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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>
|-|Warrior=
|-|Desperate Raze=
{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=130px | Set
! width=50px | Icon
! width=50px | Icon
! Name
! Name
! width=600px | Description
! width=600px | Description
! width=300px | Set Effects
! width=300px | 2 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | '''Vitality Loss'''
| [[File:Function_Card_ICON_10286.png|50px]]
| [[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
| 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 | 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.
| 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]]
| [[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:Function Card ICON 10015.png|50px]]
| [[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:Function Card ICON 10120.png|50px]]
| [[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.
|-
|-
| rowspan=4 | '''Hyperthreshold Stress'''
|}
| [[File:Function Card ICON 10287.png|50px]]
|-|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 | 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%.
| 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]]
| [[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:Function Card ICON 10128.png|50px]]
| [[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:Function Card ICON 10220.png|50px]]
| [[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.
|-
|-
| rowspan==4 | '''Coordinated Crit'''
|}
| [[File:Function Card ICON 10279.png|50px]]
|-|Violent Surge=
| Swift Strike
{| class="gf-table" style="text-align:center;"
| 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.
! 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%.
|-
|-
|}
|}
|-|Sniper=
|-|Vitality Loss=
{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=130px | Set
! width=50px | Icon
! width=50px | Icon
! Name
! Name
! width=600px | Description
! width=600px | Description
! width=300px | Set Effects
! 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.
|-
|-
| rowspan=4 | '''Burst Shooting'''
|}
| [[File:Function Card ICON 10074.png|50px]]
</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. <br><br>4 pieces: The Crit Damage boost provided by Lethal Increment no longer wears off.
| 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:Function Card ICON 10068.png|50px]]
| [[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:Function Card ICON 10123.png|50px]]
| [[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:Function Card ICON 10223.png|50px]]
| [[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.
|-
|-
| rowspan=4 | '''Structural Embrittlement'''
|}
| [[File:Function Card ICON 10226.png|50px]]
|-|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 | 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.
| 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:Function Card ICON 10211.png|50px]]
| [[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:Function Card ICON 10209.png|50px]]
| [[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:Function Card ICON 10289.png|50px]]
| [[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.
|-
|-
| rowspan=4 | '''Lethal Combo'''
|}
| [[File:Function Card ICON 10247.png|50px]]
|-|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 | 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.
| 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:Function Card ICON 10225.png|50px]]
| [[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:Function Card ICON 10147.png|50px]]
| [[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:Function Card ICON 10224.png|50px]]
| [[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.
|-
|-
| rowspan=4 | '''Freezing Bullets'''
|}
| [[File:Function Card ICON 10269.png|50px]]
|-|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 | 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.
| 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:Function Card ICON 10268.png|50px]]
| [[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:Function Card ICON 10266.png|50px]]
| [[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:Function Card ICON 10267.png|50px]]
| [[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.
|-
|-
|}
|}
|-|Guard=
|-|Malignant Interference=
{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=130px | Set
! width=50px | Icon
! width=50px | Icon
! Name
! Name
! width=600px | Description
! width=600px | Description
! width=300px | Set Effects
! width=300px | 2 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | '''Absolute Defense Domain'''
| [[File:Function_Card_ICON_10138.png|50px]]
| [[File:Function Card ICON 10218.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 | 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 | 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.
| 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:Function Card ICON 10251.png|50px]]
| [[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:Function Card ICON 10136.png|50px]]
| [[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:Function Card ICON 10204.png|50px]]
| [[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.
|-
|-
| rowspan=4 | '''Overlapping Reflections'''
|}
| [[File:Function Card ICON 10246.png|50px]]
|-|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 | 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.
| 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:Function Card ICON 10143.png|50px]]
| [[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:Function Card ICON 10127.png|50px]]
| [[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:Function Card ICON 10141.png|50px]]
| [[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%).
|-
|-
| rowspan=4 | '''Hashrate Repair'''
|}
| [[File:Function Card ICON 10281.png|50px]]
|-|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 | 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.
| 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:Function Card ICON 10280.png|50px]]
| [[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:Function Card ICON 10022.png|50px]]
| [[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:Function Card ICON 10137.png|50px]]
| [[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%).
|-
|-
| rowspan=4 | '''Defense Field'''
|}
| [[File:Function Card ICON 10285.png|50px]]
|-|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 | 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.
| 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:Function Card ICON 10284.png|50px]]
| [[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:Function Card ICON 10282.png|50px]]
| [[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:Function Card ICON 10283.png|50px]]
| [[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.)
|-
|-
|}
|}
|-|Specialist=
</div></tabber>
{| class="gf-table" style="text-align:center;"
{{clr}}
|-
 
