ||
| Program Reset | | Program Reset | ||
| Warriors gain (4/6/8) stacks of Bloodthirst Sigil when their HP percentage first drops below 40%. | | Warriors gain (4/6/8) stacks of Bloodthirst Sigil when their HP percentage first drops below 40%. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10128.png|50px]] | ||
| Rapid Raid | | 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. | | 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: | | [[File:Function_Card_ICON_10220.png|50px]] | ||
| Blasting Echoes | | Blasting Echoes | ||
| Warriors gain 1 stack of Bloodthirst Sigil for every (9/6/3) attacks they are subjected to. | | Warriors gain 1 stack of Bloodthirst Sigil for every (9/6/3) attacks they are subjected to. | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Violent Surge= | ||
| | {| class="gf-table" style="text-align:center;" | ||
| Warriors | |- | ||
| rowspan==4 | | ! width=50px | Icon | ||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[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 | 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) | |||
| rowspan=4 | 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%. | |||
|- | |- | ||
|} | |} | ||
|-| | |-|Vitality Loss= | ||
{| class="gf-table" style="text-align:center;" | {| class="gf-table" style="text-align:center;" | ||
|- | |- | ||
! width=50px | Icon | ! width=50px | Icon | ||
! Name | ! Name | ||
! width=600px | Description | ! width=600px | Description | ||
! width=300px | Set | ! width=300px | 2 Piece Set Effect | ||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[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 | 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. | |||
| rowspan=4 | 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. | |||
|- | |- | ||
| | |} | ||
| [[File: | </div></tabber> | ||
{{clr}} | |||
===Sniper=== | |||
<div style="float:left"><tabber> | |||
|-|Burst Shooting= | |||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10074.png|50px]] | |||
| Accumulated Recycling | | Accumulated Recycling | ||
| Ally Snipers have their Crit Damage increased by (10%/20%/30%) for every unit that falls in battle, up to 5 stacks. | | 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. | | 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. | ||
| rowspan=4 | The Crit Damage boost provided by Lethal Increment no longer wears off. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10068.png|50px]] | ||
| Rapid Firing | | Rapid Firing | ||
| After using any skill, Snipers have their Attack Speed increased by (50/75/100) points for the next 5 seconds. | | After using any skill, Snipers have their Attack Speed increased by (50/75/100) points for the next 5 seconds. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10123.png|50px]] | ||
| Lethal Increment | | 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) | | 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: | | [[File:Function_Card_ICON_10223.png|50px]] | ||
| Penetration Streak | | Penetration Streak | ||
| Snipers' Normal Attack hits have a (15%/22.5%/30%) chance to turn the next Normal Attack into a double strike. | | Snipers' Normal Attack hits have a (15%/22.5%/30%) chance to turn the next Normal Attack into a double strike. | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Structural Embrittlement= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10226.png|50px]] | |||
| Overdrive Preset | | Overdrive Preset | ||
| Snipers speed up their skill recharge by (10%/20%/30%) after using any skill. | | Snipers speed up their skill recharge by (10%/20%/30%) after using any skill. | ||
| rowspan=4 | | | rowspan=4 | 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. | ||
| rowspan=4 | Every stack of Vulnerability boosts the Hashrate of Snipers by 10%, up to 10 stacks. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10211.png|50px]] | ||
| High-Risk Target | | High-Risk Target | ||
| When enemies use any skill, all ally Snipers deal [Derivative] Operand Damage of (40%/70%/100%) Hashrate. | | When enemies use any skill, all ally Snipers deal [Derivative] Operand Damage of (40%/70%/100%) Hashrate. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10209.png|50px]] | ||
| Immunity Reduction | | 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. | | Ally Snipers have (50%/75%/100%) chance to inflict 1 stack of Vulnerability that lasts for 5 seconds when they deal Operand Damage. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10289.png|50px]] | ||
| Fragile Label | | 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. | | 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. | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Lethal Combo= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10247.png|50px]] | |||
