Difference between revisions of "User:Somnium/Repository"
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Overlapping Reflection | + | | rowspan="4" style="text-align:center" | <big>重叠反射</big><br>Overlapping Reflection |
− | | style="text-align:center" | Emergency | + | | style="text-align:center" | 危机对策<br>Emergency Countermeasure |
| 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. | ||
|- | |- | ||
− | | style="text-align:center" | Structural Reinforcement | + | | style="text-align:center" | 结构补强<br>Structural Reinforcement |
| Every 4s, Guardian will increase their reflect damage by (3/6/9%). | | Every 4s, Guardian will increase their reflect damage by (3/6/9%). | ||
|- | |- | ||
− | | style="text-align:center" | Desperate Counterattack | + | | style="text-align:center" | 死地反击<br>Desperate Counterattack |
| After taking damage greater than 10% of their max hp, Guardian will increase their reflect damage by (2/4/6%). | | After taking damage greater than 10% of their max hp, Guardian will increase their reflect damage by (2/4/6%). | ||
|- | |- | ||
− | | style="text-align:center" | Taunting Target | + | | style="text-align:center" | 嘲讽标靶<br>Taunting Target |
− | | After skill activation, Guardian will taunt the farthest enemy for (3/4/ | + | | After skill activation, Guardian will taunt the farthest enemy for (3/4/5) seconds. |
|- | |- | ||
|} | |} | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Absolute Territory | + | | rowspan="4" style="text-align:center" | <big>绝对防域</big><br>Absolute Territory |
− | | style="text-align:center" | Multiport Repair | + | | style="text-align:center" | 多端修复<br>Multiport Repair |
| When Guardian are healed, other allies will gain <span style="color:#44B164">Hp Shield</span> equal to (10/15/20%) of the healing value. | | When Guardian are healed, other allies will gain <span style="color:#44B164">Hp Shield</span> equal to (10/15/20%) of the healing value. | ||
− | | rowspan="4" | [2] Every 5s, Guardian recover | + | | rowspan="4" | [2] Every 5s, Guardian recover 4% of their max hp. The value is doubled when they have <span style="color:#44B164">Hp Shield</span>.<br><br>[4] Convert 50% of lost <span style="color:#44B164">Hp Shield</span> into hp. |
|- | |- | ||
− | | style="text-align:center" | Joint Defense | + | | style="text-align:center" | 协同防卫<br>Joint Defense |
| At the beginning of the battle, all allies gain <span style="color:#44B164">Hp Shield</span> equal to (5/10/15%) of Guardian's max hp. | | At the beginning of the battle, all allies gain <span style="color:#44B164">Hp Shield</span> equal to (5/10/15%) of Guardian's max hp. | ||
|- | |- | ||
− | | style="text-align:center" | Remnant Extraction | + | | style="text-align:center" | 残遗汲取<br>Remnant Extraction |
| Whenever an enemy dies, Guardian gain <span style="color:#44B164">Hp Shield</span> equal to [4/7/10%) of their max hp. | | Whenever an enemy dies, Guardian gain <span style="color:#44B164">Hp Shield</span> equal to [4/7/10%) of their max hp. | ||
|- | |- | ||
− | | style="text-align:center" | Fortress Casting | + | | style="text-align:center" | 堡垒浇筑<br>Fortress Casting |
| Every 5s, Guardian gain <span style="color:#44B164">Hp Shield</span> equal to (50/100/150%) of their calculation power. | | Every 5s, Guardian gain <span style="color:#44B164">Hp Shield</span> equal to (50/100/150%) of their calculation power. | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
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− | | rowspan="4" style="text-align:center" | Algorithm Patching | + | | rowspan="4" style="text-align:center" | <big>算力修补</big><br>Algorithm Patching |
− | | style="text-align:center" | Channel Crowding | + | | style="text-align:center" | 信道挤占<br>Channel Crowding |
| At the beginning of the battle, Guardian decrease the attack of enemies within 2 tiles of self by (10/15/20%), while increasing their own physical defense by (10/15/20%) for every enemy in range. | | At the beginning of the battle, Guardian decrease the attack of enemies within 2 tiles of self by (10/15/20%), while increasing their own physical defense by (10/15/20%) for every enemy in range. | ||
| rowspan="4" | [2] Guardian will not take damage greater than 5% of their max hp. Can be triggered up to 10 times per battle.<br><br>[4] Increase Guardian's calculation power up to 30% of their physical defense. | | rowspan="4" | [2] Guardian will not take damage greater than 5% of their max hp. Can be triggered up to 10 times per battle.<br><br>[4] Increase Guardian's calculation power up to 30% of their physical defense. | ||
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− | | style="text-align:center" | Stress Repair<br><small>(Cooldown 1s)</small> | + | | style="text-align:center" | 应激修复<br>Stress Repair<br><small>(Cooldown 1s)</small> |
| After taking damage, Guardian have 30% chance to restore hp equal to (20/305/50%) of their calculation power. | | After taking damage, Guardian have 30% chance to restore hp equal to (20/305/50%) of their calculation power. | ||
|- | |- | ||
− | | style="text-align:center" | Kinetic Reduction | + | | style="text-align:center" | 动能衰减<br>Kinetic Reduction |
| Guardian take (10/20/30%) less damage from ranged attack. | | Guardian take (10/20/30%) less damage from ranged attack. | ||
|- | |- | ||
− | | style="text-align:center" | Incremental Threshold | + | | style="text-align:center" | 耐阈渐增<br>Incremental Threshold |
| Increase Guardian's physical defense as their hp decrease, reaching maximum value of (20/30/50%) at 10% hp. | | Increase Guardian's physical defense as their hp decrease, reaching maximum value of (20/30/50%) at 10% hp. | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
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− | | rowspan="4" style="text-align:center" | Defensive Field | + | | rowspan="4" style="text-align:center" | <big>防卫领域</big><br>Defensive Field |
− | | style="text-align:center" | Impact Distribution | + | | style="text-align:center" | 冲击分担<br>Impact Distribution |
| Guardian shoulder (20/40/60%) non <span style="color:#ED362E">Derivative</span> damage in place of allies within 1 tile. | | Guardian shoulder (20/40/60%) non <span style="color:#ED362E">Derivative</span> damage in place of allies within 1 tile. | ||
− | | rowspan="4" | [2] Whenever allies are healed, Guardian also restore hp equal to 40% of the healing value.<br><br>[4] Extend the coverage of Impact Distribution and Defensive Link to the whole | + | | rowspan="4" | [2] Whenever allies are healed, Guardian also restore hp equal to 40% of the healing value.<br><br>[4] Extend the coverage of Impact Distribution and Defensive Link to the whole field. |
|- | |- | ||
− | | style="text-align:center" | Defensive Link | + | | style="text-align:center" | 防卫连携<br>Defensive Link |
| Increase allies physical defense within 1 tile by (20/30/40%). | | Increase allies physical defense within 1 tile by (20/30/40%). | ||
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− | | style="text-align:center" | Restorative Link | + | | style="text-align:center" | 修复连携<br>Restorative Link |
| When allies within 1 tile is healed, Guardian also restore hp equal to (30/45/60%) of the healing value. | | When allies within 1 tile is healed, Guardian also restore hp equal to (30/45/60%) of the healing value. | ||
|- | |- | ||
− | | style="text-align:center" | Emergency Measures | + | | style="text-align:center" | 危机措置<br>Emergency Measures |
