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| == Coalition Unit Skill List ==
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| === Ringleader ===
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| {{{!}} class="mw-collapsible mw-collapsed"
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| !
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| {{!}}-
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| {{!}}
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| {| class="gf-table style=float:center;text width:100%"
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| ! style="width: 15%" | Scarecrow
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| | style="width: 35%" colspan="3" |
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| |-
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| ! Unit Type
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| | Humanoid
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| | Ranged
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| | Armourless
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| ! style="width: 15%" | Buff Tiles
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| | Affect all allies
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| | RoF and Evasion
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| |-
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| ! rowspan="2" | <small>Skill 1</small><br>Battlefield Purge<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | colspan="3" | Passive - Normal attack consists of 3 instances of attack that deal 0.4x damage each.
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| ! rowspan="2" | <small>Skill 2</small><br>Shadow Predation<br><br><small>Map Skill<br>Cd 2 turn</small>
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| | rowspan="2" colspan="2" | Deploy a hologram within 1 node that last for 1 turn. Hologram can't move but able to switch position with allied echelon. When the hologram is attacked, deal damage equal to 30% of the enemy max hp before disappearing.
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| |-
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| | colspan="3 | Active - Maximize firing rate, increase damage dealt by drones by 100%, prioritize enemy with the lowest health and deal 10 instances of attacks.
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| |-
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| ! <small>Skill 3</small><br>Curse
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| | colspan="3" | Every 2 attacks, reduce target's evasion and firing rate by 40% and 20% respectively for 5s.
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| ! <small>Skill 4</small><br>Devil Step
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| | colspan="2" | Raise echelon damage by 10% when engaging enemy on allied node.
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| |-
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| |}<br>
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|
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| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Executioner
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| | style="width: 35%" colspan="3" |
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| |-
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| ! rowspan="2" | Unit Type
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| | rowspan="2" | Humanoid
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| | rowspan="2" | Ranged
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| | rowspan="2" | Armourless
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| ! style="width: 15%" rowspan="2" | Buff Tiles
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| | Affect all allies
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| | Damage and Critical Hit
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| |-
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| | Affect melee allies
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| | Accuracy and Evasion
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| |-
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| ! rowspan="2" | <small>Skill 1</small><br>Cleaving Slaughter<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | rowspan="2" colspan="3" | Launch a slashing attack, targeting enemy with the highest hp, dealing 3 instances of attack equal to 17.5x damage. Attack is distributed evenly to the number of target's dummy link, and deal additional 0.7x damage to all enemies within 1 units from target and obtain 38 hp shield.
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| ! rowspan="2" | <small>Skill 2</small><br>Execution Requiem<br><br><small>Active<br>ICd 0s, Cd 5s</small>
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| | colspan="2" | Click the skill to toggle between 2 modes. Gain 100% movement speed for 3s upon switching.<br>
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| Windy Rose (Default) - Deal 1x damage to nearest enemy. Every 3 attack will apply weakening debuff to target, making them receive 10% extra damage.
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| |-
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| | colspan="2" | Clear Moon Empress - Switch to melee, reduce attack range to 3, all attack deal critical hit, decrease firing rate by 20% and deal 0.8x damage which ignore armour to all enemies within 4 units. For the first toggle, increase all allies movement speed by 50%, and grant all melee allies hp shield equal to 5% of Executioner's max hp, last 5s.
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| |-
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| ! <small>Skill 3</small><br>Blinding Flash
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| | colspan="3" | When switching to melee, increase evasion by 50% and obtain 50 hp shield that last 3s.
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| ! <small>Skill 4</small><br>Shattering Frost
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| | colspan="2" | Deal more damage the lower the enemy hp is.
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| |-
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| |}<br>
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|
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| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Hunter
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| | style="width: 35%" colspan="3" |
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| |-
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| ! rowspan="3" | Unit Type
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| | rowspan="3" | Humanoid
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| | rowspan="3" | Ranged
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| | rowspan="3" | Armourless
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| ! style="width: 15%" rowspan="3" | Buff Tiles
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| | Affect all allies
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| | Damage and Accuracy
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| |-
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| | Affect melee allies
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| | Accuracy and Evasion
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| |-
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| | Affect ranged allies
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| | Damage and Accuracy
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| |-
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| ! rowspan="2" | <small>Skill 1</small><br>Crimson Bullet of Devastation<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | colspan="3" | Passsive - Normal attack deals two instances of attack equal to 0.5x damage each.
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| ! rowspan="2" | <small>Skill 2</small><br>Capturer's Aim<br><br><small>Active<br>ICd 0s, Cd 3s</small>
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| | rowspan="2" colspan="2" | Obtain a special restraint bullet every 6s, and can store up to 3 bullets. Activate the skill to release, targeting enemy with the highest hp, dealing 1x damage and apply provoke for 3s. Target will suffer 50% accuracy and armour reduction, cannot stack and last 5s.
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| |-
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| | colspan="3" | Active - For 6s upon skill activation, prioritize enemy with the highest health, dealing 0.7x damage per shot. Continuously attacking the same target will increase damage dealt by 15%, stack up to 15 times. If there's enemy marked with restraint bullet, prioritize them first.
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| |-
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| ! <small>Skill 3</small><br>Furor
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| | colspan="3" | For every attack that is not critical hit, increase next critical hit damage by 15%.
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| ! <small>Skill 4</small><br>Edge of Malignance
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| | colspan="2" | Deal 20% extra damage to debuffed enemy.
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| |-
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| |}<br>
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|
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| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Intruder
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| | style="width: 35%" colspan="3" |
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| |-
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| ! Unit Type
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| | Humanoid
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| | Ranged
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| | Armourless
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| ! style="width: 15%" | Buff Tiles
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| | Affect all allies
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| | Damage, Accuracy, Evasion, Critical Hit
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| |-
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| ! <small>Skill 1</small><br>Military Raid<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | colspan="3" | Call forth three waves of Dinergates with 5x link, dealing 0.4x damage to all enemies in their path. Reinforcement will inherit 5% max hp, 100% damage, 50% accuracy, and 50% evasion of the summoner.
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| ! <small>Skill 2</small><br>Iron Wall Reinforcement<br><br><small>Map Skill<br>2 turn</small>
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| | colspan="2" | Select one of the friendly echelon within 3 nodes to provide it with reinforcement. At the start of the battle, two 5x link Dinergates will spawn, and have 300 hp, 80 damage, 50 firing rate, 50 accuracy, and 70 evasion.
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| |-
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| ! <small>Skill 3</small><br>Total Protection
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| | colspan="3" | At the beginning of the battle, provide hp shield equal to 10% of Intruder's max hp that last 5s.
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| ! <small>Skill 4</small><br>Reinforcement Upgrade
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| | colspan="2" | When present, all reinforcement will receive hp shield equal to 10% of Intruder's max hp, and increase their damage by 10% of Intruder's damage.
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| |}<br>
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|
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| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Destroyer
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| | style="width: 35%" colspan="3" |
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| |-
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| ! rowspan="2" | Unit Type
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| | rowspan="2" | Humanoid
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| | rowspan="2" | Ranged
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| | rowspan="2" | Armourless
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| ! style="width: 15%" rowspan="2" | Buff Tiles
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| | Affect armoured allies
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| | Damage and Armour
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| |-
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| | Affect machine allies
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| | Damage and Accuracy
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| |-
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| ! <small>Skill 1</small><br>Trigger Happy Storm<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | colspan="3" | Lock onto enemy with the highest hp, deal 2x damage to all enemies in cross-shaped area with target as the center.