| Lethal Transference | | 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) | | 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 | | | rowspan=4 | 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. | ||
| rowspan=4 | Snipers' Depleted Uranium Rounds effect will no longer dissipate. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10225.png|50px]] | ||
| Chain-breaking Shot | | 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. | | 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: | | [[File:Function_Card_ICON_10147.png|50px]] | ||
| Hunting Signal | | 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. | | 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: | | [[File:Function_Card_ICON_10224.png|50px]] | ||
| Depleted Uranium Rounds | | Depleted Uranium Rounds | ||
| Snipers have their ATK increased by (10%/20%/30%). This effect wears off when any enemy falls in battle. | | Snipers have their ATK increased by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">20%</span>/<span style="color:#dec743">30%</span>). This effect wears off when any enemy falls in battle. | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Freezing Bullets= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10269.png|50px]] | |||
| Ancillary Cooldown | | Ancillary Cooldown | ||
| Snipers inflict (2/3/4) stack(s) of Frozen on the closest enemy every time they use any skill. | | Snipers inflict (<span style="color:#6293e3">2</span>/<span style="color:#9450d9">3</span>/<span style="color:#dec743">4</span>) stack(s) of Frozen on the closest enemy every time they use any skill. | ||
| rowspan=4 | | | rowspan=4 | 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. | ||
| rowspan=4 | Snipers have their Hashrate increased by 5% every time they inflict the Frozen effect, up to 10 stacks. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10268.png|50px]] | ||
| Twin-track Burst | | 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. | | Snipers have their ATK reduced by (<span style="color:#6293e3">40%</span>/<span style="color:#9450d9">30%</span>/<span style="color:#dec743">20%</span>). Normal Attacks deal additional Physical Damage to the nearest enemy once. The effect cannot be triggered by Normal Attack skills. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10266.png|50px]] | ||
| Frozen Shot | | Frozen Shot | ||
| For every (3/2/1) Normal Attacks, the next one Snipers perform inflicts Frozen. | | For every (<span style="color:#6293e3">3</span>/<span style="color:#9450d9">2</span>/<span style="color:#dec743">1</span>) Normal Attacks, the next one Snipers perform inflicts Frozen. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10267.png|50px]] | ||
| Frostbite Spillover | | 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. | | When ally units take damage, Snipers have a 15% chance to deal [Derivative] Operand damage of (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">30%</span>/<span style="color:#dec743">40%</span>) Hashrate to the damage dealer and inflict 1 stack of Frozen on them. | ||
|- | |||
|} | |||
</div></tabber> | |||
{{clr}} | |||
===Specialist=== | |||
<div style="float:left"><tabber> | |||
|-|Swift Crackdown= | |||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[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 | 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. | |||
| rowspan=4 | 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. | |||
|- | |||
|} | |||
|-|Efficiency Accumulation= | |||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[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 | 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). | |||
| rowspan=4 | 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. | |||
|- | |||
|} | |||
|-|Multi-end Enhancement= | |||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[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 | Specialists gain 2 stacks of Performance Boost when they trigger the function set effect. | |||
| rowspan=4 | All Performance Boost stacks are consumed at 10 stacks to provide 4 seconds of double-strike for all ally units. | |||
|- | |||
| [[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) | |||
|- | |||
| [[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. | |||
|- | |- | ||
|} | |} | ||
|-| | |-|Malignant Interference= | ||
{| class="gf-table" style="text-align:center;" | {| class="gf-table" style="text-align:center;" | ||
|- | |- | ||
! width=50px | Icon | ! width=50px | Icon | ||
! Name | ! Name | ||
! width=600px | Description | ! width=600px | Description | ||
! width=300px | Set | ! width=300px | 2 Piece Set Effect | ||
! width=300px | 4 Piece Set Effect | |||
|- | |- | ||
| rowspan=4 | ' | | [[File:Function_Card_ICON_10138.png|50px]] | ||