| After receiving lethal attack, Guardian restore (30/40/60%) of their max hp. Can only be trigggered once per battle. | | After receiving lethal attack, Guardian restore (30/40/60%) of their max hp. Can only be trigggered once per battle. | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
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− | | rowspan="4" style="text-align:center" | Deadly Bullets | + | | rowspan="4" style="text-align:center" | <big>致命连弹</big><br>Deadly Bullets |
− | | style="text-align:center" | Hunting Signal | + | | style="text-align:center" | 狩猎信号<br>Hunting Signal |
| 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. | | 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:#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. | | 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" | 半衰铀弹<br>Depleted Uranium Rounds |
| At the beginning of the battle, increase Marksman's attack by (10/20/30%). Buff disappears after the first enemy dies. | | At the beginning of the battle, increase Marksman's attack by (10/20/30%). Buff disappears after the first enemy dies. | ||
|- | |- | ||
− | | style="text-align:center" | Irregular Sniping | + | | style="text-align:center" | 断链狙击<br>Irregular Sniping |
| After skill activation, Marksman's next normal attack will target lowest hp enemy, and increase their physical defense pierce by (20/40/60) points. | | After skill activation, Marksman's next normal attack will target lowest hp enemy, and increase their physical defense pierce by (20/40/60) points. | ||
|- | |- | ||
− | | style="text-align:center" | Damage Transfer<br><small>(Cooldown 0.33s)</small> | + | | style="text-align:center" | 杀伤迁移<br>Damage Transfer<br><small>(Cooldown 0.33s)</small> |
| Every 5th normal attack, Marksman deal additional <span style="color:#D2A234">True Damage</span> equal to (40/80/120%) attack. | | Every 5th normal attack, Marksman deal additional <span style="color:#D2A234">True Damage</span> equal to (40/80/120%) attack. | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
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− | | rowspan="4" style="text-align:center" | Freezing Bullet | + | | rowspan="4" style="text-align:center" | <big>凝冻枪弹</big><br>Freezing Bullet |
− | | style="text-align:center" | Twin Shot | + | | style="text-align:center" | 双轨连射<br>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 <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.. | | 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" | 急冻射击<br>Rapid Freeze Shot |
| After every (3/2/1) attack, Marksman inflict 1 stack of <span style="color:#ED372E">Freeze</span> 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" | 冻伤反溢<br>Chilling Counter |
| 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. | | 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" | 附带冷却<br>Supplementary Cooling |
| After skill activation, Marksman inflict (2/3/4) stacks of <span style="color:#ED372E">Freeze</span> 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="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
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− | | rowspan="4" style="text-align:center" | Critical Shot | + | | rowspan="4" style="text-align:center" | <big>爆发射击</big><br>Critical Shot |
− | | style="text-align:center" | Incremental Damage<br><small>(Cooldown 0.33s)</small> | + | | style="text-align:center" | 杀伤递增<br>Incremental Damage<br><small>(Cooldown 0.33s)</small> |
| Each of Marksman's normal attack increase their critical damage by (10/15/20%), stacking up to 5 times. It resets after landing a critical hit. | | Each of Marksman's normal attack increase their critical damage by (10/15/20%), stacking up to 5 times. It resets after landing a critical hit. | ||
| rowspan="4" | [2] After every 3 normal attack, Marksman's next normal attack is guaranteed to be critical hit.<br><br>[4] The critical damage bonus from Incremental Damage no longer reset after landing a critical hit. | | rowspan="4" | [2] After every 3 normal attack, Marksman's next normal attack is guaranteed to be critical hit.<br><br>[4] The critical damage bonus from Incremental Damage no longer reset after landing a critical hit. | ||
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− | | style="text-align:center" | Continuous Burst | + | | style="text-align:center" | 穿透连发<br>Continuous Burst |
| Marksman has (15/22.5/30%) chance for their normal attack to hit twice. | | Marksman has (15/22.5/30%) chance for their normal attack to hit twice. | ||
|- | |- | ||
− | | style="text-align:center" | Overheating Rapid Fire | + | | style="text-align:center" | 热枪速射<br>Overheating Rapid Fire |
| After skill activation, increase Marksman's attack speed by (50/75/100) points for 5s. | | After skill activation, increase Marksman's attack speed by (50/75/100) points for 5s. | ||
|- | |- | ||
− | | style="text-align:center" | | + | | style="text-align:center" | 回收聚积<br>Recycling Accumulation |
− | | | + | | After defeating an enemy, increase Marksman critical damage by (10/20/30%). |
|- | |- | ||
|} | |} | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Defense Embrittlement | + | | rowspan="4" style="text-align:center" | <big>结构脆化</big><br>Defense Embrittlement |
− | | style="text-align:center" | Defense Reduction | + | | style="text-align:center" | 免疫削减<br>Defense Reduction |
− | | Marksman have (50/75/100%) chance to apply 1 stack of | + | | Marksman have (50/75/100%) chance to apply 1 stack of <span style="color:#ED372E">Fragile</span> to the current target, last for 5 seconds. |
− | | rowspan="4" | [2] Within | + | | rowspan="4" | [2] Within 3 seconds 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 <span style="color:#ED372E">Fragile</span> 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" | 高危目标<br>High-Risk Target |
| When an enemy use its active skill, Marksman deal (40/70/100%) <span style="color:#2BBADC">Derivative calculation damage</span> 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" | 超速预载<br>Overdrive Preload |
| After skill activation, Marksman immediately recharge their skill charge bar by (10/20/30%). | | After skill activation, Marksman immediately recharge their skill charge bar by (10/20/30%). | ||
|- | |- | ||
− | | style="text-align:center" | Fragile Marking | + | | style="text-align:center" | 易碎标注<br>Fragile Marking |
− | | After skill activation, Marksman inflict (3/4/5) stacks of | + | | After skill activation, Marksman inflict (3/4/5) stacks of <span style="color:#ED372E">Fragile</span> to lowest hp enemy. |
|- | |- | ||
|} | |} | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Devouring Power | + | | rowspan="4" style="text-align:center" | <big>绝命强噬</big><br>Devouring Power |
| style="text-align:center" | Emergency Tactics | | style="text-align:center" | Emergency Tactics | ||
| Increase Fighter's attack as their hp decrease, reaching 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. | ||
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|- | |- | ||
| style="text-align:center" | Augmented Pursuit | | style="text-align:center" | Augmented Pursuit | ||
− | | Fighter | + | | Fighter deal additional <span style="color:#D2A234">True Damage</span> equal to (15/20/30%) of damage dealt. |
|- | |- | ||
| style="text-align:center" | Double Compiler | | style="text-align:center" | Double Compiler | ||
− | | Fighter gain (10/15/20%) | + | | Fighter gain (10/15/20%) <span style="color:#44B164">Lifesteal</span>, and its value is doubled for <span style="color:#D2A234">True Damage</span> attacks. |