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| ! <small>Skill 2</small><br>Waypoint Strike<br><br><small>Fire Support<br>ICd 0s, Cd 6s</small>
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| | colspan="2" | Provides fire support to allied echelon within 2 nodes. Executes attack every 6s, launching two grenades equal to 0.5x damage each to enemies within 1 units. Fire support deal damage to dummy links, and can attack installation equal to 0.1x damage.
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| |-
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| ! <small>Skill 3</small><br>Compound Grenade
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| | colspan="3" | Obtain 12 special grenades at the beginning of the battle and use them to attack. Reload time is fixed at 2s. At the cost of decreasing firing rate by 50%, normal attack will use 2 grenades to deal 0.5x explosion damage each to enemies within 1 units.
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| ! <small>Skill 4</small><br>Red Flame Filling
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| | colspan="2" | The first attack of each reload will ignite the area around the target, dealing an additional 0.15x damage every 0.5s. At the same time, enemies within 2.5 units will suffer weakening debuff, making them receive 10% extra damage.
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| |}<br>
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|
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| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Architect
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| | style="width: 35%" colspan="3" |
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| |-
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| ! rowspan="2" | Unit Type
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| | rowspan="2" | Humanoid
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| | rowspan="2" | Ranged
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| | rowspan="2" | Armourless
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| ! style="width: 15%" rowspan="2" | Buff Tiles
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| | Affect all allies
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| | Accuracy and Evasion
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| |-
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| | Affect machine allies
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| | Damage and Accuracy
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| |-
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| ! <small>Skill 1</small><br>Missile Fervor<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | colspan="3" | Target the enemy with highest hp, fire a missile dealing 4x damage and additional 1.2x damage to all enemies within 4 units around the target.
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| ! <small>Skill 2</small><br>Spice Things Up!<br><br><small>Fire Support<br>ICd 0s, Cd 6s</small>
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| | colspan="2" | Provides fire support to allied echelon within 2 nodes. Executes attack every 6s, dealing 0.5x damage to enemies within 2 units, and deal damage to force shield equal to 0.5x damage.
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| |-
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| ! <small>Skill 3</small><br>Burst
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| | colspan="3" | Normal attack will cause 4 instances of attack equal to 0.25x damage each. And every 6 attacks, deal additional 0.8x damage to enemies within 1 units of the current target.
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| ! <small>Skill 4</small><br>Fireworks
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| | colspan="2" | When present, increase all allies explosion damage by 20%.
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| |}<br>
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|
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| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Ouroboros
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| | style="width: 35%" colspan="3" |
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| |-
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| ! rowspan="2" | Unit Type
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| | rowspan="2" | Humanoid
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| | rowspan="2" | Ranged
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| | rowspan="2" | Armourless
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| ! style="width: 15%" rowspan="2" | Buff Tiles
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| | Affect all allies
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| | Evasion and Critical Rate
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| |-
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| | Affect armourless allies
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| | Damage and Accuracy
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| |-
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| ! rowspan="2" | <small>Skill 1</small><br>Venomous Descend<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | rowspan="2" colspan="3" | Switch attack mode into launching 8 missiles that deal critical damage to random enemies.
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| ! rowspan="2" | <small>Skill 2</small><br>Mobius<br><br><small>Map Skill<br>Cd 3 turn</small>
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| | colspan="2" | Passive - When engaging enemies on an allied node, increase all allies firing rate by 15% and movement speed by 3. Effect will always active during night battle regardless of the node status.
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| |-
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| | colspan="2" | Active - Select one of enemy's echelon within 2 node to disable it from moving for 1 turn.
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| |-
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| ! <small>Skill 3</small><br>Fangs
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| | colspan="3" | Normal attack consists of 2 instances of attack that deal 0.5x damage each. Critical hit will apply weakening debuff, making the target receive 5% more damage which stack 3 times and last 3s.
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| ! <small>Skill 4</small><br>Stimulating Hormone
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| | colspan="2" | Increase all allies critical hit by 20% for 5s.
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| |-
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| |}<br>
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|
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| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Alchemist
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| | style="width: 35%" colspan="3" |
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| |-
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| ! rowspan="2" | Unit Type
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| | rowspan="2" | Humanoid
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| | rowspan="2" | Melee
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| | rowspan="2" | Armourless
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| ! style="width: 15%" rowspan="2" | Buff Tiles
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| | Affect machine allies
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| | RoF and Accuracy
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| |-
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| | Affect melee allies
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| | Damage and Evasion
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| |-
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| ! rowspan="2" | <small>Skill 1</small><br>The End<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | colspan="3" | Passive - In Guard Mode, extend firing range. Normal attack will cause two instances of attack equal to 0.5x damage each. In Assault Mode, go melee and deal two instances of attack equal to 0.5x damage each and increase critical rate by 50%
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| ! rowspan="2" | <small>Skill 2</small><br>Quality Activation<br><br><small>Active<br>ICd 3s, Cd 8s</small>
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| | colspan="2" | Passive - Critical hit will apply Organism Mark to target.
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| |-
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| | colspan="3" | Active - After skill activation, perform 9 attacks on random enemies. Each attack deal 1.3x critical damage and apply Organism Mark to target, also gain invulnerability for the duration of the skill.
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| | colspan="2" | Active - Increase firepower, evasion, and critical damage by 30%, 100%, and 30% for 4s.
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| |-
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| ! <small>Skill 3</small><br>Organism
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| | colspan="3" | Deal 1.1x more damage to target with Organism Mark. At the same time, gain 6 hp shield without upper limit that lasts 16s. Organism Mark will last for 9s.
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| ! <small>Skill 4</small><br>Unraveling Gravity
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| | colspan="2" | In Guard Mode, gain hp shield equal to 6% max hp every second that lasts 5s. In Assault mode, increase all allies movement speed by 100% for 3s that gradually decays.
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| |}<br>
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|
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| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Dreamer
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| | style="width: 35%" colspan="3" |
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| |-
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| ! rowspan="2" | Unit Type
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| | rowspan="2" | Humanoid
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| | rowspan="2" | Ranged
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| | rowspan="2" | Armourless
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| ! style="width: 15%" rowspan="2" | Buff Tiles
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| | Affect all allies
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| | Accuracy and Evasion
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| |-
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| | Affect ranged allies
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| | Damage and Critical Rate
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| |-
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| ! rowspan="2" | <small>Skill 1</small><br>Silence-Piercing Blast<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | colspan="3" | Passive - Prioritize attacking the furthest enemy.
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| ! rowspan="2" | <small>Skill 2</small><br>Execution Hour<br><br><small>Map Skill<br>ICd 6s, Cd 3s</small>
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| | rowspan="2" colspan="2" | Provide fire support to allied echelon within 3 nodes. Execute attack every 3s, dealing 2.25x damage and prioritize enemy with the highest hp. The attack ignore armour, and decrease target's RoF by 50% that last 3s.
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| |-
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| | colspan="3" | Active - Fire a penetrating beam at the foremost of the current target, dealing 6 hits of 0.4x damage for 3s. The attack can't miss, ignore armour, and deal damage per dummy link.
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| |-
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| ! rowspan="2" | <small>Skill 3</small><br>Hawkeye Sanctuary
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| | colspan="3" | Guard Mode - Increase attack range to 16, critical hit and damage by 10%, and can't miss.<br>
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| ! rowspan="2" | <small>Skill 4</small><br>Sky Ruler
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| | rowspan="2" colspan="2" | Deal more damage the further the enemy is. Damage bonus begin at 5 range, and capped at 0.2x at 12 range.
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| |-
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| | colspan="3" | Assault Mode - Increase the damage and RoF of ranged units by 10%, while melee units receive 20% damage reduction.
