Difference between revisions of "User:Somnium/Repository"
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== Function Cards == | == Function Cards == | ||
=== Guardian === | === Guardian === | ||
Line 799: | Line 10: | ||
|- | |- | ||
| rowspan="4" style="text-align:center" | Overlapping Reflection | | rowspan="4" style="text-align:center" | Overlapping Reflection | ||
− | | style="text-align:center" | Emergency | + | | style="text-align:center" | Emergency Countermeasblure |
| After skill activation, Guardian recover 5% of their max hp, and increase their reflect damage by (3/6/9%). | | After skill activation, Guardian recover 5% of their max hp, and increase their reflect damage by (3/6/9%). | ||
| rowspan="4" | [2] Every 10s, Guardian will taunt all enemies within 1 tile range, and double their reflect damage value.<br><br>[4] Every 8s, Guardian will reflect all non <span style="color:#ED362E">Derivative</span> damage taken during the duration as <span style="color:#D2A234">True Damage</span> to their current target. | | rowspan="4" | [2] Every 10s, Guardian will taunt all enemies within 1 tile range, and double their reflect damage value.<br><br>[4] Every 8s, Guardian will reflect all non <span style="color:#ED362E">Derivative</span> damage taken during the duration as <span style="color:#D2A234">True Damage</span> to their current target. | ||
Line 892: | Line 103: | ||
| rowspan="4" style="text-align:center" | Deadly Bullets | | rowspan="4" style="text-align:center" | Deadly Bullets | ||
| style="text-align:center" | Hunting Signal | | style="text-align:center" | Hunting Signal | ||
− | | After skill activation, Marksman shoot 7 projectiles at the current target for the next 5s, dealing <span style="color:# | + | | 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:# | + | | rowspan="4" | [2] When allies deal damage to an enemy, Marksman have 10% chance to shoot a projectile onto target, dealing <span style="color:#ED372E">Derivative physical damage</span> equal to 50% attack.<br><br>[4] Damage buff from Depleted Uranium Rounds no longer disappear after the first enemy dies. |
|- | |- | ||
| style="text-align:center" | Depleted Uranium Rounds | | style="text-align:center" | Depleted Uranium Rounds | ||
Line 915: | Line 126: | ||
| style="text-align:center" | Twin Shot | | style="text-align:center" | Twin Shot | ||
| Marksman's normal attack split into two, hitting nearest enemy as additional target, but reduce their attack by (40/30/20%). | | Marksman's normal attack split into two, hitting nearest enemy as additional target, but reduce their attack by (40/30/20%). | ||
− | | rowspan="4" | [2] Upon reaching 10 stacks of | + | | rowspan="4" | [2] Upon reaching 10 stacks of <span style="color:#ED372E">Freeze</span>, they detonate and deal <span style="color:#2BBADC">Derivative calculation damage</span> equal to 300% calculation power to all enemies within 1 tile and <span style="color:#ED372E">Silence</span> them for 3s.<br><br>[4] Each time Marksman inflict 1 stack of <span style="color:#ED372E">Freeze</span> to an enemy, increase their calculation power by 5% stacking up to 10 times.. |
|- | |- | ||
| style="text-align:center" | Rapid Freeze Shot | | style="text-align:center" | Rapid Freeze Shot | ||
− | | After every (3/2/1) attack, Marksman inflict 1 stack of | + | | After every (3/2/1) attack, Marksman inflict 1 stack of <span style="color:#ED372E">Freeze</span> to the current target. |
|- | |- | ||
| style="text-align:center" | Chilling Counter | | style="text-align:center" | Chilling Counter | ||
− | | When allies take damage, Marksman has 15% chance to fire a projectile, dealing (20/30/40%) <span style="color:# | + | | When allies take damage, Marksman has 15% chance to fire a projectile, dealing (20/30/40%) <span style="color:#2BBADC">Derivative calculation damage</span> and inflict 1 stack of <span style="color:#ED372E">Freeze</span> to the attacker. |
|- | |- | ||
| style="text-align:center" | Supplementary Cooling | | style="text-align:center" | Supplementary Cooling | ||
− | | After skill activation, Marksman inflict (2/3/4) stacks of | + | | After skill activation, Marksman inflict (2/3/4) stacks of <span style="color:#ED372E">Freeze</span> to the nearest enemy. |
|- | |- | ||
|} | |} | ||
Line 959: | Line 170: | ||