|- | |- | ||
| style="text-align:center" | Pain Resistance | | style="text-align:center" | Pain Resistance | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Brutal Assault | + | | rowspan="4" style="text-align:center" | <big>暴烈突斩</big><br>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:#ED372E">Derivative physical damage</span> 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. | ||
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| Increase Fighter's skill charge bar gain by (15/22.5/30%) against enemy with less than 50% hp. | | Increase Fighter's skill charge bar gain by (15/22.5/30%) against enemy with less than 50% hp. | ||
|- | |- | ||
− | | style="text-align:center" | Killing | + | | style="text-align:center" | Killing Rush |
| After killing an enemy, Fighter restore hp equal to (4/7/10%) of their max hp. | | After killing an enemy, Fighter restore hp equal to (4/7/10%) of their max hp. | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | | + | | rowspan="4" style="text-align:center" | <big>命源流失</big><br>Outpouring Lifeblood |
| style="text-align:center" | Wound Enhancement | | style="text-align:center" | Wound Enhancement | ||
| 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. | | 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. | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Excessive Adrenaline | + | | rowspan="4" style="text-align:center" | <big>超阈应激</big><br>Excessive Adrenaline |
| 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. | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Efficacy Accumulation | + | | rowspan="4" style="text-align:center" | <big>效能聚积</big><br>Efficacy Accumulation |
| style="text-align:center" | Algorithm Shaping | | style="text-align:center" | Algorithm Shaping | ||
− | | When Specialist apply a status effect, within | + | | When Specialist apply a status effect, within 5 seconds 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 | + | | rowspan="4" | [2] When Specialist apply a status effect, within 5 seconds 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" | Global Protection | | style="text-align:center" | Global Protection | ||
− | | Every (7/6/ | + | | Every (7/6/5) seconds, Specialist apply (3/4/5) stacks of 60% damage reduction shield to an ally with lowest current hp, satacking up to 10 times. Each of damage taken will decrease the stack by 1. |
|- | |- | ||
|} | |} | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Multiport Enhancement | + | | rowspan="4" style="text-align:center" | <big>多端增强</big><br>Multiport Enhancement |
| 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 <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 | + | | 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 4 seconds. |
|- | |- | ||
| style="text-align:center" | Cascading Attack | | style="text-align:center" | Cascading Attack | ||
Line 319: | Line 319: | ||
|- | |- | ||
| style="text-align:center" | Seizing Effect | | style="text-align:center" | Seizing Effect | ||
− | | After skill activation, Specialist grant ally with highest damage (20/35/50%) | + | | After skill activation, Specialist grant ally with highest damage (20/35/50%) <span style="color:#44B164">Hp Shield</span> for normal attack, last for 6 seconds. |
|- | |- | ||
|} | |} | ||
Line 329: | Line 329: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Swift Strike | + | | rowspan="4" style="text-align:center" | <big>迅疾强击</big><br>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:#ED372E">Derivative physical damage</span> 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. | ||
Line 341: | Line 341: | ||
|- | |- | ||
| style="text-align:center" | Mirage Escape | | style="text-align:center" | Mirage Escape | ||
− | | At the beginning of the battle, Specialist increase all allies evaison to the maximum, last for (3/4/ | + | | At the beginning of the battle, Specialist increase all allies evaison to the maximum, last for (3/4/5) seconds. |
|- | |- | ||
|} | |} | ||
Line 351: | Line 351: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Malignant Disruption | + | | rowspan="4" style="text-align:center" | <big>恶性干扰</big><br>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:#2BBADC">Derivative calculation damage</span> 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. | ||
Line 363: | Line 363: | ||
|- | |- | ||
| style="text-align:center" | High-Frequency Calculation | | style="text-align:center" | High-Frequency Calculation | ||
− | | After skill activation, Specialist increase their attack speed by (20/35/50) points for | + | | After skill activation, Specialist increase their attack speed by (20/35/50) points for 4 seconds. |
|- | |- | ||
|} | |} | ||
− | |-| | + | |-|Turbulent Attack= |
{| 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 | ||
Line 373: | Line 373: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | | + | | rowspan="4" style="text-align:center" | <big>湍急攻势</big><br>Turbulent Attack |
| style="text-align:center" | Surface Piercing | | style="text-align:center" | Surface Piercing | ||
| After skill activation, increase Specialist's next normal attack by (10/20/30%) and deal (100/150/200%) <span style="color:#2BBADC">Derivative calculation damage</span> to target and enemies within 1 tile of it. | | After skill activation, increase Specialist's next normal attack by (10/20/30%) and deal (100/150/200%) <span style="color:#2BBADC">Derivative calculation damage</span> to target and enemies within 1 tile of it. | ||
Line 385: | Line 385: | ||
|- | |- | ||
| style="text-align:center" | Emergency Response | | style="text-align:center" | Emergency Response | ||
− | | After skill activation, within 6s, | + | | After skill activation, within 6s, <span style="color:#ED372E">Stun</span> enemies within 1 tile of target for 0.6 seconds (3/4/5) times. |
|- | |- | ||
|} | |} | ||
Line 399: | Line 399: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Global Healing Shield | + | | rowspan="4" style="text-align:center" | <big>全域疗盾</big><br>Global Healing Shield |
| style="text-align:center" | Weakpoint Reinforcement | | style="text-align:center" | Weakpoint Reinforcement | ||
| After skill activation, Medic grant <span style="color:#44B164">Hp Shield</span> equal to (100/150/200%) of their calculation power to ally with lowest current hp. | | After skill activation, Medic grant <span style="color:#44B164">Hp Shield</span> equal to (100/150/200%) of their calculation power to ally with lowest current hp. | ||
Line 421: | Line 421: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Supplementary Dosage | + | | rowspan="4" style="text-align:center" | <big>剂量增补</big><br>Supplementary Dosage |
| style="text-align:center" | Overclock | | style="text-align:center" | Overclock | ||
| After skill activation, Medic increase their attack speed by (40/70/100) points for 4 seconds. | | After skill activation, Medic increase their attack speed by (40/70/100) points for 4 seconds. | ||
Line 443: | Line 443: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Enhanced Treatment | + | | rowspan="4" style="text-align:center" | <big>增强疗程</big><br>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 <span style="color:#44B164">Recovery</span>. | | After healing a target, Medic also apply (1/2/3) stacks of <span style="color:#44B164">Recovery</span>. | ||