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| |-
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| |}<br>
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|
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| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Gager
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| | style="width: 35%" colspan="3" |
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| |-
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| ! rowspan="3" | Unit Type
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| | rowspan="3" | Humanoid
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| | rowspan="3" | Ranged
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| | rowspan="3" | Armourless
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| ! style="width: 15%" rowspan="3" | Buff Tiles
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| | Affect all allies
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| | Damage
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| |-
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| | Affect humanoid allies
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| | Accuracy and Critical Rate
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| |-
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| | Affect melee allies
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| | Evasion and Armour
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| |-
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| ! rowspan="2" | <small>Skill 1</small><br>Moon-Rending Slash<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | rowspan="2" colspan="3" | Perform a two-stage charge on 3 enemies with the highest hp. The first attack deal 1.5x damage that surehit, can't crit, and ignore armour, as well as putting 1 layer of Weight Mark on the target. The second attack deal 3.2x damage that surehit and ignore armour. Deal 0.4x additional explosion attack that surehit, can't crit, and ignore armour to all enemies within 2 unit based on Weight Mark layer.
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| ! rowspan="2" | <small>Skill 2</small><br>Overall Calibration<br><br><small>Active<br>ICd 3s, Cd 8s</small>
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| | colspan="2" | Passive - Normal attack consist of two instances of damage that deal 0.6x damage each, also has 30% chance to inflict Weight Mark on target.
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| |-
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| | colspan="2" | Active - Max out the RoF while decreasing the evasion and accuracy by 30% and 10%. Switch targeting priority to enemy that hasn't been attacking, as well as inflicting Weight Mark on target.
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| |-
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| ! <small>Skill 3</small><br>Weight
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| | colspan="3" | Each layer of Weight Mark reduce target's movement speed by 10%, damage by 10%, and armour by 50% that last 5s and stack up to 3 times.
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| ! <small>Skill 4</small><br>Duel Arbritration
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| | colspan="2" | After 3s into battle, when the number of allies is not greater than the opposition, increase all allies damage by 20%. When the table turned, buff will be lost.
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| |-
| |
| |}<br>
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|
| |
| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Judge
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| | style="width: 35%" colspan="3" |
| |
| |-
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| ! Unit Type
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| | Humanoid
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| | Ranged
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| | Armoured
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| ! style="width: 15%" | Buff Tiles
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| | Affect all allies
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| | Damage, RoF, Critical Rate, Armour
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| |-
| |
| ! <small>Skill 1</small><br>Verdict<br><br><small>Active<br>ICd 6s, Cd 12s</small>
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| | colspan="3" | Perform a jump kick to enemy with the highest hp, dealing 4 hits totalling 12x damage that can't miss, ignore armour, can't crit, and distributed evenly based on the number of dummy link to enemies within 1 unit. At the same time, generate a zone with 4 unit radius around the target for 5s. Enemies caught in this zone will have their damage and RoF decreased by 10% and 30%, and amplify damage taken by 10%. Additionally, generate a shield with taunt effect that last 3s. The shield will inherit 4% of Judge's hp and damage taken by the shield is fixed at 1.
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| ! <small>Skill 2</small><br>Individual Adjustment<br><br><small>Map Skill<br>Cd 2 turn</small>
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| | colspan="2" | Grant nearby echelon within 1 node 70 hp shield at the beginning of a battle. Armoured units will receive 30% extra armour, and armourless units will receive 30% extra evasion, last 10s.
| |
| |-
| |
| ! <small>Skill 3</small><br>Jurisprudence
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| | colspan="3" | Normal attack deal 50% damage to two enemies. Every 8th attack, deal additional damage to enemies within 3 units equal to 40x armour. Additionally, obtain 50 hp shield that lasts 5s.
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| ! <small>Skill 4</small><br>Criterion
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| | colspan="2" | When present, allies in 1/2/3 column obtain 10 armour/40% accuracy/10% damage.
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
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| ! style="width: 15%" | Agent
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! Unit Type
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| | Humanoid
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| | Ranged
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| | Armourless
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| ! style="width: 15%" | Buff Tiles
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| | Affect all allies
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| | Damage, Accuracy, and Evasion
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small><br>Bloody Gleam<br><br><small>Active<br>ICd 3s, Cd 24s</small>
| |
| | rowspan="2" colspan="3" | Call forth three clones that last 15s. Each clone inherit 10% hp/50% damage/80% RoF/60% accuracy/20% evasion/10 armour, and the rest of the stats match the original.
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| ! rowspan="2" | <small>Skill 2</small><br>Doom Incursion<br><br><small>Map Skill<br>Cd turn</small>
| |
| | colspan="2" | Active - Teleport instantly to any available helipad, while imposing debuff to the echelon by 60% decrease of damage, accuracy, evasion, and armour that last 2 turn.<br>
| |
| |-
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| | colspan="2" | Passive - When supported by HOC or Coalition, increase allies critical rate by 15%, and ranged unit attack range by 1.
| |
| |-
| |
| ! <small>Skill 3</small><br>Invisible
| |
| | colspan="3" | Normal attack consist of 4 hit attack, each dealing 0.25x damage. Every 5th hit, stun target for 1s, and amplify damage it takes by 10% for 5s.
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| ! <small>Skill 4</small><br>Punishment
| |
| | colspan="2" | Every time an ally or reinforcement die, increase self damage by 10% for 5s, stack 3 times.
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Adeline
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! rowspan="2" | Unit Type
| |
| | rowspan="2" | Humanoid
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| | rowspan="2" | Ranged
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| | rowspan="2" | Armourless
| |
| ! rowspan="2" style="width: 15%" | Buff Tiles
| |
| | Affect all allies
| |
| | RoF
| |
| |-
| |
| | Affect humanoid allies
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| | Damage and Accuracy
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small><br>Silent Epitaph<br><br><small>Active<br>ICd 6s, Cd 16s</small>
| |
| | colspan="3" | Passive - Distribute attack evenly to the number of target's dummy link. If the target has Black or White Mark, deal 2x explosion damage which ignore armour.
| |
| ! rowspan="2" | <small>Skill 2</small><br>Looming Epitaph<br><br><small>Fire Support<br>Cd 2s</small>
| |
| | rowspan="2" colspan="2" | Provides fire support to allied echelon within 3 nodes. Executes attack every 2s, dealing 1x damage and prioritize target without Black Mark. Fire support will ignore armour and apply Black Mark which lasts 3s.
| |
| |-
| |
| | colspan="3" | Active - For 6s, change normal attack into firing at fixed RoF every 1s, prioritizing enemy without link and deal 2.5x critical hit that doesn't ignore armour. Attacking target with Black Mark will not consume the mark upon detonation, and decrease target's evasion by 30%.
| |
| |-
| |
| ! <small>Skill 3</small><br>Slumber
| |
| | colspan="3" | Every time an attack missed, apply Black Mark to target and increase own damage by 20%.
| |
| ! <small>Skill 4</small><br>Pronouncement of Death
| |
| | colspan="2" | When present on the battlefield, all allies deal 10% more damage to enemies with Black or White mark.