| style="text-align:center" | Defense Reduction | | style="text-align:center" | Defense Reduction | ||
| Marksman have (50/75/100%) chance to apply 1 stack of [Fragile] to the current target, last for 5s. | | Marksman have (50/75/100%) chance to apply 1 stack of [Fragile] to the current target, last for 5s. | ||
− | | rowspan="4" | [2] Within 3s after skill activation, Marksman's next normal attack deal 20% <span style="color:# | + | | rowspan="4" | [2] Within 3s after skill activation, Marksman's next normal attack deal 20% <span style="color:#2BBADC">Derivative calculation damage</span> 3 times to all enemies around the current target. Only one effect can active at a time.<br><br>[4] Each stage of [Fragile] present on the field increase Marksman's calculation power by 10%, stacking up to 10 times. |
|- | |- | ||
| style="text-align:center" | High-Risk Target | | style="text-align:center" | High-Risk Target | ||
− | | When an enemy use its active skill, Marksman deal (40/70/100%) <span style="color:# | + | | When an enemy use its active skill, Marksman deal (40/70/100%) <span style="color:#2BBADC">Derivative calculation damage</span> to it. |
|- | |- | ||
| style="text-align:center" | Overdrive Preload | | style="text-align:center" | Overdrive Preload | ||
Line 984: | Line 195: | ||
| rowspan="4" style="text-align:center" | Devouring Power | | rowspan="4" style="text-align:center" | Devouring Power | ||
| style="text-align:center" | Emergency Tactics | | style="text-align:center" | Emergency Tactics | ||
− | | Increase | + | | Increase Fighter's attack as their hp decrease, reaching maximum value of (50/75/100%) at 10% hp. |
| rowspan="4" | [2] Fighter have 30% chance for their normal attack to hit twice.<br><br>[4] Every 3 normal attack, Fighter sacrifice 15% of their current hp and deal <span style="color:#D2A234">True Damage</span> equal to 200% of their current hp. | | rowspan="4" | [2] Fighter have 30% chance for their normal attack to hit twice.<br><br>[4] Every 3 normal attack, Fighter sacrifice 15% of their current hp and deal <span style="color:#D2A234">True Damage</span> equal to 200% of their current hp. | ||
|- | |- | ||
Line 1,006: | Line 217: | ||
| rowspan="4" style="text-align:center" | Brutal Assault | | rowspan="4" style="text-align:center" | Brutal Assault | ||
| style="text-align:center" | Lethal Chain | | style="text-align:center" | Lethal Chain | ||
− | | After killing an enemy, Fighter teleport and deal (100/200/300%) <span style="color:# | + | | After killing an enemy, Fighter teleport and deal (100/200/300%) <span style="color:#ED372E">Derivative physical damage</span> to enemy with lowest current hp. |
| rowspan="4" | [2] Fighter deal additional <span style="color:#D2A234">True Damage</span> equal to 10% of their max hp to enemy with less than 10% hp. Doesn't proc against bosses (Cooldown 0.3s).<br><br>[4] After killing an enemy, Fighter increase their attack speed by 100 points for 6s. | | rowspan="4" | [2] Fighter deal additional <span style="color:#D2A234">True Damage</span> equal to 10% of their max hp to enemy with less than 10% hp. Doesn't proc against bosses (Cooldown 0.3s).<br><br>[4] After killing an enemy, Fighter increase their attack speed by 100 points for 6s. | ||
|- | |- | ||
Line 1,028: | Line 239: | ||
| rowspan="4" style="text-align:center" | Outporing Lifeblood | | rowspan="4" style="text-align:center" | Outporing Lifeblood | ||
| style="text-align:center" | Wound Enhancement | | style="text-align:center" | Wound Enhancement | ||
− | | Increase Fighter's calculation power by 12%. For every stack of | + | | Increase Fighter's calculation power by 12%. For every stack of <span style="color:#ED362E">Bleed</span> inflicted on enemy, further increase calculation power by 3%, stacking up to 10 times. |
− | | rowspan="4" | [2] Fighter release [Battlecry] every 8s, dealing 50% <span style="color:# | + | | rowspan="4" | [2] Fighter release [Battlecry] every 8s, dealing 50% <span style="color:#2BBADC">Derivative calculation damage</span> and inflict 1 stack of <span style="color:#ED362E">Bleed</span> to enemies within 1 tile radius.<br><br>[4] Extend [Battlecry] range to the whole field. |
|- | |- | ||
| style="text-align:center" | Haemophilia | | style="text-align:center" | Haemophilia | ||