Line 465: | Line 465: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="4" style="text-align:center" | Substance Reversal | + | | rowspan="4" style="text-align:center" | 物质逆反<br>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 <span style="color:#ED372E">Allergic</span> 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. | ||
Line 491: | Line 491: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="5" style="text-align:center" | Coordinated Crit | + | | rowspan="5" style="text-align:center" | <big>协力暴击</big><br>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. | ||
Line 515: | Line 515: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="5" style="text-align:center" | Desperate Assault | + | | rowspan="5" style="text-align:center" | <big>绝命特攻</big><br>Desperate Assault |
| style="text-align:center" | Final Blow | | style="text-align:center" | Final Blow | ||
| When a Warrior dies, deal (500/750/1000%) <span style="color:#D2A234">True Damage</span> to all enemies within 1 tile. | | When a Warrior dies, deal (500/750/1000%) <span style="color:#D2A234">True Damage</span> to all enemies within 1 tile. | ||
Line 532: | Line 532: | ||
| When an ally dies, other allies restore 30% of their max hp. | | When an ally dies, other allies restore 30% of their max hp. | ||
|} | |} | ||
− | |-| | + | |-|Psychic Cage= |
{| 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 | ||
Line 539: | Line 539: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="5" style="text-align:center" | | + | | rowspan="5" style="text-align:center" | <big>心灵囚笼</big><br>Psychic Cage |
| 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 5 seconds. | | When Warrior attack controlled enemy, increase their attack speed by (10/20/30) points for 5 seconds. | ||
Line 563: | Line 563: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="5" style="text-align:center" | Deadly Blow | + | | rowspan="5" style="text-align:center" | <big>致命打击</big><br>Deadly Blow |
| 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. | ||
Line 580: | Line 580: | ||
| After landing a critical hit, increase skill charge bar by 5%. | | After landing a critical hit, increase skill charge bar by 5%. | ||
|} | |} | ||
− | |-|Numerical | + | |-|Numerical Matrix= |
{| 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 | ||
Line 587: | Line 587: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="5" style="text-align:center" | Numerical | + | | rowspan="5" style="text-align:center" | 数谄矩阵<br>Numerical Matrix |
| style="text-align:center" | Fuse Block Perimeter | | style="text-align:center" | Fuse Block Perimeter | ||
− | | For every stack of <span style="color:#ED372E">Flame</span> inflicted on the target, Guardian take (1/1.5/2%) less damage from target. | + | | For every stack of <span style="color:#ED372E">Zero Flame</span> inflicted on the target, Guardian take (1/1.5/2%) less damage from target. |
− | | rowspan="5" | [2] After skill activation, the next normal attack will summon fireball from the sky onto target and damage enemies within 1 tile, dealing 100% <span style="color:#2BBADC">Derivative calculation damage</span>. Each layer of <span style="color:#ED372E">Flame</span> will increase the fireball damage by 10%.<br><br>[4] For every stack of <span style="color:#ED372E">Flame</span>, increase damage taken by enemies by 3%. | + | | rowspan="5" | [2] After skill activation, the next normal attack will summon fireball from the sky onto target and damage enemies within 1 tile, dealing 100% <span style="color:#2BBADC">Derivative calculation damage</span>. Each layer of <span style="color:#ED372E">Zero Flame</span> will increase the fireball damage by 10%.<br><br>[4] For every stack of <span style="color:#ED372E">Zero Flame</span>, increase damage taken by enemies by 3%. |
|- | |- | ||
| style="text-align:center" | Stack of Blazing Rune | | style="text-align:center" | Stack of Blazing Rune | ||
− | | When attacking enemy without any stack of <span style="color:#ED372E">Flame</span>, Marksman normal attack deal additional <span style="color:#2BBADC">Derivative calculation damage</span> to (20/35/50%) of their calculation power. | + | | When attacking enemy without any stack of <span style="color:#ED372E">Zero Flame</span>, Marksman normal attack deal additional <span style="color:#2BBADC">Derivative calculation damage</span> to (20/35/50%) of their calculation power. |
|- | |- | ||
| style="text-align:center" | Smoke Out | | style="text-align:center" | Smoke Out | ||
− | | After skill activation, Specialist deal (50/75/100%) <span style="color:#2BBADC">Derivative calculation damage</span> to all enemies on the field that doesn't have any stack of <span style="color:#ED372E">Flame</span>. | + | | After skill activation, Specialist deal (50/75/100%) <span style="color:#2BBADC">Derivative calculation damage</span> to all enemies on the field that doesn't have any stack of <span style="color:#ED372E">Zero Flame</span>. |
|- | |- | ||
| style="text-align:center" | Code Burning | | style="text-align:center" | Code Burning | ||
− | | Ranged allies inflict 1 stack of <span style="color:#ED372E">Flame</span> to target after every (5/4/3) normal attacks. | + | | Ranged allies inflict 1 stack of <span style="color:#ED372E">Zero Flame</span> to target after every (5/4/3) normal attacks. |
|- | |- | ||
| style="text-align:center" | Flame Suit | | style="text-align:center" | Flame Suit | ||
− | | When taking damage, melee allies have (10/15/20%) chance to inflict 1 stack of <span style="color:#ED372E">Flame</span> to the attacker. | + | | When taking damage, melee allies have (10/15/20%) chance to inflict 1 stack of <span style="color:#ED372E">Zero Flame</span> to the attacker. |
|} | |} | ||
</div></tabber> {{clr}} | </div></tabber> {{clr}} | ||
Line 615: | Line 615: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="3" style="text-align:center" | Rossum | + | | rowspan="3" style="text-align:center" | <small>Chapter 1</small><br>Rossum |
| style="text-align:center" | Aftershock | | style="text-align:center" | Aftershock | ||
| After the first barricade is broken, <span style="color:#ED372E">Stun</span> all enemies for (3/4/5) seconds. | | After the first barricade is broken, <span style="color:#ED372E">Stun</span> all enemies for (3/4/5) seconds. | ||
− | | rowspan="4" | | + | | rowspan="4" style="text-align:center" | - |
|- | |- | ||
| style="text-align:center" | Demolition Team | | style="text-align:center" | Demolition Team | ||
Line 634: | Line 634: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="3" style="text-align:center" | Cyclopes | + | | rowspan="3" style="text-align:center" | <small>Chapter2</small> <br>Cyclopes |
| style="text-align:center" | Aftershock | | style="text-align:center" | Aftershock | ||
| After the first barricade is broken, <span style="color:#ED372E">Stun</span> all enemies for (3/4/5) seconds. | | After the first barricade is broken, <span style="color:#ED372E">Stun</span> all enemies for (3/4/5) seconds. | ||
− | | rowspan="4" | | + | | rowspan="4" style="text-align:center" | - |
|- | |- | ||
|} | |} | ||
Line 647: | Line 647: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="2" style="text-align:center" | Helios | + | | rowspan="2" style="text-align:center" | <small>Chapter 3</small><br>Helios |
| style="text-align:center" | Energy Grass: Strong | | style="text-align:center" | Energy Grass: Strong | ||
| After ally absorbs the energy grass, increase self calculation power by (30/40/50%). It doesn't stack and lasts for (3/4/5) seconds. | | After ally absorbs the energy grass, increase self calculation power by (30/40/50%). It doesn't stack and lasts for (3/4/5) seconds. | ||