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Alina
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! rowspan="2" | Unit Type
| |
| | rowspan="2" | Humanoid
| |
| | rowspan="2" | Melee
| |
| | rowspan="2" | Armourless
| |
| ! rowspan="2" style="width: 15%" | Buff Tiles
| |
| | Affect humanoid allies
| |
| | Damage and Accuracy
| |
| |-
| |
| | Affect machine allies
| |
| | Evasion and Critical Rate
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small><br>Polarday Advent<br><br><small>Active<br>ICd 4s, Cd 18s</small>
| |
| | colspan="3" | Passive - Distribute attack evenly to the number of target's dummy link. If the target has Black or White Mark, deal 2x explosion damage which ignore armour.
| |
| ! rowspan="2" | <small>Skill 2</small><br>Polarday Sign<br><br><small>Fire Support<br>Cd 2s</small>
| |
| | rowspan="2" colspan="2" | Provides fire support to allied echelon within 1 node. Executes attack every 2s, dealing 2x damage to enemies within 3 units. Fire support will ignore armour and apply White Mark which lasts 3s.
| |
| |-
| |
| | colspan="3" | Active - For 12s, change normal attack into three-hit string with 2x, 3x, and 1.5x increased damage. Third hit will deal 3 unit AoE damage and activates Rest In Peace. Each attack will apply White Mark permanently.
| |
| |-
| |
| ! <small>Skill 3</small><br>Rest In Peace
| |
| | colspan="3" | Has 20% chance to completely negate damage taken to all allies within 2 units. Affected units will also gain 100% damage up for 2s.
| |
| ! <small>Skill 4</small><br>Pronouncement of Death
| |
| | colspan="2" | When present on the battlefield, all allies deal 10% more damage to enemies with Black or White mark.
| |
| |-
| |
| |}
| |
| {{!}}} <!-- End of the Ringleader section -->
| |
|
| |
| === Normal Units ===
| |
| {{{!}} class="mw-collapsible mw-collapsed"
| |
| !
| |
| {{!}}-
| |
| {{!}}
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Ripper
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Ripper
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Ranged
| |
| | Armourless
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Ranged
| |
| | Armourless
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | Activating the skill in Guard mode will increase evasion by 120%, while activating skill in Assault mode will increase firepower by 90%, lasts 5s.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | Activating the skill in Guard mode will increase evasion by 120%, while activating skill in Assault mode will increase firepower by 90%, lasts 5s.
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | Activates every 8s or when there is hp loss, gain force field that lasts 2s in the Guard state, else increase firepower by 80% if activated in Assault mode, lasts 3s.
| |
| |-
| |
| |}<br>
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Vespid
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Vespid
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Ranged
| |
| | Armourless
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Ranged
| |
| | Armourless
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | Increase firing rate and accuracy of ranged allies by 6% and 20% respectively, cannot stack.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | Increase firing rate and accuracy of ranged allies by 8% and 30% respectively, cannot stack.
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | First attack will prioritize enemy with the highest health. Critical hit will decrease enemy's firepower, firing rate, and movement speed by 10% that last 3s and cannot stack. After the first attack, skill will be triggered again every 3 attacks.
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Jager
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Jager
| |
| | style="width: 35%" colspan="3" | Currently not available
| |
| |-
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Ranged
| |
| | Armourless
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Ranged
| |
| | Armourless
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | Every 4th attack, aim for 1s and unleash a sniping attack equal to 350% damage that cannot miss and ignore armour.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" |
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" |
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Guard
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Guard
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Melee
| |
| | Armourless
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Melee
| |
| | Armourless
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | Activating the skill in Guard mode will provide 20 hp shield to allies in the same row, while activating the skill in Assault mode will provide 40 hp shield to allies within 3 units. Lasts 5s and stack up to 3 times.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | Provide hp shield to humanoid allies based on 4% own max health that lasts 10s. If the target does not have hp shield, increase their evasion by 50%, else increase their firepower by 10%, lasts 5s.
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | Gain 20% damage reduction, lasts 5s. When the buff expires, deal 1.2 damage to enemy in front of self.
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Striker
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Striker
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Ranged
| |
| | Armourless
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Ranged
| |
| | Armourless
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | Gain 70% firepower up at the beginning of battle, lasts 5s.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | Gain 80% firepower up at the beginning of battle, lasts 5s.
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | Every 4 attack inflicts additional 2.5 times the difference between own AP and target's armour, with 1 being the minimum.
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Brute
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Brute
| |
| | style="width: 35%" colspan="3" | Currently not available
| |
| |-
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Melee
| |
| | Armourless
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Melee
| |
| | Armourless
| |
| |-
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | Normal attack deal two instances of damage equal to 0.6x damage each. Every 4s, attack will decrease target's AP value by 20% for 4s, stack up to 3 times.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" |
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | rowspan="2" colspan="3" | In Charge and Assault mode, increase evasion by 70%, stack up to 6 times and last 3s. Additionally, each attack will cause target to receive additional 7 melee damage, stack up to 3 times.
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" |
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Dragoon
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Dragoon
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Melee
| |
| | Armourless
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Melee
| |
| | Armourless
| |
| |-
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | At the beginning of battle, extend firing range by 3 on Guard mode, and gain hp shield equal to 15% of max hp. Increase firepower, firing rate, and movement speed by 50% when the shield is up. Lose all buffs when the shield breaks.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | At the beginning of battle, gain hp shield equal to 15% of max hp and 10% damage reduction (stack up to 3 times) . Increase firepower, firing rate, and movement speed by 50% when the shield is up. Lose all buffs when the shield breaks, jump back, gain 50% evasion and extend firing range by 3.
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | Normal attack will reduce enemy's firepower by 15% and accuracy by 25%, stack up to 3 times.
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | Normal attack will reduce enemy's firepower by 15% and accuracy by 25%, stack up to 3 times.
| |
|
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Aegis
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Aegis
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Melee
| |
| | Armoured
| |
| ! Unit Type
| |
| | Humanoid
| |
| | Melee
| |
| | Armoured
| |
| |-
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | Gain 40 hp shield that lasts 5s.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | Gain 40 hp shield that lasts 5s.
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | Gain 10% damage reduction, and provide 5% damage reduction to allies in the same row, stack up to 3 times.
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | The higher the number of dummy link is, the lower damage taken, with each dummy providing 6% damage reduction. When hp shield is up, damage received will not exceed the hp shield value.
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Scout
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Scout
| |
| | style="width: 35%" colspan="3" | Currently not available
| |
| |-
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armourless
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armourless
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | Mark enemy units within 2 units of current target and reduce their evasion by 50%. Marked target will receive 14 additional damage. Mark lasts for 5s and cannot stack.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" |
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" |
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Prowler
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Prowler
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armourless
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armourless
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | In Guard mode, increase firepower and evasion of ally right behind self. In Assault mode, increase firepower and evasion of allies within 3 units. Buff value are 12% and 30% respectively, stack up to 3 times.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | In Guard mode, increase firepower and evasion of ally right behind self. In Assault mode, increase firepower and evasion of allies within 3 units. Buff value are 15% and 40% respectively, stack up to 3 times.
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | Provide 24 shield to allies. If allies is a melee unit, for every 1% lost hp, the shield value increased by 2%, lasts 10s and stack up to 3 times.
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Jaguar
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Jaguar
| |
| | style="width: 35%" colspan="3" | Currently not available
| |
| |-
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armourless
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armourless
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | Deal explosion damage equal to 1.25 damage to enemies within radius of 2.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" |
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" |
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Dinergate
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | Tarantula
| |
| | style="width: 35%" colspan="3" |
| |
| |-
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Melee
| |
| | Armourless
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Melee
| |
| | Armoured
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | After attacking 6 times, call forth a reinforcement that inherits 100% stat and lasts 10s. Every time there's lost dummy, call forth a reinforcement that inherits 100% stats which lasts 10s, and gain hp shield equal to one link max hp.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | After attacking 6 times, call forth a reinforcement that inherits 100% stat and lasts 10s. Every time there's lost dummy, call forth a reinforcement that inherits 100% stats which lasts 10s, and gain hp shield equal to one link max hp.