− | | Fighter inflict 1 stack of | + | | Fighter inflict 1 stack of <span style="color:#ED362E">Bleed</span> to target after very (4/3/2) attacks. |
|- | |- | ||
| style="text-align:center" | Blood Extraction | | style="text-align:center" | Blood Extraction | ||
− | | Fighter's active skill gain (15/20/25%) [Lifesteal] capability. For every stack of | + | | Fighter's active skill gain (15/20/25%) [Lifesteal] capability. For every stack of <span style="color:#ED362E">Bleed</span>, increase [Lifesteal] value by (1/2/3%). |
|- | |- | ||
| style="text-align:center" | Battlecry Impact | | style="text-align:center" | Battlecry Impact | ||
− | | Before activating their skill, Fighter release a [Battlecry], dealing (30/60/90%) <span style="color:# | + | | Before activating their skill, Fighter release a [Battlecry], dealing (30/60/90%) <span style="color:#2BBADC">Derivative calculation damage</span> and inflict 1 stack of <span style="color:#ED362E">Bleed</span> to enemies within 1 tile radius. |
|- | |- | ||
|} | |} | ||
Line 1,051: | Line 262: | ||
| style="text-align:center" | Rapid Assault | | style="text-align:center" | Rapid Assault | ||
| At the beginning of the battle, Fighter immediately activate their skill and increase their attack speed by (50/100/150) points for 5s. | | At the beginning of the battle, Fighter immediately activate their skill and increase their attack speed by (50/100/150) points for 5s. | ||
− | | rowspan="4" | [2] Fighter gain 1 stack of | + | | rowspan="4" | [2] Fighter gain 1 stack of <span style="color:#44B164">Bloodthirst</span> every 4s.<br><br>[4] For every stack of <span style="color:#44B164">Bloodthirst</span>, increase Fighter's critical damage by 10%. |
|- | |- | ||
| style="text-align:center" | Explosive Resonance | | style="text-align:center" | Explosive Resonance | ||
− | | Fighter gain 1 stack of | + | | Fighter gain 1 stack of <span style="color:#44B164">Bloodthirst</span> after getting hit [9/6/3) times. |
|- | |- | ||
| style="text-align:center" | Multiple Marks | | style="text-align:center" | Multiple Marks | ||
− | | At the beginning of the battle, Fighter instantly gain (4/6/8) stacks of | + | | At the beginning of the battle, Fighter instantly gain (4/6/8) stacks of <span style="color:#44B164">Bloodthirst</span>. |
|- | |- | ||
| style="text-align:center" | Runtime Reset | | style="text-align:center" | Runtime Reset | ||
− | | The first time their hp fall below 40%, Fighter gain (4/6/8) stacks of | + | | The first time their hp fall below 40%, Fighter gain (4/6/8) stacks of <span style="color:#44B164">Bloodthirst</span>. |
|- | |- | ||
|} | |} | ||
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| rowspan="4" style="text-align:center" | Efficacy Accumulation | | rowspan="4" style="text-align:center" | Efficacy Accumulation | ||
| style="text-align:center" | Algorithm Shaping | | style="text-align:center" | Algorithm Shaping | ||
− | | When Specialist apply a status effect, within 5s generate energy sphere that fires 7 projectiles, dealing (8/14/20%) <span style="color:# | + | | When Specialist apply a status effect, within 5s generate energy sphere that fires 7 projectiles, dealing (8/14/20%) <span style="color:#2BBADC">Derivative calculation damage</span> to random enemies. |
− | | rowspan="4" | [2] When Specialist apply a status effect, within 5s ally with highest calculation power generate energy sphere that fires 7 projectiles, dealing <span style="color:# | + | | rowspan="4" | [2] When Specialist apply a status effect, within 5s ally with highest calculation power generate energy sphere that fires 7 projectiles, dealing <span style="color:#ED372E">Derivative physical damage</span> equal to 14% of their calculation power to random enemies.<br><br>[4] Energy sphere also increases Specialist's calculation power by 30%. |
|- | |- | ||
| style="text-align:center" | Efficiency Rationing<br><small>(Cooldown 1s)</small> | | style="text-align:center" | Efficiency Rationing<br><small>(Cooldown 1s)</small> | ||
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| style="text-align:center" | Cascading Calculation | | style="text-align:center" | Cascading Calculation | ||
