Difference between revisions of "User:Somnium/Repository"
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| rowspan="4" style="text-align:center" | Absolute Territory | | rowspan="4" style="text-align:center" | Absolute Territory | ||
| style="text-align:center" | Multiport Repair | | style="text-align:center" | Multiport Repair | ||
− | | When Guardian are healed, other allies will gain | + | | 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 5% of their max hp. The value is doubled when they have | + | | rowspan="4" | [2] Every 5s, Guardian recover 5% 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" | Joint Defense | ||
− | | At the beginning of the battle, all allies gain | + | | 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" | Remnant Extraction | ||
− | | Whenever an enemy dies, Guardian gain | + | | 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" | Fortress Casting | ||
− | | Every 5s, Guardian gain | + | | Every 5s, Guardian gain <span style="color:#44B164">Hp Shield</span> equal to (50/100/150%) of their calculation power. |
|- | |- | ||
|} | |} | ||
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| rowspan="4" style="text-align:center" | Global Healing Shield | | rowspan="4" style="text-align:center" | Global Healing Shield | ||
| style="text-align:center" | Weakpoint Reinforcement | | style="text-align:center" | Weakpoint Reinforcement | ||
− | | After skill activation, Medic grant | + | | 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. |
− | | rowspan="4" | [2] When an ally's | + | | rowspan="4" | [2] When an ally's <span style="color:#44B164">Hp Shield</span> is broken, restore 5% of their max hp.<br><br>[4] Every 8s, ally with lowest current hp restore hp equal to the value of highest <span style="color:#44B164">Hp Shield</span> present. |
|- | |- | ||
| style="text-align:center" | Healing Shield Structure | | style="text-align:center" | Healing Shield Structure | ||
− | | | + | | Medic grant healing target <span style="color:#44B164">Hp Shield</span> equal to (10/20/30%) of healing value. |
|- | |- | ||
| style="text-align:center" | Protective Treatment | | style="text-align:center" | Protective Treatment | ||
− | | Increase the healing value of ally with | + | | Increase the healing value of ally with <span style="color:#44B164">Hp Shield</span> by (20/30/40%). |
|- | |- | ||
| style="text-align:center" | Healing Shield Cover | | style="text-align:center" | Healing Shield Cover | ||
− | | At the beginning of the battle, Medic grant | + | | At the beginning of the battle, Medic grant <span style="color:#44B164">Hp Shield</span> equal to (100/200/300%) of their calculation power to all allies |
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| style="text-align:center" | Emergency Defense | | style="text-align:center" | Emergency Defense | ||
− | | When melee unit dies, melee units gain | + | | When melee unit dies, melee units gain <span style="color:#44B164">Hp Shield</span> equal to (30/40/50%) of their max hp. |
|- | |- | ||
| style="text-align:center" | Multi-Lane Aid Shot | | style="text-align:center" | Multi-Lane Aid Shot |
Revision as of 12:16, 19 January 2022
Contents
Coalition Unit Skill List
Ringleader
|
Normal Units
|
Function Cards
Guardian
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Overlapping Reflection | 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. |
Structural Reinforcement | Every 4s, Guardian will increase their reflect damage by (3/6/9%). | ||
Desperate Counterattack | After taking damage greater than 10% of their max hp, Guardian will increase their reflect damage by (2/4/6%). | ||
Taunting Target | After skill activation, Guardian will taunt the farthest enemy for (3/4/5s). |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Absolute Territory | 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 5% of their max hp. The value is doubled when they have Hp Shield. [4] Convert 50% of lost Hp Shield into hp. |
Joint Defense | At the beginning of the battle, all allies gain Hp Shield equal to (5/10/15%) of Guardian's max hp. | ||
Remnant Extraction | Whenever an enemy dies, Guardian gain Hp Shield equal to [4/7/10%) of their max hp. | ||
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 |
---|---|---|---|
Algorithm Patching | 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. |
Stress Repair (Cooldown 1s) |
After taking damage, Guardian have 30% chance to restore hp equal to (20/305/50%) of their calculation power. | ||
Kinetic Reduction | Guardian take (10/20/30%) less damage from ranged attack. | ||
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 |
---|---|---|---|
Defensive Field | 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 arena. |
Defensive Link | Increase allies physical defense within 1 tile by (20/30/40%). | ||
Restorative Link | When allies within 1 tile is healed, Guardian also restore hp equal to (30/45/60%) of the healing value. | ||
Emergency Measures | After receiving lethal attack, Guardian restore (30/40/60%) of their max hp. Can only be trigggered once per battle. |
Marksman
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Deadly Bullets | 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. |