− | | rowspan="4" | | + | | rowspan="4" style="text-align:center" | - |
|- | |- | ||
| style="text-align:center" | Energy Grass: Bait | | style="text-align:center" | Energy Grass: Bait | ||
− | | | + | | <span style="color:#ED372E">Silence</span> enemies who absorb energy grass for 4.7 seconds, and amplify the damage they receive by (10/20/30%). The effect doesn't stack. |
|- | |- | ||
+ | |} | ||
|-|Enigma= | |-|Enigma= | ||
{| class="gf-table" style="text-align:left; width:100%" | {| class="gf-table" style="text-align:left; width:100%" | ||
Line 662: | Line 663: | ||
! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="2" style="text-align:center" | Enigma | + | | rowspan="2" style="text-align:center" | <small>Chapter 4</small><br>Enigma |
| style="text-align:center" | Effectiveness Reversal | | style="text-align:center" | Effectiveness Reversal | ||
| Nullifies the damage from neutral units to friendly units, and convert (10/30/50%) of the damage dealt into restoring hp. | | Nullifies the damage from neutral units to friendly units, and convert (10/30/50%) of the damage dealt into restoring hp. | ||
− | | rowspan="4" | | + | | rowspan="4" style="text-align:center" | - |
|- | |- | ||
| style="text-align:center" | Critical Overload | | style="text-align:center" | Critical Overload | ||
| Neutral units deal (40/70/100%) more damage to enemy units. | | Neutral units deal (40/70/100%) more damage to enemy units. | ||
|- | |- | ||
+ | |} | ||
+ | |-|Pierides= | ||
+ | {| class="gf-table" style="text-align:left; width:100%" | ||
+ | ! style="width: 15%" | Set Name | ||
+ | ! style="width: 15%" | Card Name | ||
+ | ! style="width: 35%" | Card Effect | ||
+ | ! style="width: 35%" | Set Effect | ||
+ | |- | ||
+ | | rowspan="3" style="text-align:center" | <small>Chapter 5</small><br>Pierides | ||
+ | | style="text-align:center" | Multi-Core Computing | ||
+ | | Provides (2/4/6%) skill haste to friendly units who stand on corrupted tiles, stacking up to 15 times. | ||
+ | | rowspan="4" style="text-align:center" | - | ||
+ | |- | ||
+ | | style="text-align:center" | High-Risk node | ||
+ | | All allies deal (12/24/36%) increased damage to enemies who stand on corrupted tiles. | ||
+ | |- | ||
+ | | style="text-align:center" | Repair Node | ||
+ | | Friendly units who stand on the corrupted tiles will restore (10/15/20%) of their max hp every 5 seconds. | ||
+ | |- | ||
+ | |} | ||
+ | |-|Copley= | ||
+ | {| class="gf-table" style="text-align:left; width:100%" | ||
+ | ! style="width: 15%" | Set Name | ||
+ | ! style="width: 15%" | Card Name | ||
+ | ! style="width: 35%" | Card Effect | ||
+ | ! style="width: 35%" | Set Effect | ||
+ | |- | ||
+ | | rowspan="3" style="text-align:center" | <small>Chapter 6</small><br>Copley | ||
+ | | style="text-align:center" | Ride the Tide | ||
+ | | Wave Strikes no longer stun allies. Instead, it fills their charge bar by (5/10/15%). | ||
+ | | rowspan="4" style="text-align:center" | - | ||
+ | |- | ||
+ | | style="text-align:center" | Water Specialization | ||
+ | | When standing on Ocean Tiles, allies take (10/15/20%) less damage. | ||
+ | |- | ||
+ | | style="text-align:center" | Water Control | ||
+ | | Every 4 seconds, <span style="color:#ED372E">Stun</span> enemies who are standing on the ocean tiles for (1/1.6/2.4) seconds. | ||
+ | |- | ||
+ | |} | ||
+ | </div></tabber> {{clr}} | ||
+ | |||
+ | === Miscellaneous === | ||
+ | <div style="float:left"><tabber> | ||
+ | |-|Stat Buffs= | ||
+ | {| class="gf-table" style="text-align:left; width:100%" | ||
+ | ! style="width: 15%" | Set Name | ||
+ | ! style="width: 15%" | Card Name | ||
+ | ! style="width: 35%" | Card Effect | ||
+ | ! style="width: 35%" | Set Effect | ||
+ | |- | ||
+ | | rowspan="5" style="text-align:center" | <small>Rare Drop</small><br>Main Stat Buffs | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | | rowspan="5" style="text-align:center" | - | ||
+ | |- | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | |- | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | |- | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | |- | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | |- | ||
+ | |} | ||
+ | |-|Tower Defense= | ||
+ | {| class="gf-table" style="text-align:left; width:100%" | ||
+ | ! style="width: 15%" | Set Name | ||
+ | ! style="width: 15%" | Card Name | ||
+ | ! style="width: 35%" | Card Effect | ||
+ | ! style="width: 35%" | Set Effect | ||
+ | |- | ||
+ | | rowspan="5" style="text-align:center" | <small>Chapter 6</small><br>Copley's Tower Defense | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | | rowspan="5" style="text-align:center" | - | ||
+ | |- | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | |- | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | |- | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | |- | ||
+ | | style="text-align:center" | Cardname | ||
+ | | Cardeffect | ||
+ | |- | ||
+ | |} | ||
</div></tabber> {{clr}} | </div></tabber> {{clr}} |
Latest revision as of 22:53, 28 January 2022
Contents
Function Cards[edit]
Guardian[edit]
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
重叠反射 Overlapping Reflection |
危机对策 Emergency Countermeasure |
After skill activation, Guardian recover 5% of their max hp, and increase their reflect damage by (3/6/9%). | [2] Every 10s, Guardian will taunt all enemies within 1 tile range, and double their reflect damage value. [4] Every 8s, Guardian will reflect all non Derivative damage taken during the duration as True Damage to their current target. |
结构补强 Structural Reinforcement |
Every 4s, Guardian will increase their reflect damage by (3/6/9%). | ||
死地反击 Desperate Counterattack |
After taking damage greater than 10% of their max hp, Guardian will increase their reflect damage by (2/4/6%). | ||
嘲讽标靶 Taunting Target |
After skill activation, Guardian will taunt the farthest enemy for (3/4/5) seconds. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
绝对防域 Absolute Territory |
多端修复 Multiport Repair |
When Guardian are healed, other allies will gain Hp Shield equal to (10/15/20%) of the healing value. | [2] Every 5s, Guardian recover 4% of their max hp. The value is doubled when they have Hp Shield. [4] Convert 50% of lost Hp Shield into hp. |
协同防卫 Joint Defense |
At the beginning of the battle, all allies gain Hp Shield equal to (5/10/15%) of Guardian's max hp. | ||
残遗汲取 Remnant Extraction |
Whenever an enemy dies, Guardian gain Hp Shield equal to [4/7/10%) of their max hp. | ||
堡垒浇筑 Fortress Casting |
Every 5s, Guardian gain Hp Shield equal to (50/100/150%) of their calculation power. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
算力修补 Algorithm Patching |
信道挤占 Channel Crowding |
At the beginning of the battle, Guardian decrease the attack of enemies within 2 tiles of self by (10/15/20%), while increasing their own physical defense by (10/15/20%) for every enemy in range. | [2] Guardian will not take damage greater than 5% of their max hp. Can be triggered up to 10 times per battle. [4] Increase Guardian's calculation power up to 30% of their physical defense. |
应激修复 Stress Repair (Cooldown 1s) |
After taking damage, Guardian have 30% chance to restore hp equal to (20/305/50%) of their calculation power. | ||
动能衰减 Kinetic Reduction |
Guardian take (10/20/30%) less damage from ranged attack. | ||
耐阈渐增 Incremental Threshold |
Increase Guardian's physical defense as their hp decrease, reaching maximum value of (20/30/50%) at 10% hp. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