! width=130px | Set
 
! width=50px | Icon
===Medic===
! Name
<div style="float:left"><tabber>
! width=600px | Description
|-|Supplemental Dose=
! 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;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=130px | Set
! width=50px | Icon
! width=50px | Icon
! Name
! Name
! width=600px | Description
! width=600px | Description
! width=300px | Set Effects
! width=300px | 2 Piece Set Effect
! width=300px | 3 Piece Set Effect
|-
|-
| rowspan=4 | '''Supplemental Dose'''
| [[File:Function_Card_ICON_10232.png|50px]]
| [[File:Function Card ICON 10232.png|50px]]
| 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 | 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.
| 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:Function Card ICON 10140.png|50px]]
| [[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:Function Card ICON 10139.png|50px]]
| [[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:Function Card ICON 10274.png|50px]]
| [[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.
|-
|-
| rowspan=4 | '''Enhanced Healing'''
|}
| [[File:Function Card ICON 10250.png|50px]]
|-|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 | 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.
| 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:Function Card ICON 10292.png|50px]]
| [[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:Function Card ICON 10234.png|50px]]
| [[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:Function Card ICON 10248.png|50px]]
| [[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.
|-
|-
| rowspan=4 | '''Global Healing Shield'''
|}
| [[File:Function Card ICON 10278.png|50px]]
|-|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 | 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.
| 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:Function Card ICON 10277.png|50px]]
| [[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:Function Card ICON 10275.png|50px]]
| [[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:Function Card ICON 10276.png|50px]]
| [[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.
|-
|-
| rowspan=4 | '''Substance Reversal'''
|}
| [[File:Function Card ICON 10291.png|50px]]
|-|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 | 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.
| 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:Function Card ICON 10254.png|50px]]
| [[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:Function Card ICON 10152.png|50px]]
| [[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:Function Card ICON 10154.png|50px]]
| [[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.
|-
|-
|}
|}
|-|Melee=
|-|Ranged=
|-|Environment=
|-|All=
</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

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Pain Resistance Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%. Every Normal Attack Warriors perform has a 30% chance to turn the next Normal Attack into a double strike. 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.
Incremental Pursuit Warriors inflict an additional amount of True Damage of (15%/22.5%/30%) ATK when they deal damage.
Dire Tactics Warriors' ATK grows as their HP drops. The ATK bonus caps at (50%/75%/100%) when HP drops to 10%.
Double Compilation Warriors heal for (10%/15%/20%) of the damage they deal. True Damage provides three times as much healing.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Multi-Marker Warriors gain(4/6/8) stacks of Bloodthirst Sigil at the start of battle. Warriors gain 1 stack of Bloodthirst Sigil every 4 seconds. Every stack of Bloodthirst Sigil enhances the Crit Damage of Warriors by 10%.
Program Reset Warriors gain (4/6/8) stacks of Bloodthirst Sigil when their HP percentage first drops below 40%.
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.
Blasting Echoes Warriors gain 1 stack of Bloodthirst Sigil for every (9/6/3) attacks they are subjected to.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Lethal Shock For every 1 enemy fallen, Warriors recover (4%/7%/10%) of their Max HP. 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) Warriors gain a 100 Attack Speed boost for 6 seconds every time they eliminate a non-neutral enemy target.
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.
Vulnerability Exploit Warrior ATK + (20%/30%/40%) against targets with less than 50% HP.
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%.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
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. 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. The range of [Battlecry] expands to the entire battlefield.
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.
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.
Coagulopathy After every (4/3/2) Normal Attack(s), Warriors inflict 1 stacks of Bleed on the target.