Depleted Uranium Rounds | At the beginning of the battle, increase Marksman's attack by (10/20/30%). Buff disappears after the first enemy dies. | ||
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. | ||
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 |
---|---|---|---|
Freezing Bullet | 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] then 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.. |
Rapid Freeze Shot | After every (3/2/1) attack, Marksman inflict 1 stack of [Freeze] to the current target. | ||
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. | ||
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 |
---|---|---|---|
Critical Shot | 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. |
Continuous Burst | Marksman has (15/22.5/30%) chance for their normal attack to hit twice. | ||
Overheating Rapid Fire | After skill activation, increase Marksman's attack speed by (50/75/100) points for 5s. | ||
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 |
---|---|---|---|
Defense Embrittlement | Defense Reduction | Marksman have (50/75/100%) chance to apply 1 stack of [Fragile] to the current target, last for 5s. | [2] Within 3s 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. |
High-Risk Target | When an enemy use its active skill, Marksman deal (40/70/100%) [Derivative] calculation damage to it. | ||
Overdrive Preload | After skill activation, Marksman immediately recharge their skill charge bar by (10/20/30%). | ||
Fragile Marking | After skill activation, Marksman inflict (3/4/5) stacks of [Fragile] to lowest hp enemy. |
Warrior
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Devouring Power | Emergency Tactics | Increase FIghter's attack as their hp decrease, reching 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 deeal 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 |
---|---|---|---|
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 |
---|---|---|---|
Outporing 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 power 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 |
---|---|---|---|
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
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Efficacy Accumulation | Algorithm Shaping | When Specialist apply a status effect, within 5s 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 5s ally with highest calculation power generate energy sphere that fires 7 projectiles, dealing [Derivative] physical attack 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 (7/6/5s), 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 |
---|---|---|---|
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 [Effciency] and grant all allies double attack for 4s. |
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%) [Lifesteal] for normal attack, last for 6s. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
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 (3/4/5s). |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
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 [Freeze] 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 4s. |
Medic
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
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 |
---|---|---|---|
Supplementary Dosage | Overclock | After skill activation, Medic increase their attack speed by (40/70/100) points for 4s. | [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 3s. | ||
Heavy Acceleration | After skill activation, Medic increase their skill charge bar by (10/15/20%). |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Enhanced Treatment | Efficient Treatment | After healing a target, Medic also apply (1/2/3) stacks of [Recovery]. | [2] When 15 stacks of [Recovery] 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 |
---|---|---|---|
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 (4/5/6s) 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
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Synergic Blitz | 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 |
---|---|---|---|
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 (6/8/10s). | ||
Survival Instinct | When an ally dies, other allies restore 30% of their max hp. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Mind Prison | Node Suppression | When Warrior attack controlled enemy, increase their attack speed by (10/20/30) points for 5s. | [2] Deal additional 30% [Derivative] calculation damage when attacking controlled enemy. [4] When an enemy dies, [Disarm] every other enemies for 4s. |
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 2s. | ||
Silencing Blow | After every 5 attacks, melee unit will stun the target for (1/1.5/2s). | ||
Reversal Effect | When taking physical damage, allies has (10/20/30%) chance to [Silence] the attacker for 1s. |
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
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 critical hit, deal additional damage equal to 10% of target's max hp. Damage can't exceed 200% attack power (Cooldown 5s). [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 attack. | ||
Rage Feedback (Cooldown 5s) |
After landing a critical hit, increase skill charge bar by 5%. |