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | The lower the hp is, the lower damage taken. For every 3% hp lost, gain 1% damage reduction. Effect will still persist when entering new battle.
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Nemeum
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Nemeum
| |
| | style="width: 35%" colspan="3" | Currently not available
| |
| |-
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armoured
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armoured
| |
| |-
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | Attack will apply a mark on the target that lasts 5s. When attacking marked target, for every layer of mark planted on target, increase own critical hit by 5% that stack 10 times.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" |
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | Each attack inflicts additional damage equal to target's 0.5% max hp, capped at 200% damage.
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" |
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Manticore
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | SWAP Manticore
| |
| | style="width: 35%" colspan="3" | Currently not available
| |
| |-
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armoured
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armoured
| |
| |-
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" | Strengthen the next attack into a strafe, dealing horizontal two instances of attack equal to 2.5x AoE damage to dummy link with current target as the center.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" |
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" | When present, suppress enemies that haven't attacking. Enemies that have been suppressed cannot be affected again during the cooldown. In Guard mode, knock back the enemies, while decreasing their movement speed and firing rate by 30% which last 3s. If different command is active, stun them for 2.5s instead.
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" |
| |
| |-
| |
| |}<br>
| |
|
| |
| {| class="gf-table style=float: center;text width:100%"
| |
| ! style="width: 15%" | Goliath Factory
| |
| | style="width: 35%" colspan="3" |
| |
| ! style="width: 15%" | Goliath+ Factory
| |
| | style="width: 35%" colspan="3" | Currently not available
| |
| |-
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armoured
| |
| ! Unit Type
| |
| | Mechanical
| |
| | Ranged
| |
| | Armoured
| |
| |-
| |
| ! rowspan="2" | <small>Skill 1</small>
| |
| | rowspan="2" colspan="3" | Continuously spawn Goliath based on firing rate stat. Goliath have 10 movement speed, inheriting 50% hp and 10% damage, and 100% of the other stats. Upon contact with the enemies, Goliath will execute self-destruct, dealing 20 times explosion damage to enemies within 3 radius.
| |
| ! <small>Skill 1</small>
| |
| | colspan="3" |
| |
| |-
| |
| ! <small>Skill 2</small>
| |
| | colspan="3" |
| |
| |-
| |
| |}
| |
| {{!}}} <!-- End of the Normal Unit section -->
| |
|
| |
| == Function Cards == | | == Function Cards == |
| === Guardian === | | === Guardian === |
Line 799: |
Line 10: |
| |- | | |- |
| | rowspan="4" style="text-align:center" | Overlapping Reflection | | | rowspan="4" style="text-align:center" | Overlapping Reflection |
| | style="text-align:center" | Emergency Countermeasure | | | style="text-align:center" | Emergency Countermeasblure |
| | After skill activation, Guardian recover 5% of their max hp, and increase their reflect damage by (3/6/9%). | | | After skill activation, Guardian recover 5% of their max hp, and increase their reflect damage by (3/6/9%). |
| | rowspan="4" | [2] Every 10s, Guardian will taunt all enemies within 1 tile range, and double their reflect damage value.<br><br>[4] Every 8s, Guardian will reflect all non <span style="color:#ED362E">Derivative</span> damage taken during the duration as <span style="color:#D2A234">True Damage</span> to their current target. | | | rowspan="4" | [2] Every 10s, Guardian will taunt all enemies within 1 tile range, and double their reflect damage value.<br><br>[4] Every 8s, Guardian will reflect all non <span style="color:#ED362E">Derivative</span> damage taken during the duration as <span style="color:#D2A234">True Damage</span> to their current target. |
Line 892: |
Line 103: |
| | rowspan="4" style="text-align:center" | Deadly Bullets | | | rowspan="4" style="text-align:center" | Deadly Bullets |
| | style="text-align:center" | Hunting Signal | | | style="text-align:center" | Hunting Signal |
| | After skill activation, Marksman shoot 7 projectiles at the current target for the next 5s, dealing <span style="color:#ED362E">Derivative</span> physical damage equal to (10/20/30%) attack. | | | After skill activation, Marksman shoot 7 projectiles at the current target for the next 5s, dealing <span style="color:#ED372E">Derivative physical damage</span> equal to (10/20/30%) attack. |
| | rowspan="4" | [2] When allies deal damage to an enemy, Marksman have 10% chance to shoot a projectile onto target, dealing <span style="color:#ED362E">Derivative</span> physical damage equal to 50% attack.<br><br>[4] Damage buff from Depleted Uranium Rounds no longer disappear after the first enemy dies. | | | rowspan="4" | [2] When allies deal damage to an enemy, Marksman have 10% chance to shoot a projectile onto target, dealing <span style="color:#ED372E">Derivative physical damage</span> equal to 50% attack.<br><br>[4] Damage buff from Depleted Uranium Rounds no longer disappear after the first enemy dies. |
| |- | | |- |
| | style="text-align:center" | Depleted Uranium Rounds | | | style="text-align:center" | Depleted Uranium Rounds |
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| | style="text-align:center" | Twin Shot | | | style="text-align:center" | Twin Shot |
| | Marksman's normal attack split into two, hitting nearest enemy as additional target, but reduce their attack by (40/30/20%). | | | Marksman's normal attack split into two, hitting nearest enemy as additional target, but reduce their attack by (40/30/20%). |
| | rowspan="4" | [2] Upon reaching 10 stacks of [Freeze], they detonate and deal <span style="color:#ED362E">Derivative</span> calculation damage equal to 300% calculation power to all enemies within 1 tile and [Silence] then for 3s.<br><br>[4] Each time Marksman inflict 1 stack of [Freeze] to an enemy, increase their calculation power by 5% stacking up to 10 times.. | | | rowspan="4" | [2] Upon reaching 10 stacks of <span style="color:#ED372E">Freeze</span>, they detonate and deal <span style="color:#2BBADC">Derivative calculation damage</span> equal to 300% calculation power to all enemies within 1 tile and <span style="color:#ED372E">Silence</span> them for 3s.<br><br>[4] Each time Marksman inflict 1 stack of <span style="color:#ED372E">Freeze</span> to an enemy, increase their calculation power by 5% stacking up to 10 times.. |
| |- | | |- |
| | style="text-align:center" | Rapid Freeze Shot | | | style="text-align:center" | Rapid Freeze Shot |
| | After every (3/2/1) attack, Marksman inflict 1 stack of [Freeze] to the current target. | | | After every (3/2/1) attack, Marksman inflict 1 stack of <span style="color:#ED372E">Freeze</span> to the current target. |
| |- | | |- |
| | style="text-align:center" | Chilling Counter | | | style="text-align:center" | Chilling Counter |
| | When allies take damage, Marksman has 15% chance to fire a projectile, dealing (20/30/40%) <span style="color:#ED362E">Derivative</span> calculation damage and inflict 1 stack of [Freeze] to the attacker. | | | When allies take damage, Marksman has 15% chance to fire a projectile, dealing (20/30/40%) <span style="color:#2BBADC">Derivative calculation damage</span> and inflict 1 stack of <span style="color:#ED372E">Freeze</span> to the attacker. |
| |- | | |- |
| | style="text-align:center" | Supplementary Cooling | | | style="text-align:center" | Supplementary Cooling |