| [[File: | | 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 | For every type of debuffs the enemies have, Operand DEF is reduced by 10%. | |||
| rowspan=4 | 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. | |||
|- | |||
|} | |||
</div></tabber> | |||
{{clr}} | |||
===Guard=== | |||
<div style="float:left"><tabber> | |||
|-|Absolute Defense Domain= | |||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 3 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10218.png|50px]] | |||
| Residue Extraction | | Residue Extraction | ||
| When any enemy falls, Guards gain an HP Shield equal to (4%/7%/10%) of the fallen enemy's Max HP. | | When any enemy falls, Guards gain an HP Shield equal to (4%/7%/10%) of the fallen enemy's Max HP. | ||
| rowspan=4 | | | rowspan=4 | Guards recover 4% of their Max HP every 5 seconds, and 100% more when they have an HP Shield. | ||
| rowspan=4 | The Guards' HP Shields heals them by 50% of damage taken when subjected to attacks. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10251.png|50px]] | ||
| Bastion Building | | Bastion Building | ||
| Guards gain an HP Shield equal to (50%/100%/150%) of their Hashrate every 5 seconds. | | Guards gain an HP Shield equal to (50%/100%/150%) of their Hashrate every 5 seconds. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10136.png|50px]] | ||
| Coordinated Defense | | 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. | | Guards grant all ally units an HP Shield equal to (5%/10%/15%) of their Max HP at the start of the battle. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10204.png|50px]] | ||
| Multi-end Repair | | Multi-end Repair | ||
| When Guards recover HP, all ally units gain an HP Shield equal to (10%/15%/20%) of the HP recovered. | | When Guards recover HP, all ally units gain an HP Shield equal to (10%/15%/20%) of the HP recovered. | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Overlapping Reflections= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 3 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10246.png|50px]] | |||
| Taunt Target | | Taunt Target | ||
| Guards Taunt the enemy farthest away for (3/4/5) seconds whenever they use any skill. | | Guards Taunt the enemy farthest away for (3/4/5) seconds whenever they use any skill. | ||
| rowspan=4 | | | rowspan=4 | Guards Taunt all units within 1 tile for 4 seconds every 10 seconds, during which their Backlash effect is doubled. | ||
| rowspan=4 | Guards reflect the non-Derivative damage they have taken to their Normal Attack targets as True Damage every 8 seconds. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10143.png|50px]] | ||
| Crisis Response | | Crisis Response | ||
| When Guards use any skill, they recover 5% Max HP and have their Backlash increased by (3%/6%/9%). | | When Guards use any skill, they recover 5% Max HP and have their Backlash increased by (3%/6%/9%). | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10127.png|50px]] | ||
| Structural Reinforcement | | Structural Reinforcement | ||
| Guards Backlash enhanced by (3%/6%/9%) every 4 seconds. | | Guards Backlash enhanced by (3%/6%/9%) every 4 seconds. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10141.png|50px]] | ||
| Impasse Retaliation | | Impasse Retaliation | ||
| For every instance of damage Guards take that's 10% of their Max HP, Backlash is increased by (2%/4%/6%). | | For every instance of damage Guards take that's 10% of their Max HP, Backlash is increased by (2%/4%/6%). | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Hashrate Repair= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 3 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10281.png|50px]] | |||
| Threshold Growth | | Threshold Growth | ||
| Guards' Physical DEF grows as their HP drops. The DEF bonus caps at (20%/35%/50%) when HP drops to 10%. | | Guards' Physical DEF grows as their HP drops. The DEF bonus caps at (20%/35%/50%) when HP drops to 10%. | ||
| rowspan=4 | | | rowspan=4 | Guard takes no more damage than 5% of their Max HP. This effect triggers 10 times per battle. | ||
| rowspan=4 | Guards have their Hashrate increased by 30% of their Physical DEF. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10280.png|50px]] | ||
| Kinetic Energy Decay | | Kinetic Energy Decay | ||
| Guards take (10%/20%/30%) less long-range damage. | | Guards take (10%/20%/30%) less long-range damage. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10022.png|50px]] | ||
| Dire Repairs | | Dire Repairs | ||
| Guards have a 30% chance to recover HP equal to (20%/35%/50%) of their Hashrate upon taking damage. | | Guards have a 30% chance to recover HP equal to (20%/35%/50%) of their Hashrate upon taking damage. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10137.png|50px]] | ||
