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PNC Functions
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Function Cards are objects that influence battles in Project Neural Cloud by changing the effects and strategies of automated attacks. They can be active from the start of a stage, or earned as the player is progressing in the stage. Additionally, acquiring cards from a Function Chain will provide extra effects depending on how many pieces of the set you currently have. Click here to see the list of Function Cards and Chains by class.
Only one of each Function Card can be owned at once; acquiring duplicates of the same card will upgrade it. The players are also limited to a certain number of cards they can hold at once by checking their Deck Size. The limit can be increased by spending Cache Coins. Acquiring a card while over the limit will force the player to sell a card to progress if they do not increase their Deck Size.
Active Functions are special Function Cards of max rarity which can be activated in battle by the player. They take the form of the Ultimate Skill of a Doll, even ones the player doesn't have.
Protocols are objects related to Functions that severely alter the attributes and strategies of all units. They can be wholly Positive (green icon), Negative (red icon), or Neutral (yellow icon).
Card Level: Each card can be upgraded two times, changing from blue to purple to gold.
Gain or Upgrade Indicator: Indicates if this is a new card or a duplicate that will upgrade the one already owned.
Details button: tap to see an explanation for a status or damage effect included in the card's description.
Description: Can switch between Simple and Detailed in Game Settings (here shown Detailed). In the three values indicated in parenthesis, the value in orange will take effect while the other two in gray are the potential values after upgrading the card once and twice.
Function Chain: Tap to see the bonus effects when multiple cards of a certain set of four or five are owned (here shown with a two-set).
Affected Dolls: Dolls from your current team that will be affected by this card.
Power: Gain the indicated total Team Power.
Lock: Card will not be changed when using Refresh.
Select screen: Choose one of the functions displayed.
Use the lock to keep a card when using Refresh.
Select/Upgrade button.
Tap to return to the main Exploration menu (you will need to come back to the Function select menu and make a choice to progress).
Current amount of Cache Coins.
Discard all Functions and gain 10 Cache Coins.
Spend 10 Cache Coins to Refresh and get new Functions. The Functions you rejected will have a lower chance to appear later in this run. Can be done twice every time you get a choice.
Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%.
Every Normal Attack Warriors perform has a 30% chance to turn the next Normal Attack into a double strike.
After every 3 Normal Attacks, Warriors lose 15% of the current HP to deal True Damage of 200% HP lost with their next Normal Attack. The effect cannot be triggered by Normal Attack skills.
Incremental Pursuit
Warriors inflict an additional amount of True Damage of (15%/22.5%/30%) ATK when they deal damage.
Dire Tactics
Warriors' ATK grows as their HP drops. The ATK bonus caps at (50%/75%/100%) when HP drops to 10%.
Double Compilation
Warriors heal for (10%/15%/20%) of the damage they deal. True Damage provides three times as much healing.
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2 Piece Set Effect
4 Piece Set Effect
Multi-Marker
Warriors gain(4/6/8) stacks of Bloodthirst Sigil at the start of battle.
Every stack of Bloodthirst Sigil enhances the Crit Damage of Warriors by 10%.
Program Reset
Warriors gain (4/6/8) stacks of Bloodthirst Sigil when their HP percentage first drops below 40%.
Rapid Raid
Warriors use their Auto Skill at the start of the battle and have their Attack Speed increased by (50%/100%/150%) for the next 6 seconds.
Blasting Echoes
Warriors gain 1 stack of Bloodthirst Sigil for every (9/6/3) attacks they are subjected to.
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2 Piece Set Effect
4 Piece Set Effect
Lethal Shock
For every 1 enemy fallen, Warriors recover (4%/7%/10%) of their Max HP.
Warriors deal True Damage equal to 10% of the target's Max HP when the target is below 10% HP. (Ineffective against bosses; Cooldown: 0.3 seconds)
Warriors gain a 100 Attack Speed boost for 6 seconds every time they eliminate a non-neutral enemy target.
Lethal Chain
After eliminating any enemy units, Warriors are teleported near the enemy with the lowest HP percentage, dealing [Derivative] Physical Damage equal to (100%/200%/300%) of their ATK to them.
Vulnerability Exploit
Warrior ATK + (20%/30%/40%) against targets with less than 50% HP.
Efficiency Surge
When Warrirors perform Normal Attacks, their Auto Skill recharge is sped up by (15%/22.5%/30%) if the target's HP is below 50%.
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2 Piece Set Effect
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Furious Deterrence
Warriors release [Battlecry] before using their Auto Skill, dealing [Derivative] Operand Damage equal to (30%/60%/90%) of their Hashrate to nearby enemies within 1 tile, inflicting 1 stack of Bleed on them.
Warriors release [Battlecry] once every 8 seconds, dealing [Derivative] Operand Damage equal to 50% of their Hashrate] to nearby enemies within 1 tile, and inflicting 1 stack of Bleed on them.