| Every 5s, Specialist increase the calculation power of ally with highest calculation power by (3/4/5%), stacking up to 5 times. | | Every 5s, Specialist increase the calculation power of ally with highest calculation power by (3/4/5%), stacking up to 5 times. | ||
− | | rowspan="4" | [2] When Specialist trigger effects of any card from this set, gain 2 stacks of | + | | rowspan="4" | [2] When Specialist trigger effects of any card from this set, gain 2 stacks of <span style="color:#44B164">Efficiency</span>.<br><br>[4] Consume 10 stacks of <span style="color:#44B164">Efficiency</span> and grant all allies double attack for 4s. |
|- | |- | ||
| style="text-align:center" | Cascading Attack | | style="text-align:center" | Cascading Attack | ||
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| rowspan="4" style="text-align:center" | Swift Strike | | rowspan="4" style="text-align:center" | Swift Strike | ||
| style="text-align:center" | Floating Shot | | style="text-align:center" | Floating Shot | ||
− | | After mally made a successful evade, Specialist deal <span style="color:# | + | | After mally made a successful evade, Specialist deal <span style="color:#ED372E">Derivative physical damage</span> equal to (30/45/60%) of their calculation power to the attacker. |
− | | rowspan="4" | [2] When a non-Specialist ally made a successful evade, deal <span style="color:# | + | | rowspan="4" | [2] When a non-Specialist ally made a successful evade, deal <span style="color:#ED372E">Derivative physical damage</span> equal to 20% calculation power to the attacker.<br><br>[4] Vulnerability Padding also affect ally with the second lowest current hp. |
|- | |- | ||
| style="text-align:center" | Vulnerability Padding | | style="text-align:center" | Vulnerability Padding | ||
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| rowspan="4" style="text-align:center" | Malignant Disruption | | rowspan="4" style="text-align:center" | Malignant Disruption | ||
| style="text-align:center" | Deterrence Suppresssion | | style="text-align:center" | Deterrence Suppresssion | ||
− | | Specialist's normal attack deal additional (10/15/20%) <span style="color:# | + | | Specialist's normal attack deal additional (10/15/20%) <span style="color:#2BBADC">Derivative calculation damage</span> multiplied by the number of debuff inflicted on target. |
| rowspan="4" | [2] For every number of debuff inflicted on enemy, decrease their calculation power by 10%.<br><br>[4] For every number of debuff inflicted on target, increase Specialist's attack speed by 15 points. | | rowspan="4" | [2] For every number of debuff inflicted on enemy, decrease their calculation power by 10%.<br><br>[4] For every number of debuff inflicted on target, increase Specialist's attack speed by 15 points. | ||
|- | |- | ||
| style="text-align:center" | Beacon Growth | | style="text-align:center" | Beacon Growth | ||
− | | Specialist's normal attack has (40/70/100%) chance to inflict 1 stack of | + | | Specialist's normal attack has (40/70/100%) chance to inflict 1 stack of <span style="color:#ED362E">Bleed</span> on target. |
|- | |- | ||
| style="text-align:center" | Total Suppression | | style="text-align:center" | Total Suppression | ||
− | | When Specialist inflict a debuff on target, deal additional (15/22.5/30%) <span style="color:# | + | | When Specialist inflict a debuff on target, deal additional (15/22.5/30%) <span style="color:#2BBADC">Derivative calculation damage</span>. |
|- | |- | ||
| style="text-align:center" | High-Frequency Calculation | | style="text-align:center" | High-Frequency Calculation | ||
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| rowspan="4" style="text-align:center" | Enhanced Treatment | | rowspan="4" style="text-align:center" | Enhanced Treatment | ||
| style="text-align:center" | Efficient Treatment | | style="text-align:center" | Efficient Treatment | ||
− | | After healing a target, Medic also apply (1/2/3) stacks of | + | | After healing a target, Medic also apply (1/2/3) stacks of <span style="color:#44B164">Recovery</span>. |
− | | rowspan="4" | [2] When 15 stacks of | + | | rowspan="4" | [2] When 15 stacks of <span style="color:#44B164">Recovery</span> present on the field, all allies restore 30% of their maximum hp. Can only trigger once per battle.<br><br>[4] For every stack of <span style="color:#44B164">Recovery</span> present on the field, increase Medic's healing value by 5%, stacking up to 10 times. |