| Channel Crowding | | 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%). | | 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%). | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Defense Field= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 3 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10285.png|50px]] | |||
| Crisis Management | | 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. | | 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 | | | rowspan=4 | When ally units are Healed, Guards recover HP based on 40% of the healing done. | ||
| rowspan=4 | The range of Coordinated Defense and Impact Distribution for Guards expands to cover the entire battlefield. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10284.png|50px]] | ||
| Reparation Chain | | Reparation Chain | ||
| When nearby ally units within 1 tile are Healed, Guards recover HP equal to (30%/45%/60%) of the Healing done. | | When nearby ally units within 1 tile are Healed, Guards recover HP equal to (30%/45%/60%) of the Healing done. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10282.png|50px]] | ||
| Coordinated Defense | | Coordinated Defense | ||
| Guards provide a (20%/30%/40%) Physical DEF boost to ally units within 1 tile. | | Guards provide a (20%/30%/40%) Physical DEF boost to ally units within 1 tile. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10283.png|50px]] | ||
| Impact Distribution | | Impact Distribution | ||
| Guards take (20%/40%/60%) of all damage for ally units within 1 tile. (Does not include [Derivative] damage.) | | Guards take (20%/40%/60%) of all damage for ally units within 1 tile. (Does not include [Derivative] damage.) | ||
|- | |- | ||
|} | |} | ||
</div></tabber> | |||
{{clr}} | |||
===Medic=== | |||
<div style="float:left"><tabber> | |||
|-|Supplemental Dose= | |||
| | |||
| | |||
{| class="gf-table" style="text-align:center;" | {| class="gf-table" style="text-align:center;" | ||
|- | |- | ||
! width=50px | Icon | ! width=50px | Icon | ||
! Name | ! Name | ||
! width=600px | Description | ! width=600px | Description | ||
! width=300px | Set | ! width=300px | 2 Piece Set Effect | ||
! width=300px | 3 Piece Set Effect | |||
|- | |- | ||
| [[File:Function_Card_ICON_10232.png|50px]] | |||
| [[File: | |||
| Speedy Aid | | 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. | | 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 | | | rowspan=4 | Medics speed up their Auto Skill recharge by 5% after performing Normal Attacks. | ||
| rowspan=4 | Medics increase their own Healing Output by 5% every time they use any skill, up to 10 stacks. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10140.png|50px]] | ||
| Emergency Deployment | | 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%. | | 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: | | [[File:Function_Card_ICON_10139.png|50px]] | ||
| Overdrive | | Overdrive | ||
| After using any skill, Medics have their Attack Speed increased by (40/70/100) points for the next 4 seconds. | | After using any skill, Medics have their Attack Speed increased by (40/70/100) points for the next 4 seconds. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10274.png|50px]] | ||
| Speedy Overload | | Speedy Overload | ||
| Medics speed up their Auto Skill recharge by (10%/15%/20%) after using any skill. | | Medics speed up their Auto Skill recharge by (10%/15%/20%) after using any skill. | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Enhanced Healing= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 3 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10250.png|50px]] | |||
| Health Insurance | | 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) | | 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 | | | rowspan=4 | 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. | ||
| rowspan=4 | Every stack of Revitalize on the battlefield additionally provides a 5% Healing Output boost for Medics, up to 10 stacks. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10292.png|50px]] | ||
| Advanced Practice | | 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. | | Every stack of Revitalize on the battlefield additionally provides a (2%/3.5%/5%) Skill Haste boost for Medics, up to 10 stacks. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10234.png|50px]] | ||
| Efficient Recovery | | Efficient Recovery | ||
| Medics grant the target (1/2/3) stacks of Revitalize when they Heal. | | Medics grant the target (1/2/3) stacks of Revitalize when they Heal. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10248.png|50px]] | ||
| Healing Hands | | 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. | | 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. | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Global Healing Shield= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 3 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10278.png|50px]] | |||