The range of [Battlecry] expands to the entire battlefield.
Life Extraction
Warriors have their Skill Life Steal effect enhanced by (15%/20%/25%). Every stack of Bleed on their target provides (1%/2%/3%) additional Skill Life Steal.
Damage Amplifier
Warriors have their Hashrate increased by 12%. Every time Warriors inflict Bleed, their Hashrate is additionally increased by 3%, up to (4/7/10) stacks.
Coagulopathy
After every (4/3/2) Normal Attack(s), Warriors inflict 1 stacks of Bleed on the target.
Ally Snipers have their Crit Damage increased by (10%/20%/30%) for every unit that falls in battle, up to 5 stacks.
For every 3 Normal Attacks, the next one Snipers perform is guaranteed to be a Critical Hit. The effect cannot be triggered by Normal Attack skills.
The Crit Damage boost provided by Lethal Increment no longer wears off.
Rapid Firing
After using any skill, Snipers have their Attack Speed increased by (50/75/100) points for the next 5 seconds.
Lethal Increment
When Snipers land their Normal Attacks, increase their Crit Damage by (10%/15%/20%), up to 5 stacks. This effect wears off after landing a Critical Hit. (0.33s cooldown)
Penetration Streak
Snipers' Normal Attack hits have a (15%/22.5%/30%) chance to turn the next Normal Attack into a double strike.
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Overdrive Preset
Snipers speed up their skill recharge by (10%/20%/30%) after using any skill.
3 seconds after using any skill, Snipers inflict [Derivative] Operand Damage equal to 20% of their Hashrate on enemies within 1 tile near their Normal Attack target 3 times. Only 1 instance of this effect may take place at a time.
Every stack of Vulnerability boosts the Hashrate of Snipers by 10%, up to 10 stacks.
High-Risk Target
When enemies use any skill, all ally Snipers deal [Derivative] Operand Damage of (40%/70%/100%) Hashrate.
Immunity Reduction
Ally Snipers have (50%/75%/100%) chance to inflict 1 stack of Vulnerability that lasts for 5 seconds when they deal Operand Damage.
Fragile Label
When Snipers use any skill, they inflict (3/4/5) stack(s) of Vulnerability on the enemy with the lowest HP percentage, which lasts for 5 seconds.
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2 Piece Set Effect
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Lethal Transference
For every 5 attack(s), Snipers deal an additional instance of True Damage equal to (40%/80%/120%) ATK with their next strike. (0.33s cooldown)
When ally units inflict damage with Normal Attacks, Snipers have a 10% chance of firing a missile that deals [Derivative] Physical Damage of 50% ATK at the target.
Snipers' Depleted Uranium Rounds effect will no longer dissipate.
Chain-breaking Shot
The next Normal Attack Snipers perform after using any skill will target the enemy with the lowest HP and boost their own Normal Attack PEN by (20/40/60) points.
Hunting Signal
Snipers fire 7 missiles of [Derivative] Physical Damage equal to (10%/20%/30%) of their ATK at the target within 5 seconds after using their Auto Skill.
Depleted Uranium Rounds
Snipers have their ATK increased by (10%/20%/30%). This effect wears off when any enemy falls in battle.
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Ancillary Cooldown
Snipers inflict (2/3/4) stack(s) of Frozen on the closest enemy every time they use any skill.
When any target obtains 10 stacks of Frozen, all Frozen stacks are consumed to deal [Derivative] Operand Damage equal to 300% of the highest ally hashrate to the target and nearby enemies with 1 tile, and Silences them for 3 seconds.
Snipers have their Hashrate increased by 5% every time they inflict the Frozen effect, up to 10 stacks.
Twin-track Burst
Snipers have their ATK reduced by (40%/30%/20%). Normal Attacks deal additional Physical Damage to the nearest enemy once. The effect cannot be triggered by Normal Attack skills.
Frozen Shot
For every (3/2/1) Normal Attacks, the next one Snipers perform inflicts Frozen.
Frostbite Spillover
When ally units take damage, Snipers have a 15% chance to deal [Derivative] Operand damage of (20%/30%/40%) Hashrate to the damage dealer and inflict 1 stack of Frozen on them.
Specialists Max out the Dodge Rate of all ally units for (3/4/5) seconds at the start of battle.
When any ally unit dodges an attack, all non-Specialist ally units deal [Derivative] Physical Damage equal to 20% of their Hashrate to the attacker.
Vulnerability Fix now takes effect on 1 additional ally unit with the next lowest HP percentage.
Fast Preparation
Specialists have their Skill Haste increased by (2%/3.5%/5%) every time an ally unit dodges an attack, up to 10 stacks. Max Increase: 50%
Floating Shot
When any ally unit dodges an attack, all Specialist ally units deal [Derivative] Physical Damage equal to (30%/45%/60%) of their Hashrate to the attacker once.