Sniper

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Accumulated Recycling Ally Snipers have their Crit Damage increased by (10%/20%/30%) for every unit that falls in battle, up to 5 stacks. 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. The Crit Damage boost provided by Lethal Increment no longer wears off.
Rapid Firing After using any skill, Snipers have their Attack Speed increased by (50/75/100) points for the next 5 seconds.
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)
Penetration Streak Snipers' Normal Attack hits have a (15%/22.5%/30%) chance to turn the next Normal Attack into a double strike.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Overdrive Preset Snipers speed up their skill recharge by (10%/20%/30%) after using any skill. 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. Every stack of Vulnerability boosts the Hashrate of Snipers by 10%, up to 10 stacks.
High-Risk Target When enemies use any skill, all ally Snipers deal [Derivative] Operand Damage of (40%/70%/100%) Hashrate.
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.
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.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
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) 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. Snipers' Depleted Uranium Rounds effect will no longer dissipate.
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.
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.
Depleted Uranium Rounds Snipers have their ATK increased by (10%/20%/30%). This effect wears off when any enemy falls in battle.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Ancillary Cooldown Snipers inflict (2/3/4) stack(s) of Frozen on the closest enemy every time they use any skill. 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. Snipers have their Hashrate increased by 5% every time they inflict the Frozen effect, up to 10 stacks.
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.
Frozen Shot For every (3/2/1) Normal Attacks, the next one Snipers perform inflicts Frozen.
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.


Specialist

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Shadowy Evasion Specialists Max out the Dodge Rate of all ally units for (3/4/5) seconds at the start of battle. 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. Vulnerability Fix now takes effect on 1 additional ally unit with the next lowest HP percentage.
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%
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.
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.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
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. 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). The Energy Orb provides an additional Hashrate bonus of 30%.
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)
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)
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.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Layered Hashrate Specialists enhance the ally unit with the highest Hashrate by (3%/4%/5%) Hashrate every 5 seconds, up to 5 stacks. Specialists gain 2 stacks of Performance Boost when they trigger the function set effect. All Performance Boost stacks are consumed at 10 stacks to provide 4 seconds of double-strike for all ally units.
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.
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)
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.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
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. For every type of debuffs the enemies have, Operand DEF is reduced by 10%. For every single type of debuff on the Specialist' targets, increase their Attack Speed by 15 points.
Beacon Boost When Specialists land a Normal Attack, they have a (40%/70%/100%) chance to inflict 1 stack of Bleed on the target.
Total Suppression Specialists deal [Derivative] Operant Damage equal to (15%/22.5%/30%) Hashrate to the target every time they inflict debuffs.
High-frequency Calculation After using any skill, Specialists have their Attack Speed increased by (20/35/50) points for 4 seconds.


Guard

Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Residue Extraction When any enemy falls, Guards gain an HP Shield equal to (4%/7%/10%) of the fallen enemy's Max HP. Guards recover 4% of their Max HP every 5 seconds, and 100% more when they have an HP Shield. The Guards' HP Shields heals them by 50% of damage taken when subjected to attacks.
Bastion Building Guards gain an HP Shield equal to (50%/100%/150%) of their Hashrate every 5 seconds.
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.
Multi-end Repair When Guards recover HP, all ally units gain an HP Shield equal to (10%/15%/20%) of the HP recovered.

Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Taunt Target Guards Taunt the enemy farthest away for (3/4/5) seconds whenever they use any skill. Guards Taunt all units within 1 tile for 4 seconds every 10 seconds, during which their Backlash effect is doubled. Guards reflect the non-Derivative damage they have taken to their Normal Attack targets as True Damage every 8 seconds.
Crisis Response When Guards use any skill, they recover 5% Max HP and have their Backlash increased by (3%/6%/9%).
Structural Reinforcement Guards Backlash enhanced by (3%/6%/9%) every 4 seconds.
Impasse Retaliation For every instance of damage Guards take that's 10% of their Max HP, Backlash is increased by (2%/4%/6%).

Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Threshold Growth Guards' Physical DEF grows as their HP drops. The DEF bonus caps at (20%/35%/50%) when HP drops to 10%. Guard takes no more damage than 5% of their Max HP. This effect triggers 10 times per battle. Guards have their Hashrate increased by 30% of their Physical DEF.
Kinetic Energy Decay Guards take (10%/20%/30%) less long-range damage.
Dire Repairs Guards have a 30% chance to recover HP equal to (20%/35%/50%) of their Hashrate upon taking damage.
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%).

Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
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. When ally units are Healed, Guards recover HP based on 40% of the healing done. The range of Coordinated Defense and Impact Distribution for Guards expands to cover the entire battlefield.
Reparation Chain When nearby ally units within 1 tile are Healed, Guards recover HP equal to (30%/45%/60%) of the Healing done.
Coordinated Defense Guards provide a (20%/30%/40%) Physical DEF boost to ally units within 1 tile.
Impact Distribution Guards take (20%/40%/60%) of all damage for ally units within 1 tile. (Does not include [Derivative] damage.)


Medic

Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
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 speed up their Auto Skill recharge by 5% after performing Normal Attacks. Medics increase their own Healing Output by 5% every time they use any skill, up to 10 stacks.
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%.
Overdrive After using any skill, Medics have their Attack Speed increased by (40/70/100) points for the next 4 seconds.
Speedy Overload Medics speed up their Auto Skill recharge by (10%/15%/20%) after using any skill.

Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
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) 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. Every stack of Revitalize on the battlefield additionally provides a 5% Healing Output boost for Medics, up to 10 stacks.
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.
Efficient Recovery Medics grant the target (1/2/3) stacks of Revitalize when they Heal.
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.

Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
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 the HP Shields of ally units break, recover 5% Max HP. 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.
Insurance Coverage Medics grant all ally dolls an HP Shield equal to (100%/200%/300%) of their Hashrate at the start of the battle.
Shielding Framework Medics grant the target an HP Shield equal to (10%/20%/30%) of their Healing Output when they Heal.
Healing Protection Medics have their Healing Output increased by (20%/30%/40%) when the healed target has an HP Shield.

Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
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. When Medics deal damage, they heal the ally unit with the lowest HP by 25% of damage dealt. The range of Allergy Attack is increased to 2 tile. This damage gains a 20% Damage boost.
Sanguine Plundering The Medic's next Normal Attack after using any skill will inflict Allergy Damage equal to (25%/50%/75%) of their Hashrate.
Allergic Reaction Medics inflict Allergy Damage of (20%/35%/50%) Hashrate to enemies within 1 tile of their target when they Heal. (1s cooldown)
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.


Mixed

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Pain Resistance Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%. Every Normal Attack Warriors perform has a 30% chance to turn the next Normal Attack into a double strike. 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.
Incremental Pursuit Warriors inflict an additional amount of True Damage of (15%/22.5%/30%) ATK when they deal damage.
Dire Tactics Warriors' ATK grows as their HP drops. The ATK bonus caps at (50%/75%/100%) when HP drops to 10%.
Double Compilation Warriors heal for (10%/15%/20%) of the damage they deal. True Damage provides three times as much healing.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Multi-Marker Warriors gain(4/6/8) stacks of Bloodthirst Sigil at the start of battle. Warriors gain 1 stack of Bloodthirst Sigil every 4 seconds. Every stack of Bloodthirst Sigil enhances the Crit Damage of Warriors by 10%.
Program Reset Warriors gain (4/6/8) stacks of Bloodthirst Sigil when their HP percentage first drops below 40%.
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.
Blasting Echoes Warriors gain 1 stack of Bloodthirst Sigil for every (9/6/3) attacks they are subjected to.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Lethal Shock For every 1 enemy fallen, Warriors recover (4%/7%/10%) of their Max HP. 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) Warriors gain a 100 Attack Speed boost for 6 seconds every time they eliminate a non-neutral enemy target.
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.
Vulnerability Exploit Warrior ATK + (20%/30%/40%) against targets with less than 50% HP.
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%.

Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
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. 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. The range of [Battlecry] expands to the entire battlefield.
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.
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.
Coagulopathy After every (4/3/2) Normal Attack(s), Warriors inflict 1 stacks of Bleed on the target.



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