| Weakness Reinforcement | | 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. | | 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 | | | rowspan=4 | When the HP Shields of ally units break, recover 5% Max HP. | ||
| rowspan=4 | 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: | | [[File:Function_Card_ICON_10277.png|50px]] | ||
| Insurance Coverage | | Insurance Coverage | ||
| Medics grant all ally dolls an HP Shield equal to (100%/200%/300%) of their Hashrate at the start of the battle. | | Medics grant all ally dolls an HP Shield equal to (100%/200%/300%) of their Hashrate at the start of the battle. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10275.png|50px]] | ||
| Shielding Framework | | Shielding Framework | ||
| Medics grant the target an HP Shield equal to (10%/20%/30%) of their Healing Output when they Heal. | | Medics grant the target an HP Shield equal to (10%/20%/30%) of their Healing Output when they Heal. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10276.png|50px]] | ||
| Healing Protection | | Healing Protection | ||
| Medics have their Healing Output increased by (20%/30%/40%) when the healed target has an HP Shield. | | Medics have their Healing Output increased by (20%/30%/40%) when the healed target has an HP Shield. | ||
|- | |- | ||
| | |} | ||
| [[File: | |-|Substance Reversal= | ||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 3 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10291.png|50px]] | |||
| Neighboring Overflow | | 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. | | 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 | | | rowspan=4 | When Medics deal damage, they heal the ally unit with the lowest HP by 25% of damage dealt. | ||
| rowspan=4 | The range of Allergy Attack is increased to 2 tile. This damage gains a 20% Damage boost. | |||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10254.png|50px]] | ||
| Sanguine Plundering | | Sanguine Plundering | ||
| The Medic's next Normal Attack after using any skill will inflict Allergy Damage equal to (25%/50%/75%) of their Hashrate. | | The Medic's next Normal Attack after using any skill will inflict Allergy Damage equal to (25%/50%/75%) of their Hashrate. | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10152.png|50px]] | ||
| Allergic Reaction | | Allergic Reaction | ||
| Medics inflict Allergy Damage of (20%/35%/50%) Hashrate to enemies within 1 tile of their target when they Heal. (1s cooldown) | | Medics inflict Allergy Damage of (20%/35%/50%) Hashrate to enemies within 1 tile of their target when they Heal. (1s cooldown) | ||
|- | |- | ||
| [[File: | | [[File:Function_Card_ICON_10154.png|50px]] | ||
| Extra Compensation | | 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. | | When Medics Heal, they increase the Hashrate of ally units and themselves by 5% for (4/6/8) seconds, up to 5 stacks. | ||
|- | |- | ||
|} | |} | ||
</div></tabber> | </div></tabber> | ||
{{clr}} | |||
===Mixed=== | |||
<div style="float:left"><tabber> | |||
|-|Coordinated Crit= | |||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[File:Function_Card_ICON_10286.png|50px]] | |||
| Pain Resistance | |||
| Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%. | |||
| rowspan=4 | Every Normal Attack Warriors perform has a 30% chance to turn the next Normal Attack into a double strike. | |||
| rowspan=4 | 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. | |||
|- | |||
|} | |||
|-|Deadly Blow= | |||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[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 | Warriors gain 1 stack of Bloodthirst Sigil every 4 seconds. | |||
| rowspan=4 | 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. | |||
|- | |||
|} | |||
|-|Mental Cage= | |||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[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 | 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) | |||
| rowspan=4 | 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%. | |||
|- | |||
|} | |||
|-|Desperate Assault= | |||
{| class="gf-table" style="text-align:center;" | |||
|- | |||
! width=50px | Icon | |||
! Name | |||
! width=600px | Description | |||
! width=300px | 2 Piece Set Effect | |||
! width=300px | 4 Piece Set Effect | |||
|- | |||
| [[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 | 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. | |||
| rowspan=4 | 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. | |||
|- | |||
|} | |||
</div></tabber> | |||
{{clr}} | |||
</noinclude> | </noinclude> | ||
{{PNCTopics}} |
Revision as of 05:40, 24 April 2023
Algorithms
Warrior
Sniper
Specialist
Guard
Medic
Mixed