Vulnerability Fix
When Specialists use any skill, they enhance the Dodge Rate of ally unit with the lowest HP percentage by (10%/15%/20%), up to 5 stacks.
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2 Piece Set Effect
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Global Protection
Specialists grant (3/4/5) stacks of 50% damage reducing HP Shield every (7/6/5) seconds to the ally with the lowest HP percentage, up to 10 stacks. 1 stack of the HP Shield is consumed every time the ally unit takes damage.
When Specialists buff of debuff any units, the non-Specialist unit with the highest Hashrate deals [Derivative] Physical Damage equal to 14% of their Hashrate to random enemies 7 time(s) in 5 second(s).
The Energy Orb provides an additional Hashrate bonus of 30%.
Hashrate Stacking
Specialists have their Hashrate increased by (3%/4.5%/6%) every time they apply a buff or debuff, up to 5 stacks. (1s cooldown)
Efficient Allocation
When Specialists buff or debuff any units, they heal the ally with the lowest HP percentage by (20%/35%/50%) of their Hashrate. (1s cooldown)
Hashrate Energy
When Specialists buff or debuff any units, they generate an Energy Orb, which deals [Derivative] Physical Damage equal to (8%/14%/20%) of their Hashrate to random enemies 7 time(s) in 5 seconds.
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Layered Hashrate
Specialists enhance the ally unit with the highest Hashrate by (3%/4%/5%) Hashrate every 5 seconds, up to 5 stacks.
Specialists gain 2 stacks of Performance Boost when they trigger the function set effect.
All Performance Boost stacks are consumed at 10 stacks to provide 4 seconds of double-strike for all ally units.
Layered Attack
Specialists enhance the ally unit with the highest ATK by (3%/4%/5%) of their ATK every 5 seconds, up to 5 stacks.
Energy Boost
When Specialists use any skill, they speed up the skill recharge progress of the teammate with the highest Hashrate by (10%/15%/20%). (4s cooldown)
Rob 'em Blind
When Specialists use any skill, they enhance the teammate with the highest ATK with (20%/35%/50%)Life Steal for their Normal Attacks, lasting 6 seconds.
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2 Piece Set Effect
4 Piece Set Effect
Deterrence
Specialists deal an additional [Derivative] Operand Damage of (10%/15%/20%)Hashrate X the number of debuffs on the target with every Normal Attack.
For every type of debuffs the enemies have, Operand DEF is reduced by 10%.
For every single type of debuff on the Specialists' targets, increase their Attack Speed by 15 points.
Beacon Boost
When Specialists land a Normal Attack, they have a (40%/70%/100%) chance to inflict 1 stack of Bleed on the target.
Total Suppression
Specialists deal [Derivative] Operand Damage equal to (15%/22.5%/30%) Hashrate to the target every time they inflict debuffs.
High-frequency Calculation
After using any skill, Specialists have their Attack Speed increased by (20/35/50)points for 4 seconds.
Medics use their Auto Skill at the start of battle and have their Healing effect increased by (20%/40%/60%) for the next 3 seconds.
Medics speed up their Auto Skill recharge by 5% after performing Normal Attacks.
Medics increase their own Healing Output by 5% every time they use any skill, up to 10 stacks.
Emergency Deployment
When Medics Heal, the Healing Effect is enhanced as the target loses HP, up to a (20%/40%/60%) boost when target's HP percentage drops to 10%.
Overdrive
After using any skill, Medics have their Attack Speed increased by (40/70/100) points for the next 4 seconds.
Speedy Overload
Medics speed up their Auto Skill recharge by (10%/15%/20%) after using any skill.
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2 Piece Set Effect
3 Piece Set Effect
Health Insurance
When Medics use any skill, they grant 1 stack of Revitalize to the healed unit and speed up their Auto Skill recharge by (10%/15%/20%). (4s cooldown)
All ally units recover 30% of their Max HP when the total number of Revitalize stacks reaches 15. This effect only triggers once per battle.
Every stack of Revitalize on the battlefield additionally provides a 5% Healing Output boost for Medics, up to 10 stacks.
Advanced Practice
Every stack of Revitalize on the battlefield additionally provides a (2%/3.5%/5%) Skill Haste boost for Medics, up to 10 stacks.
Efficient Recovery
Medics grant the target (1/2/3) stacks of Revitalize when they Heal.
Healing Hands
At the start of battle, Medics heal the ally with the lowest HP percentage by a value equal to (10%/20%/30%) of their Max HP, and grants them 5 stack(s) of Revitalize.
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2 Piece Set Effect
3 Piece Set Effect
Weakness Reinforcement
When Medics use any skill, they grant an HP Shield of (100%/150%/200%) Hashrate to the ally with the lowest HP percentage.