|- | |- | ||
| style="text-align:center" | Hands of Benevolence | | style="text-align:center" | Hands of Benevolence | ||
− | | At the beginning of the battle, Medic restore (10/20/30%) health of ally with lowest current hp, and apply 5 stacks of | + | | At the beginning of the battle, Medic restore (10/20/30%) health of ally with lowest current hp, and apply 5 stacks of <span style="color:#44B164">Recovery</span>. |
|- | |- | ||
| style="text-align:center" | Health Care Insurance<br><small>(Cooldown 4s)</small> | | style="text-align:center" | Health Care Insurance<br><small>(Cooldown 4s)</small> | ||
− | | After skill activation, Medic increase their skill charge bar by 20% and apply 1 stack of | + | | After skill activation, Medic increase their skill charge bar by 20% and apply 1 stack of <span style="color:#44B164">Recovery</span> on target. |
|- | |- | ||
| style="text-align:center" | Advanced Medicare | | style="text-align:center" | Advanced Medicare | ||
− | | For every stack of | + | | For every stack of <span style="color:#44B164">Recovery</span> present on the field, increase Medic's skill charge bar gain by (2/3.5/5%), stacking up to 10 times. |
|- | |- | ||
|} | |} | ||
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| rowspan="4" style="text-align:center" | Substance Reversal | | rowspan="4" style="text-align:center" | Substance Reversal | ||
| style="text-align:center" | Allergic Reactions<br><small>(Cooldown 1s)</small> | | style="text-align:center" | Allergic Reactions<br><small>(Cooldown 1s)</small> | ||
− | | After healing a target, Medic launch | + | | After healing a target, Medic launch <span style="color:#ED372E">Allergic</span> attack equal to (20/35/50%) of their calculation power to enemies within 1 tiles of target. |
− | | rowspan="4" | [2] After performing normal attack, Medic heal ally with lowest current hp equal to the damage dealt.<br><br>[4] Increase | + | | rowspan="4" | [2] After performing normal attack, Medic heal ally with lowest current hp equal to the damage dealt.<br><br>[4] Increase <span style="color:#ED372E">Allergic</span> attack range to 2 tiles and its damage by 20%. |
|- | |- | ||
| style="text-align:center" | Exceptional Compensation | | style="text-align:center" | Exceptional Compensation | ||
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|- | |- | ||
| style="text-align:center" | Plasma Sampling | | style="text-align:center" | Plasma Sampling | ||
− | | For the first attack after skill activation, Medic launch | + | | For the first attack after skill activation, Medic launch <span style="color:#ED372E">Allergic</span> attack equal to (25/50/75%) of their calculation power to target. |
|- | |- | ||
| style="text-align:center" | Adjacent Spill Exposure | | style="text-align:center" | Adjacent Spill Exposure | ||
− | | Every 5s, Medic launch | + | | Every 5s, Medic launch <span style="color:#ED372E">Allergic</span> attack equal to (25/50/75%) of their calculation power onto the densest area. |
|- | |- | ||
|} | |} | ||
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=== Mixed === | === Mixed === | ||
<div style="float:left"><tabber> | <div style="float:left"><tabber> | ||
− | |-| | + | |-|Coordinated Crit= |
{| class="gf-table" style="text-align:left; width:100%" | {| class="gf-table" style="text-align:left; width:100%" | ||
! style="width: 15%" | Set Name | ! style="width: 15%" | Set Name | ||
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! style="width: 35%" | Set Effect | ! style="width: 35%" | Set Effect | ||
|- | |- | ||
− | | rowspan="5" style="text-align:center" | | + | | rowspan="5" style="text-align:center" | Coordinated Crit |
| style="text-align:center" | Strength Preference | | style="text-align:center" | Strength Preference | ||
| Increase Guardian's critical hit rate by 5%, landing a critical hit will restore their health equal to (1/2/3%) of max hp. | | Increase Guardian's critical hit rate by 5%, landing a critical hit will restore their health equal to (1/2/3%) of max hp. | ||
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| style="text-align:center" | Node Suppression | | style="text-align:center" | Node Suppression | ||