| | After skill activation, Marksman inflict (2/3/4) stacks of [Freeze] to the nearest enemy. | | | After skill activation, Marksman inflict (2/3/4) stacks of <span style="color:#ED372E">Freeze</span> to the nearest enemy. |
| |- | | |- |
| |} | | |} |
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| | style="text-align:center" | Defense Reduction | | | style="text-align:center" | Defense Reduction |
| | Marksman have (50/75/100%) chance to apply 1 stack of [Fragile] to the current target, last for 5s. | | | Marksman have (50/75/100%) chance to apply 1 stack of [Fragile] to the current target, last for 5s. |
| | rowspan="4" | [2] Within 3s after skill activation, Marksman's next normal attack deal 20% <span style="color:#ED362E">Derivative</span> calculation damage 3 times to all enemies around the current target. Only one effect can active at a time.<br><br>[4] Each stage of [Fragile] present on the field increase Marksman's calculation power by 10%, stacking up to 10 times. | | | rowspan="4" | [2] Within 3s after skill activation, Marksman's next normal attack deal 20% <span style="color:#2BBADC">Derivative calculation damage</span> 3 times to all enemies around the current target. Only one effect can active at a time.<br><br>[4] Each stage of [Fragile] present on the field increase Marksman's calculation power by 10%, stacking up to 10 times. |
| |- | | |- |
| | style="text-align:center" | High-Risk Target | | | style="text-align:center" | High-Risk Target |
| | When an enemy use its active skill, Marksman deal (40/70/100%) <span style="color:#ED362E">Derivative</span> calculation damage to it. | | | When an enemy use its active skill, Marksman deal (40/70/100%) <span style="color:#2BBADC">Derivative calculation damage</span> to it. |
| |- | | |- |
| | style="text-align:center" | Overdrive Preload | | | style="text-align:center" | Overdrive Preload |
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| | rowspan="4" style="text-align:center" | Devouring Power | | | rowspan="4" style="text-align:center" | Devouring Power |
| | style="text-align:center" | Emergency Tactics | | | style="text-align:center" | Emergency Tactics |
| | Increase FIghter's attack as their hp decrease, reching maximum value of (50/75/100%) at 10% hp. | | | Increase Fighter's attack as their hp decrease, reaching maximum value of (50/75/100%) at 10% hp. |
| | rowspan="4" | [2] Fighter have 30% chance for their normal attack to hit twice.<br><br>[4] Every 3 normal attack, Fighter sacrifice 15% of their current hp and deal <span style="color:#D2A234">True Damage</span> equal to 200% of their current hp. | | | rowspan="4" | [2] Fighter have 30% chance for their normal attack to hit twice.<br><br>[4] Every 3 normal attack, Fighter sacrifice 15% of their current hp and deal <span style="color:#D2A234">True Damage</span> equal to 200% of their current hp. |
| |- | | |- |
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| | rowspan="4" style="text-align:center" | Brutal Assault | | | rowspan="4" style="text-align:center" | Brutal Assault |
| | style="text-align:center" | Lethal Chain | | | style="text-align:center" | Lethal Chain |
| | After killing an enemy, Fighter teleport and deal (100/200/300%) <span style="color:#ED362E">Derivative</span> physical damage to enemy with lowest current hp. | | | After killing an enemy, Fighter teleport and deal (100/200/300%) <span style="color:#ED372E">Derivative physical damage</span> to enemy with lowest current hp. |
| | rowspan="4" | [2] Fighter deal additional <span style="color:#D2A234">True Damage</span> equal to 10% of their max hp to enemy with less than 10% hp. Doesn't proc against bosses (Cooldown 0.3s).<br><br>[4] After killing an enemy, Fighter increase their attack speed by 100 points for 6s. | | | rowspan="4" | [2] Fighter deal additional <span style="color:#D2A234">True Damage</span> equal to 10% of their max hp to enemy with less than 10% hp. Doesn't proc against bosses (Cooldown 0.3s).<br><br>[4] After killing an enemy, Fighter increase their attack speed by 100 points for 6s. |
| |- | | |- |
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| | rowspan="4" style="text-align:center" | Outporing Lifeblood | | | rowspan="4" style="text-align:center" | Outporing Lifeblood |
| | style="text-align:center" | Wound Enhancement | | | style="text-align:center" | Wound Enhancement |
| | Increase Fighter's calculation power by 12%. For every stack of [Bleed] inflicted on enemy, further increase calculation power by 3%, stacking up to 10 times. | | | Increase Fighter's calculation power by 12%. For every stack of <span style="color:#ED362E">Bleed</span> inflicted on enemy, further increase calculation power by 3%, stacking up to 10 times. |
| | rowspan="4" | [2] Fighter release [Battlecry] every 8s, dealing 50% <span style="color:#ED362E">Derivative</span> calculation power and inflict 1 stack of [Bleed] to enemies within 1 tile radius.<br><br>[4] Extend [Battlecry] range to the whole field. | | | rowspan="4" | [2] Fighter release [Battlecry] every 8s, dealing 50% <span style="color:#2BBADC">Derivative calculation damage</span> and inflict 1 stack of <span style="color:#ED362E">Bleed</span> to enemies within 1 tile radius.<br><br>[4] Extend [Battlecry] range to the whole field. |
| |- | | |- |
| | style="text-align:center" | Haemophilia | | | style="text-align:center" | Haemophilia |
| | Fighter inflict 1 stack of [Bleed] to target after very (4/3/2) attacks. | | | Fighter inflict 1 stack of <span style="color:#ED362E">Bleed</span> to target after very (4/3/2) attacks. |
| |- | | |- |
| | style="text-align:center" | Blood Extraction | | | style="text-align:center" | Blood Extraction |
| | Fighter's active skill gain (15/20/25%) [Lifesteal] capability. For every stack of [Bleed], increase [Lifesteal] value by (1/2/3%). | | | Fighter's active skill gain (15/20/25%) [Lifesteal] capability. For every stack of <span style="color:#ED362E">Bleed</span>, increase [Lifesteal] value by (1/2/3%). |
| |- | | |- |
| | style="text-align:center" | Battlecry Impact | | | style="text-align:center" | Battlecry Impact |
| | Before activating their skill, Fighter release a [Battlecry], dealing (30/60/90%) <span style="color:#ED362E">Derivative</span> calculation damage and inflict 1 stack of [Bleed] to enemies within 1 tile radius. | | | Before activating their skill, Fighter release a [Battlecry], dealing (30/60/90%) <span style="color:#2BBADC">Derivative calculation damage</span> and inflict 1 stack of <span style="color:#ED362E">Bleed</span> to enemies within 1 tile radius. |
| |- | | |- |
| |} | | |} |
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| | style="text-align:center" | Rapid Assault | | | style="text-align:center" | Rapid Assault |
| | At the beginning of the battle, Fighter immediately activate their skill and increase their attack speed by (50/100/150) points for 5s. | | | At the beginning of the battle, Fighter immediately activate their skill and increase their attack speed by (50/100/150) points for 5s. |
| | rowspan="4" | [2] Fighter gain 1 stack of [Bloodthirst] every 4s.<br><br>[4] For every stack of [Bloodthirst], increase Fighter's critical damage by 10%. | | | rowspan="4" | [2] Fighter gain 1 stack of <span style="color:#44B164">Bloodthirst</span> every 4s.<br><br>[4] For every stack of <span style="color:#44B164">Bloodthirst</span>, increase Fighter's critical damage by 10%. |
| |- | | |- |
| | style="text-align:center" | Explosive Resonance | | | style="text-align:center" | Explosive Resonance |
| | Fighter gain 1 stack of [Bloodthirst] after getting hit [9/6/3) times. | | | Fighter gain 1 stack of <span style="color:#44B164">Bloodthirst</span> after getting hit [9/6/3) times. |
| |- | | |- |
| | style="text-align:center" | Multiple Marks | | | style="text-align:center" | Multiple Marks |