防卫领域 Defensive Field |
冲击分担 Impact Distribution |
Guardian shoulder (20/40/60%) non Derivative damage in place of allies within 1 tile. | [2] Whenever allies are healed, Guardian also restore hp equal to 40% of the healing value. [4] Extend the coverage of Impact Distribution and Defensive Link to the whole field. |
防卫连携 Defensive Link |
Increase allies physical defense within 1 tile by (20/30/40%). | ||
修复连携 Restorative Link |
When allies within 1 tile is healed, Guardian also restore hp equal to (30/45/60%) of the healing value. | ||
危机措置 Emergency Measures |
After receiving lethal attack, Guardian restore (30/40/60%) of their max hp. Can only be trigggered once per battle. |
Marksman[edit]
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
致命连弹 Deadly Bullets |
狩猎信号 Hunting Signal |
After skill activation, Marksman shoot 7 projectiles at the current target for the next 5s, dealing Derivative physical damage equal to (10/20/30%) attack. | [2] When allies deal damage to an enemy, Marksman have 10% chance to shoot a projectile onto target, dealing Derivative physical damage equal to 50% attack. [4] Damage buff from Depleted Uranium Rounds no longer disappear after the first enemy dies. |
半衰铀弹 Depleted Uranium Rounds |
At the beginning of the battle, increase Marksman's attack by (10/20/30%). Buff disappears after the first enemy dies. | ||
断链狙击 Irregular Sniping |
After skill activation, Marksman's next normal attack will target lowest hp enemy, and increase their physical defense pierce by (20/40/60) points. | ||
杀伤迁移 Damage Transfer (Cooldown 0.33s) |
Every 5th normal attack, Marksman deal additional True Damage equal to (40/80/120%) attack. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
凝冻枪弹 Freezing Bullet |
双轨连射 Twin Shot |
Marksman's normal attack split into two, hitting nearest enemy as additional target, but reduce their attack by (40/30/20%). | [2] Upon reaching 10 stacks of Freeze, they detonate and deal Derivative calculation damage equal to 300% calculation power to all enemies within 1 tile and Silence them for 3s. [4] Each time Marksman inflict 1 stack of Freeze to an enemy, increase their calculation power by 5% stacking up to 10 times.. |
急冻射击 Rapid Freeze Shot |
After every (3/2/1) attack, Marksman inflict 1 stack of Freeze to the current target. | ||
冻伤反溢 Chilling Counter |
When allies take damage, Marksman has 15% chance to fire a projectile, dealing (20/30/40%) Derivative calculation damage and inflict 1 stack of Freeze to the attacker. | ||
附带冷却 Supplementary Cooling |
After skill activation, Marksman inflict (2/3/4) stacks of Freeze to the nearest enemy. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
爆发射击 Critical Shot |
杀伤递增 Incremental Damage (Cooldown 0.33s) |
Each of Marksman's normal attack increase their critical damage by (10/15/20%), stacking up to 5 times. It resets after landing a critical hit. | [2] After every 3 normal attack, Marksman's next normal attack is guaranteed to be critical hit. [4] The critical damage bonus from Incremental Damage no longer reset after landing a critical hit. |
穿透连发 Continuous Burst |
Marksman has (15/22.5/30%) chance for their normal attack to hit twice. | ||
热枪速射 Overheating Rapid Fire |
After skill activation, increase Marksman's attack speed by (50/75/100) points for 5s. | ||
回收聚积 Recycling Accumulation |
After defeating an enemy, increase Marksman critical damage by (10/20/30%). |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
结构脆化 Defense Embrittlement |
免疫削减 Defense Reduction |
Marksman have (50/75/100%) chance to apply 1 stack of Fragile to the current target, last for 5 seconds. | [2] Within 3 seconds after skill activation, Marksman's next normal attack deal 20% Derivative calculation damage 3 times to all enemies around the current target. Only one effect can active at a time. [4] Each stage of Fragile present on the field increase Marksman's calculation power by 10%, stacking up to 10 times. |
高危目标 High-Risk Target |
When an enemy use its active skill, Marksman deal (40/70/100%) Derivative calculation damage to it. | ||
超速预载 Overdrive Preload |
After skill activation, Marksman immediately recharge their skill charge bar by (10/20/30%). | ||
易碎标注 Fragile Marking |
After skill activation, Marksman inflict (3/4/5) stacks of Fragile to lowest hp enemy. |
Warrior[edit]
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
绝命强噬 Devouring Power |
Emergency Tactics | Increase Fighter's attack as their hp decrease, reaching maximum value of (50/75/100%) at 10% hp. | [2] Fighter have 30% chance for their normal attack to hit twice. [4] Every 3 normal attack, Fighter sacrifice 15% of their current hp and deal True Damage equal to 200% of their current hp. |
Augmented Pursuit | Fighter deal additional True Damage equal to (15/20/30%) of damage dealt. | ||
Double Compiler | Fighter gain (10/15/20%) Lifesteal, and its value is doubled for True Damage attacks. | ||
Pain Resistance | Fighter gain (20/30/40%) damage reduction when their hp fall below 30%. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
暴烈突斩 Brutal Assault |
Lethal Chain | After killing an enemy, Fighter teleport and deal (100/200/300%) Derivative physical damage to enemy with lowest current hp. | [2] Fighter deal additional True Damage equal to 10% of their max hp to enemy with less than 10% hp. Doesn't proc against bosses (Cooldown 0.3s). [4] After killing an enemy, Fighter increase their attack speed by 100 points for 6s. |
Threatening Advance | Increase Fighter's attack by (20/30/50%) against enemy with less than 50% hp. | ||
Performance Spike (Cooldown 4s) |
Increase Fighter's skill charge bar gain by (15/22.5/30%) against enemy with less than 50% hp. | ||
Killing Rush | After killing an enemy, Fighter restore hp equal to (4/7/10%) of their max hp. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
命源流失 Outpouring Lifeblood |
Wound Enhancement | Increase Fighter's calculation power by 12%. For every stack of Bleed inflicted on enemy, further increase calculation power by 3%, stacking up to 10 times. | [2] Fighter release [Battlecry] every 8s, dealing 50% Derivative calculation damage and inflict 1 stack of Bleed to enemies within 1 tile radius. [4] Extend [Battlecry] range to the whole field. |
Haemophilia | Fighter inflict 1 stack of Bleed to target after very (4/3/2) attacks. | ||
Blood Extraction | Fighter's active skill gain (15/20/25%) [Lifesteal] capability. For every stack of Bleed, increase [Lifesteal] value by (1/2/3%). | ||
Battlecry Impact | Before activating their skill, Fighter release a [Battlecry], dealing (30/60/90%) Derivative calculation damage and inflict 1 stack of Bleed to enemies within 1 tile radius. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
超阈应激 Excessive Adrenaline |
Rapid Assault | At the beginning of the battle, Fighter immediately activate their skill and increase their attack speed by (50/100/150) points for 5s. | [2] Fighter gain 1 stack of Bloodthirst every 4s. [4] For every stack of Bloodthirst, increase Fighter's critical damage by 10%. |
Explosive Resonance | Fighter gain 1 stack of Bloodthirst after getting hit [9/6/3) times. | ||
Multiple Marks | At the beginning of the battle, Fighter instantly gain (4/6/8) stacks of Bloodthirst. | ||
Runtime Reset | The first time their hp fall below 40%, Fighter gain (4/6/8) stacks of Bloodthirst. |
Specialist[edit]
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
效能聚积 Efficacy Accumulation |