| When Warrior attack controlled enemy, increase their attack speed by (10/20/30) points for 5s. | | When Warrior attack controlled enemy, increase their attack speed by (10/20/30) points for 5s. | ||
− | | rowspan="5" | [2] Deal additional 30% <span style="color:# | + | | rowspan="5" | [2] Deal additional 30% <span style="color:#2BBADC">Derivative calculation damage</span> when attacking controlled enemy.<br><br>[4] When an enemy dies, <span style="color:#ED372E">Silence</span> every other enemies for 4s. |
|- | |- | ||
| style="text-align:center" | Spectrum Suppression | | style="text-align:center" | Spectrum Suppression | ||
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|- | |- | ||
| style="text-align:center" | Blade of Slience | | style="text-align:center" | Blade of Slience | ||
− | | Ranged units normal attack has (10/20/30%) chance to | + | | Ranged units normal attack has (10/20/30%) chance to <span style="color:#ED372E">Silence</span> the target for 2s. |
|- | |- | ||
| style="text-align:center" | Silencing Blow | | style="text-align:center" | Silencing Blow | ||
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|- | |- | ||
| style="text-align:center" | Reversal Effect | | style="text-align:center" | Reversal Effect | ||
− | | When taking physical damage, allies has (10/20/30%) chance to | + | | When taking physical damage, allies has (10/20/30%) chance to <span style="color:#ED372E">Silence</span> the attacker for 1s. |
|} | |} | ||
|-|Deadly Blow= | |-|Deadly Blow= | ||
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| style="text-align:center" | Excessive Healing | | style="text-align:center" | Excessive Healing | ||
| Increase Medic's healing target's critical damage by 5%, stacking up to (4/7/10) times. | | Increase Medic's healing target's critical damage by 5%, stacking up to (4/7/10) times. | ||
− | | rowspan="5" | [2] When landing a critical hit, deal additional damage equal to 10% of target's max hp. Damage can't exceed 200% attack power (Cooldown 5s).<br><br>[4] After skill activation, gain 2 stacks of | + | | rowspan="5" | [2] When landing a critical hit, deal additional damage equal to 10% of target's max hp. Damage can't exceed 200% attack power (Cooldown 5s).<br><br>[4] After skill activation, gain 2 stacks of <span style="color:#44B164">Bloodthirst</span> and increase critical damage by 10%, stacking up to 5 times. |
|- | |- | ||
| style="text-align:center" | No Anger | | style="text-align:center" | No Anger | ||
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|- | |- | ||
| style="text-align:center" | Bloodthirsty March | | style="text-align:center" | Bloodthirsty March | ||
− | | Melee units gain 1 stack of | + | | Melee units gain 1 stack of <span style="color:#44B164">Bloodthirst</span> for every step they make. |
|- | |- | ||
| style="text-align:center" | Bloodthirsty Rhythm | | style="text-align:center" | Bloodthirsty Rhythm | ||
− | | Ranged units gain 1 stack of | + | | Ranged units gain 1 stack of <span style="color:#44B164">Bloodthirst</span> after every 5 normal attack. |
|- | |- | ||
| style="text-align:center" | Rage Feedback<br><small>(Cooldown 5s)</small> | | style="text-align:center" | Rage Feedback<br><small>(Cooldown 5s)</small> |
Revision as of 02:59, 26 January 2022
Function Cards
Guardian
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Overlapping Reflection | Emergency Countermeasblure | 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 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.. |
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, 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 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 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 |
---|---|---|---|
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 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 (7/6/5s), 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 Efficiency 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 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 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 |
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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 |
---|---|---|---|
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, Silence 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%. |