| | At the beginning of the battle, Fighter instantly gain (4/6/8) stacks of [Bloodthirst]. | | | At the beginning of the battle, Fighter instantly gain (4/6/8) stacks of <span style="color:#44B164">Bloodthirst</span>. |
| |- | | |- |
| | style="text-align:center" | Runtime Reset | | | style="text-align:center" | Runtime Reset |
| | The first time their hp fall below 40%, Fighter gain (4/6/8) stacks of [Bloodthirst]. | | | The first time their hp fall below 40%, Fighter gain (4/6/8) stacks of <span style="color:#44B164">Bloodthirst</span>. |
| |- | | |- |
| |} | | |} |
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| | rowspan="4" style="text-align:center" | Efficacy Accumulation | | | rowspan="4" style="text-align:center" | Efficacy Accumulation |
| | style="text-align:center" | Algorithm Shaping | | | style="text-align:center" | Algorithm Shaping |
| | When Specialist apply a status effect, within 5s generate energy sphere that fires 7 projectiles, dealing (8/14/20%) <span style="color:#ED362E">Derivative</span> calculation damage to random enemies. | | | When Specialist apply a status effect, within 5s generate energy sphere that fires 7 projectiles, dealing (8/14/20%) <span style="color:#2BBADC">Derivative calculation damage</span> to random enemies. |
| | rowspan="4" | [2] When Specialist apply a status effect, within 5s ally with highest calculation power generate energy sphere that fires 7 projectiles, dealing <span style="color:#ED362E">Derivative</span> physical attack equal to 14% of their calculation power to random enemies.<br><br>[4] Energy sphere also increases Specialist's calculation power by 30%. | | | rowspan="4" | [2] When Specialist apply a status effect, within 5s ally with highest calculation power generate energy sphere that fires 7 projectiles, dealing <span style="color:#ED372E">Derivative physical damage</span> equal to 14% of their calculation power to random enemies.<br><br>[4] Energy sphere also increases Specialist's calculation power by 30%. |
| |- | | |- |
| | style="text-align:center" | Efficiency Rationing<br><small>(Cooldown 1s)</small> | | | style="text-align:center" | Efficiency Rationing<br><small>(Cooldown 1s)</small> |
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| | style="text-align:center" | Cascading Calculation | | | style="text-align:center" | Cascading Calculation |
| | Every 5s, Specialist increase the calculation power of ally with highest calculation power by (3/4/5%), stacking up to 5 times. | | | Every 5s, Specialist increase the calculation power of ally with highest calculation power by (3/4/5%), stacking up to 5 times. |
| | rowspan="4" | [2] When Specialist trigger effects of any card from this set, gain 2 stacks of [Efficiency].<br><br>[4] Consume 10 stacks of [Effciency] and grant all allies double attack for 4s. | | | rowspan="4" | [2] When Specialist trigger effects of any card from this set, gain 2 stacks of <span style="color:#44B164">Efficiency</span>.<br><br>[4] Consume 10 stacks of <span style="color:#44B164">Efficiency</span> and grant all allies double attack for 4s. |
| |- | | |- |
| | style="text-align:center" | Cascading Attack | | | style="text-align:center" | Cascading Attack |
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| | rowspan="4" style="text-align:center" | Swift Strike | | | rowspan="4" style="text-align:center" | Swift Strike |
| | style="text-align:center" | Floating Shot | | | style="text-align:center" | Floating Shot |
| | After mally made a successful evade, Specialist deal <span style="color:#ED362E">Derivative</span> physical damage equal to (30/45/60%) of their calculation power to the attacker. | | | After mally made a successful evade, Specialist deal <span style="color:#ED372E">Derivative physical damage</span> equal to (30/45/60%) of their calculation power to the attacker. |
| | rowspan="4" | [2] When a non-Specialist ally made a successful evade, deal <span style="color:#ED362E">Derivative</span> physical damage equal to 20% calculation power to the attacker.<br><br>[4] Vulnerability Padding also affect ally with the second lowest current hp. | | | rowspan="4" | [2] When a non-Specialist ally made a successful evade, deal <span style="color:#ED372E">Derivative physical damage</span> equal to 20% calculation power to the attacker.<br><br>[4] Vulnerability Padding also affect ally with the second lowest current hp. |
| |- | | |- |
| | style="text-align:center" | Vulnerability Padding | | | style="text-align:center" | Vulnerability Padding |
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| | rowspan="4" style="text-align:center" | Malignant Disruption | | | rowspan="4" style="text-align:center" | Malignant Disruption |
| | style="text-align:center" | Deterrence Suppresssion | | | style="text-align:center" | Deterrence Suppresssion |
| | Specialist's normal attack deal additional (10/15/20%) <span style="color:#ED362E">Derivative</span> calculation damage multiplied by the number of debuff inflicted on target. | | | Specialist's normal attack deal additional (10/15/20%) <span style="color:#2BBADC">Derivative calculation damage</span> multiplied by the number of debuff inflicted on target. |
| | rowspan="4" | [2] For every number of debuff inflicted on enemy, decrease their calculation power by 10%.<br><br>[4] For every number of debuff inflicted on target, increase Specialist's attack speed by 15 points. | | | rowspan="4" | [2] For every number of debuff inflicted on enemy, decrease their calculation power by 10%.<br><br>[4] For every number of debuff inflicted on target, increase Specialist's attack speed by 15 points. |
| |- | | |- |
| | style="text-align:center" | Beacon Growth | | | style="text-align:center" | Beacon Growth |
| | Specialist's normal attack has (40/70/100%) chance to inflict 1 stack of [Freeze] on target. | | | Specialist's normal attack has (40/70/100%) chance to inflict 1 stack of <span style="color:#ED362E">Bleed</span> on target. |
| |- | | |- |
| | style="text-align:center" | Total Suppression | | | style="text-align:center" | Total Suppression |
| | When Specialist inflict a debuff on target, deal additional (15/22.5/30%) <span style="color:#ED362E">Derivative</span> calculation damage. | | | When Specialist inflict a debuff on target, deal additional (15/22.5/30%) <span style="color:#2BBADC">Derivative calculation damage</span>. |
| |- | | |- |
| | style="text-align:center" | High-Frequency Calculation | | | style="text-align:center" | High-Frequency Calculation |
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| | rowspan="4" style="text-align:center" | Enhanced Treatment | | | rowspan="4" style="text-align:center" | Enhanced Treatment |
| | style="text-align:center" | Efficient Treatment | | | style="text-align:center" | Efficient Treatment |
| | After healing a target, Medic also apply (1/2/3) stacks of [Recovery]. | | | After healing a target, Medic also apply (1/2/3) stacks of <span style="color:#44B164">Recovery</span>. |
| | rowspan="4" | [2] When 15 stacks of [Recovery] present on the field, all allies restore 30% of their maximum hp. Can only trigger once per battle.<br><br>[4] For every stack of [Recovery] present on the field, increase Medic's healing value by 5%, stacking up to 10 times. | | | rowspan="4" | [2] When 15 stacks of <span style="color:#44B164">Recovery</span> present on the field, all allies restore 30% of their maximum hp. Can only trigger once per battle.<br><br>[4] For every stack of <span style="color:#44B164">Recovery</span> present on the field, increase Medic's healing value by 5%, stacking up to 10 times. |
| |- | | |- |
| | style="text-align:center" | Hands of Benevolence | | | style="text-align:center" | Hands of Benevolence |
| | At the beginning of the battle, Medic restore (10/20/30%) health of ally with lowest current hp, and apply 5 stacks of [Recovery]. | | | At the beginning of the battle, Medic restore (10/20/30%) health of ally with lowest current hp, and apply 5 stacks of <span style="color:#44B164">Recovery</span>. |