Algorithm Shaping | When Specialist apply a status effect, within 5 seconds generate energy sphere that fires 7 projectiles, dealing (8/14/20%) Derivative calculation damage to random enemies. | [2] When Specialist apply a status effect, within 5 seconds ally with highest calculation power generate energy sphere that fires 7 projectiles, dealing Derivative physical damage equal to 14% of their calculation power to random enemies. [4] Energy sphere also increases Specialist's calculation power by 30%. |
Efficiency Rationing (Cooldown 1s) |
When Specialist apply a status effect, heal an ally with lowest current hp equal to (20/35/50%) of their calculation power. | ||
Algorithm Stacking (Cooldown 1s) |
Increase Specialist's calculation power by (3/4/5%) when they apply a status effect, stacking up to 5 times. | ||
Global Protection | Every (7/6/5) seconds, Specialist apply (3/4/5) stacks of 60% damage reduction shield to an ally with lowest current hp, satacking up to 10 times. Each of damage taken will decrease the stack by 1. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
多端增强 Multiport Enhancement |
Cascading Calculation | Every 5s, Specialist increase the calculation power of ally with highest calculation power by (3/4/5%), stacking up to 5 times. | [2] When Specialist trigger effects of any card from this set, gain 2 stacks of Efficiency. [4] Consume 10 stacks of Efficiency and grant all allies double attack for 4 seconds. |
Cascading Attack | Every 5s, Specialist increase the attack of ally with highest physical attack by (3/4/5%), stacking up to 5 times. | ||
Storage Growth (Cooldown 4s) |
After skill activation, Specialist increase the skill charge bar gain of ally with highest calculation power by (10/15/20%). | ||
Seizing Effect | After skill activation, Specialist grant ally with highest damage (20/35/50%) Hp Shield for normal attack, last for 6 seconds. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
迅疾强击 Swift Strike |
Floating Shot | After mally made a successful evade, Specialist deal Derivative physical damage equal to (30/45/60%) of their calculation power to the attacker. | [2] When a non-Specialist ally made a successful evade, deal Derivative physical damage equal to 20% calculation power to the attacker. [4] Vulnerability Padding also affect ally with the second lowest current hp. |
Vulnerability Padding | After skill activation, Specialist increase the evasion of ally with lowest current hp by (10/15/20%), stacking up to 5 times. | ||
Swift Preparation (Cooldown 4s) |
After ally made a successful evade, increase Specialist's skill charge bar gain by (2/3.5/5%), stacking up to 10 times, capped at 50%. | ||
Mirage Escape | At the beginning of the battle, Specialist increase all allies evaison to the maximum, last for (3/4/5) seconds. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
恶性干扰 Malignant Disruption |
Deterrence Suppresssion | Specialist's normal attack deal additional (10/15/20%) Derivative calculation damage multiplied by the number of debuff inflicted on target. | [2] For every number of debuff inflicted on enemy, decrease their calculation power by 10%. [4] For every number of debuff inflicted on target, increase Specialist's attack speed by 15 points. |
Beacon Growth | Specialist's normal attack has (40/70/100%) chance to inflict 1 stack of Bleed on target. | ||
Total Suppression | When Specialist inflict a debuff on target, deal additional (15/22.5/30%) Derivative calculation damage. | ||
High-Frequency Calculation | After skill activation, Specialist increase their attack speed by (20/35/50) points for 4 seconds. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
湍急攻势 Turbulent Attack |
Surface Piercing | After skill activation, increase Specialist's next normal attack by (10/20/30%) and deal (100/150/200%) Derivative calculation damage to target and enemies within 1 tile of it. | [2] Raging Tide increases calculation power by 20%. [4] Allies obtain 3 stacks of Recovery after consuming Raging Tide. |
Pre-War Mobilization | At the beginning of the battle, Specialist grant 1 stack of Raging Tide to (1/2/3) allies in order of their calculation power stat. | ||
Deadly Cover Up | After defeating an enemy, Specialist grant 1 stack of Raging Tide to (1/2/3) allies who don't have any stack in order of their calculation power stat. | ||
Emergency Response | After skill activation, within 6s, Stun enemies within 1 tile of target for 0.6 seconds (3/4/5) times. |
Medic[edit]
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
全域疗盾 Global Healing Shield |
Weakpoint Reinforcement | After skill activation, Medic grant Hp Shield equal to (100/150/200%) of their calculation power to ally with lowest current hp. | [2] When an ally's Hp Shield is broken, restore 5% of their max hp. [4] Every 8s, ally with lowest current hp restore hp equal to the value of highest Hp Shield present. |
Healing Shield Structure | Medic grant healing target Hp Shield equal to (10/20/30%) of healing value. | ||
Protective Treatment | Increase the healing value of ally with Hp Shield by (20/30/40%). | ||
Healing Shield Cover | At the beginning of the battle, Medic grant Hp Shield equal to (100/200/300%) of their calculation power to all allies |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
剂量增补 Supplementary Dosage |
Overclock | After skill activation, Medic increase their attack speed by (40/70/100) points for 4 seconds. | [2] After every normal attack, Medic increase their skill charge bar gain by 5%. [4] After skill activation, Medic increase their healing value by 5%, stacking up to 10 times. |
Emergency Dispatch | Increase Medic's healing value as their target hp decreases, reaching maximum value of (20/40/60%) at 10% hp. | ||
Rapid First Aid | At the beginning of the battle, Medic immediately activate their skill and increase the healing value by (20/40/60%) for 3 seconds. | ||
Heavy Acceleration | After skill activation, Medic increase their skill charge bar by (10/15/20%). |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
增强疗程 Enhanced Treatment |
Efficient Treatment | After healing a target, Medic also apply (1/2/3) stacks of Recovery. | [2] When 15 stacks of Recovery are present on the field, all allies restore 30% of their maximum hp. Can only trigger once per battle. [4] For every stack of Recovery present on the field, increase Medic's healing value by 5%, stacking up to 10 times. |
Hands of Benevolence | At the beginning of the battle, Medic restore (10/20/30%) health of ally with lowest current hp, and apply 5 stacks of Recovery. | ||
Health Care Insurance (Cooldown 4s) |
After skill activation, Medic increase their skill charge bar by 20% and apply 1 stack of Recovery on target. | ||
Advanced Medicare | For every stack of Recovery present on the field, increase Medic's skill charge bar gain by (2/3.5/5%), stacking up to 10 times. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
物质逆反 Substance Reversal |
Allergic Reactions (Cooldown 1s) |
After healing a target, Medic launch Allergic attack equal to (20/35/50%) of their calculation power to enemies within 1 tiles of target. | [2] After performing normal attack, Medic heal ally with lowest current hp equal to the damage dealt. [4] Increase Allergic attack range to 2 tiles and its damage by 20%. |
Exceptional Compensation | After healing a target, Medic increase their and their target calculation power by 5%, last for (4/5/6) seconds and stacking up to 5 times. | ||
