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Contents
Function Cards
Guardian
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
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
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
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, enemies within 1 tile of target will be Stunned (3/4/5) times for 0.6 seconds. |
Medic
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
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
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
Set Name | Card Name | Card Effect | Set Effect |
---|---|---|---|
Rare Drop Main Stat Buffs |
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Chapter 6 Copley's Tower Defense |
Cardname | Cardeffect | - |
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