| |- | | |- |
| | style="text-align:center" | Health Care Insurance<br><small>(Cooldown 4s)</small> | | | style="text-align:center" | Health Care Insurance<br><small>(Cooldown 4s)</small> |
| | After skill activation, Medic increase their skill charge bar by 20% and apply 1 stack of [Recovery] on target. | | | After skill activation, Medic increase their skill charge bar by 20% and apply 1 stack of <span style="color:#44B164">Recovery</span> on target. |
| |- | | |- |
| | style="text-align:center" | Advanced Medicare | | | style="text-align:center" | Advanced Medicare |
| | For every stack of [Recovery] present on the field, increase Medic's skill charge bar gain by (2/3.5/5%), stacking up to 10 times. | | | For every stack of <span style="color:#44B164">Recovery</span> present on the field, increase Medic's skill charge bar gain by (2/3.5/5%), stacking up to 10 times. |
| |- | | |- |
| |} | | |} |
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| | rowspan="4" style="text-align:center" | Substance Reversal | | | rowspan="4" style="text-align:center" | Substance Reversal |
| | style="text-align:center" | Allergic Reactions<br><small>(Cooldown 1s)</small> | | | style="text-align:center" | Allergic Reactions<br><small>(Cooldown 1s)</small> |
| | After healing a target, Medic launch [Allergic] attack equal to (20/35/50%) of their calculation power to enemies within 1 tiles of target. | | | After healing a target, Medic launch <span style="color:#ED372E">Allergic</span> attack equal to (20/35/50%) of their calculation power to enemies within 1 tiles of target. |
| | rowspan="4" | [2] After performing normal attack, Medic heal ally with lowest current hp equal to the damage dealt.<br><br>[4] Increase [Allergic] attack range to 2 tiles and its damage by 20%. | | | rowspan="4" | [2] After performing normal attack, Medic heal ally with lowest current hp equal to the damage dealt.<br><br>[4] Increase <span style="color:#ED372E">Allergic</span> attack range to 2 tiles and its damage by 20%. |
| |- | | |- |
| | style="text-align:center" | Exceptional Compensation | | | style="text-align:center" | Exceptional Compensation |
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| |- | | |- |
| | style="text-align:center" | Plasma Sampling | | | style="text-align:center" | Plasma Sampling |
| | For the first attack after skill activation, Medic launch [Allergic] attack equal to (25/50/75%) of their calculation power to target. | | | For the first attack after skill activation, Medic launch <span style="color:#ED372E">Allergic</span> attack equal to (25/50/75%) of their calculation power to target. |
| |- | | |- |
| | style="text-align:center" | Adjacent Spill Exposure | | | style="text-align:center" | Adjacent Spill Exposure |
| | Every 5s, Medic launch [Allergic] attack equal to (25/50/75%) of their calculation power onto the densest area. | | | Every 5s, Medic launch <span style="color:#ED372E">Allergic</span> attack equal to (25/50/75%) of their calculation power onto the densest area. |
| |- | | |- |
| |} | | |} |
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| === Mixed === | | === Mixed === |
| <div style="float:left"><tabber> | | <div style="float:left"><tabber> |
| |-|Synergic Blitz= | | |-|Coordinated Crit= |
| {| class="gf-table" style="text-align:left; width:100%" | | {| class="gf-table" style="text-align:left; width:100%" |
| ! style="width: 15%" | Set Name | | ! style="width: 15%" | Set Name |
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| ! style="width: 35%" | Set Effect | | ! style="width: 35%" | Set Effect |
| |- | | |- |
| | rowspan="5" style="text-align:center" | Synergic Blitz | | | rowspan="5" style="text-align:center" | Coordinated Crit |
| | style="text-align:center" | Strength Preference | | | style="text-align:center" | Strength Preference |
| | Increase Guardian's critical hit rate by 5%, landing a critical hit will restore their health equal to (1/2/3%) of max hp. | | | Increase Guardian's critical hit rate by 5%, landing a critical hit will restore their health equal to (1/2/3%) of max hp. |
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| | style="text-align:center" | Node Suppression | | | style="text-align:center" | Node Suppression |
| | When Warrior attack controlled enemy, increase their attack speed by (10/20/30) points for 5s. | | | When Warrior attack controlled enemy, increase their attack speed by (10/20/30) points for 5s. |
| | rowspan="5" | [2] Deal additional 30% <span style="color:#ED362E">Derivative</span> calculation damage when attacking controlled enemy.<br><br>[4] When an enemy dies, [Disarm] every other enemies for 4s. | | | rowspan="5" | [2] Deal additional 30% <span style="color:#2BBADC">Derivative calculation damage</span> when attacking controlled enemy.<br><br>[4] When an enemy dies, <span style="color:#ED372E">Silence</span> every other enemies for 4s. |
| |- | | |- |
| | style="text-align:center" | Spectrum Suppression | | | style="text-align:center" | Spectrum Suppression |
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| |- | | |- |
| | style="text-align:center" | Blade of Slience | | | style="text-align:center" | Blade of Slience |
| | Ranged units normal attack has (10/20/30%) chance to [Silence] the target for 2s. | | | Ranged units normal attack has (10/20/30%) chance to <span style="color:#ED372E">Silence</span> the target for 2s. |
| |- | | |- |
| | style="text-align:center" | Silencing Blow | | | style="text-align:center" | Silencing Blow |
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| |- | | |- |
| | style="text-align:center" | Reversal Effect | | | style="text-align:center" | Reversal Effect |
| | When taking physical damage, allies has (10/20/30%) chance to [Silence] the attacker for 1s. | | | When taking physical damage, allies has (10/20/30%) chance to <span style="color:#ED372E">Silence</span> the attacker for 1s. |
| |} | | |} |
| |-|Deadly Blow= | | |-|Deadly Blow= |
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| | style="text-align:center" | Excessive Healing | | | style="text-align:center" | Excessive Healing |
| | Increase Medic's healing target's critical damage by 5%, stacking up to (4/7/10) times. | | | Increase Medic's healing target's critical damage by 5%, stacking up to (4/7/10) times. |
| | rowspan="5" | [2] When landing a critical hit, deal additional damage equal to 10% of target's max hp. Damage can't exceed 200% attack power (Cooldown 5s).<br><br>[4] After skill activation, gain 2 stacks of [Bloodthirst] and increase critical damage by 10%, stacking up to 5 times. | | | rowspan="5" | [2] When landing a critical hit, deal additional damage equal to 10% of target's max hp. Damage can't exceed 200% attack power (Cooldown 5s).<br><br>[4] After skill activation, gain 2 stacks of <span style="color:#44B164">Bloodthirst</span> and increase critical damage by 10%, stacking up to 5 times. |
| |- | | |- |
| | style="text-align:center" | No Anger | | | style="text-align:center" | No Anger |
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| | style="text-align:center" | Bloodthirsty March | | | style="text-align:center" | Bloodthirsty March |
| | Melee units gain 1 stack of [Bloodthirst] for every step they make. | | | Melee units gain 1 stack of <span style="color:#44B164">Bloodthirst</span> for every step they make. |
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| | style="text-align:center" | Bloodthirsty Rhythm | | | style="text-align:center" | Bloodthirsty Rhythm |
| | Ranged units gain 1 stack of [Bloodthirst] after every 5 normal attack. | | | Ranged units gain 1 stack of <span style="color:#44B164">Bloodthirst</span> after every 5 normal attack. |
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| | style="text-align:center" | Rage Feedback<br><small>(Cooldown 5s)</small> | | | style="text-align:center" | Rage Feedback<br><small>(Cooldown 5s)</small> |