Plasma Sampling | For the first attack after skill activation, Medic launch Allergic attack equal to (25/50/75%) of their calculation power to target. | ||
Adjacent Spill Exposure | Every 5s, Medic launch Allergic attack equal to (25/50/75%) of their calculation power onto the densest area. |
Mixed[edit]
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
协力暴击 Coordinated Crit |
Strength Preference | Increase Guardian's critical hit rate by 5%, landing a critical hit will restore their health equal to (1/2/3%) of max hp. | [2] After skill activation, the next normal attack is guaranteed to be critical hit. [4] Increase all allies critical hit rate by 10%, and convert 10% of critical damage dealt into hp. |
Inspiration Shot | Increase Marksman's critical hit rate by 5%, landing a critical hit will increase their calculation power by (2/4/6%), stacking up to 10 times. | ||
Swift Strike | Increase Warrior's critical hit rate by 5%, landing a critical hit will increase their attack speed by 10 points, stacking up to (4/7/10) times. | ||
Frenzied War Cry | Increase melee unit critical hit rate by 5%, landing a critical hit will decrease target's physical defense by (1/2/3%). | ||
Overkill | Increase ranged unit critical hit rate by 5%, and deal additional True Damage equal to (50/100/150%) of critical damage dealt. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
绝命特攻 Desperate Assault |
Final Blow | When a Warrior dies, deal (500/750/1000%) True Damage to all enemies within 1 tile. | [2] When an ally dies, other allies skill charge bar will be fully charged. [4] When an ally dies, transfer 50% of their attack and calculation power to the remaining allies. |
Life-Saving Operations | When an ally dies, increase Medic's healing value by (20/30/40%). | ||
Emergency Defense | When melee unit dies, melee units gain Hp Shield equal to (30/40/50%) of their max hp. | ||
Multi-Lane Aid Shot | When an ally dies, ranged units attack split for (6/8/10) seconds. | ||
Survival Instinct | When an ally dies, other allies restore 30% of their max hp. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
心灵囚笼 Psychic Cage |
Node Suppression | When Warrior attack controlled enemy, increase their attack speed by (10/20/30) points for 5 seconds. | [2] Deal additional 30% Derivative calculation damage when attacking controlled enemy. [4] When an enemy dies, Silence every other enemies for 4 seconds. |
Spectrum Suppression | When Specialist attack controlled enemy, increase all allies calculation power by (5/7.5/10%), stacking up to 5 times. | ||
Blade of Slience | Ranged units normal attack has (10/20/30%) chance to Silence the target for 2 seconds. | ||
Silencing Blow | After every 5 attacks, melee unit will stun the target for (1/1.5/2) seconds. | ||
Reversal Effect | When taking physical damage, allies has (10/20/30%) chance to Silence the attacker for 1 seconds. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
致命打击 Deadly Blow |
Excessive Healing | Increase Medic's healing target's critical damage by 5%, stacking up to (4/7/10) times. | [2] When landing a criticoal hit, deal additional damage equal to 10% of target's max hp. Damage can't exceed 200% attack power (cooldown 5 seconds). [4] After skill activation, gain 2 stacks of Bloodthirst and increase critical damage by 10%, stacking up to 5 times. |
No Anger | Decrease all allies critical hit rate by 20% and increase their critical hit damage by (30/45/60%). | ||
Bloodthirsty March | Melee units gain 1 stack of Bloodthirst for every step they make. | ||
Bloodthirsty Rhythm | Ranged units gain 1 stack of Bloodthirst after every 5 normal attacks. | ||
Rage Feedback (Cooldown 5s) |
After landing a critical hit, increase skill charge bar by 5%. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
数谄矩阵 Numerical Matrix |
Fuse Block Perimeter | For every stack of Zero Flame inflicted on the target, Guardian take (1/1.5/2%) less damage from target. | [2] After skill activation, the next normal attack will summon fireball from the sky onto target and damage enemies within 1 tile, dealing 100% Derivative calculation damage. Each layer of Zero Flame will increase the fireball damage by 10%. [4] For every stack of Zero Flame, increase damage taken by enemies by 3%. |
Stack of Blazing Rune | When attacking enemy without any stack of Zero Flame, Marksman normal attack deal additional Derivative calculation damage to (20/35/50%) of their calculation power. | ||
Smoke Out | After skill activation, Specialist deal (50/75/100%) Derivative calculation damage to all enemies on the field that doesn't have any stack of Zero Flame. | ||
Code Burning | Ranged allies inflict 1 stack of Zero Flame to target after every (5/4/3) normal attacks. | ||
Flame Suit | When taking damage, melee allies have (10/15/20%) chance to inflict 1 stack of Zero Flame to the attacker. |
Environment[edit]
Sector | Card Name | Card Effect | Set Effect |
---|---|---|---|
Chapter 1 Rossum |
Aftershock | After the first barricade is broken, Stun all enemies for (3/4/5) seconds. | - |
Demolition Team | Allies can instantly destroy barricade. For every barricade that is broken, increase self calculation power by (10/15/20%), stacking up to 3 times. | ||
Reverse Treatment | After the first barricade is broken, restore (20/30/40%) max hp of ally with lowest current hp. |
Sector | Card Name | Card Effect | Set Effect |
---|---|---|---|
Chapter2 Cyclopes |
Aftershock | After the first barricade is broken, Stun all enemies for (3/4/5) seconds. | - |
Sector | Card Name | Card Effect | Set Effect |
---|---|---|---|
Chapter 3 Helios |
Energy Grass: Strong | After ally absorbs the energy grass, increase self calculation power by (30/40/50%). It doesn't stack and lasts for (3/4/5) seconds. | - |
Energy Grass: Bait | Silence enemies who absorb energy grass for 4.7 seconds, and amplify the damage they receive by (10/20/30%). The effect doesn't stack. |
Sector | Card Name | Card Effect | Set Effect |
---|---|---|---|
Chapter 4 Enigma |
Effectiveness Reversal | Nullifies the damage from neutral units to friendly units, and convert (10/30/50%) of the damage dealt into restoring hp. | - |
Critical Overload | Neutral units deal (40/70/100%) more damage to enemy units. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Chapter 5 Pierides |
Multi-Core Computing | Provides (2/4/6%) skill haste to friendly units who stand on corrupted tiles, stacking up to 15 times. | - |
High-Risk node | All allies deal (12/24/36%) increased damage to enemies who stand on corrupted tiles. | ||
Repair Node | Friendly units who stand on the corrupted tiles will restore (10/15/20%) of their max hp every 5 seconds. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Chapter 6 Copley |
Ride the Tide | Wave Strikes no longer stun allies. Instead, it fills their charge bar by (5/10/15%). | - |
Water Specialization | When standing on Ocean Tiles, allies take (10/15/20%) less damage. | ||
Water Control | Every 4 seconds, Stun enemies who are standing on the ocean tiles for (1/1.6/2.4) seconds. |
Miscellaneous[edit]
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Rare Drop Main Stat Buffs |
Cardname | Cardeffect | - |
Cardname | Cardeffect | ||
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Cardname | Cardeffect | ||
Cardname | Cardeffect |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Chapter 6 Copley's Tower Defense |
Cardname | Cardeffect | - |
Cardname | Cardeffect | ||
Cardname | Cardeffect | ||
Cardname | Cardeffect | ||
Cardname | Cardeffect |