When the HP Shields of ally units break, recover 5% Max HP.
Every 8 seconds, the ally unit with the lowest HP percentage recovers HP equal to the highest HP Shield value on any ally on the battlefield.
Insurance Coverage
Medics grant all ally dolls an HP Shield equal to (100%/200%/300%) of their Hashrate at the start of the battle.
Shielding Framework
Medics grant the target an HP Shield equal to (10%/20%/30%) of their Healing Output when they Heal.
Healing Protection
Medics have their Healing Output increased by (20%/30%/40%) when the healed target has an HP Shield.
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2 Piece Set Effect
3 Piece Set Effect
Neighboring Overflow
Medics perform an Allergy Attack equal to (25%/50%/75%) of their Hashrate in the area most packed with enemies every 5 seconds.
When Medics deal damage, they heal the ally unit with the lowest HP by 25% of damage dealt.
The range of Allergy Attack is increased to 2 tile. This damage gains a 20% Damage boost.
Sanguine Plundering
The Medic's next Normal Attack after using any skill will inflict Allergy Damage equal to (25%/50%/75%) of their Hashrate.
Allergic Reaction
Medics inflict Allergy Damage of (20%/35%/50%) Hashrate to enemies within 1 tile of their target when they Heal. (1s cooldown)
Extra Compensation
When Medics Heal, they increase the Hashrate of ally units and themselves by 5% for (4/6/8) seconds, up to 5 stacks.
Ally long-range units have their Crit Rate increased by 5%, with an additional instance of True Damage equal to (50%/100%/150%) of their Hashrate when they land a Critical Hit. (1s cooldown)
The next Normal Attack ally units perform after using any skill is guaranteed to be a Critical Hit.
All ally units have their Crit Rate increased by 10% and will recover HP of 10% damage dealt when landing a Critical Hit.
Inspirational Shot
Snipers have their Crit Rate increased by 5%, and they increase ally units' Hashrate by (2%/4%/6%) of their own when they land Critical Hits, up to 10 stacks.
Frenzied Battlelust
Ally melee units have their Crit Rate increased by 5%, and they decrease the target's Physical DEF by (1%/2%/3%) when they land critical strikes, up to 10 stacks.
Power First
Guards have their Crit Rate increased by 5%, and recover (1%/2%/3%) of their Max HP when an ally unit deals a Critical Hit.
Swift Strike
Warriors have their Crit Rate increased by 5%, and Attack Speed by 10 points whenever they land Critical Hits, up to (4/7/10) stacks.
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2 Piece Set Effect
4 Piece Set Effect
Solemn Dignity
Doll Crit Rate -20%, Crit Damage +(30%/45%/60%).
When ally units land a Critical Hit, they deal an additional instance of Physical Damage equal to 10% of their Max HP, up to 200% of their ATK. (Cooldown: 5 seconds)
When any ally units use their Auto Skill, they gain 2 stack(s) of Bloodthirst Sigil and have their Crit Damage increased by 10%, up to 5 stacks.
Anger Feedback
Ally units have their Auto Skill recharge sped up by (5%/10%/15%) after landing a Critical Hit with Normal Attacks. (Cooldown: 5 seconds)
Bloodthirsty March
Melee Dolls gain (1/2/3) stack(s) of Bloodthirst Sigil every time they move.
Bloodthirsty Rhythm
Ranged Dolls gain 1 Bloodthirst Sigil(s) after dealing damage (5/4/3) times with Normal Attacks.
Radical Therapy
Medics boost target's Crit Damage by 5% when they Heal, up to (5/7/10) stack(s).
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2 Piece Set Effect
4 Piece Set Effect
Blade of Silence
Ally long-range units have a (10%/20%/30%) chance of silencing the target for 2 seconds with their Normal Attacks.
When ally units inflict crowd control effects on enemy units, they deal an additional instance of [Derivative] Operand Damage equal to 30% of their Hashrate.
Every time an enemy falls in battle, disarm all enemies for 4 seconds.
Stifled Sounds
Ally melee units Stun their opponent for (1/1.5/2) seconds every 6 Normal Attacks. The effect cannot be triggered by Normal Attack skills.
Backfire Effect
When ally units deal Physical Damage, they have a (10%/20%/30%) chance to Silence the attacker for 1 seconds.
Node Suppression
When ally Warriors deal damage to enemies under crowd control effects, their Attack Speed is increased by (10/20/30) points, up to 5 stacks.
Spectrum Suppression
When ally Specialists deal damage to enemies under crowd control effects, all allies have their Hashrate increased by (5%/7.5%/10%), up to 5 stacks.
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2 Piece Set Effect
4 Piece Set Effect
Emergency Defense
When ally melee units fall in battle, they grant their ally melee units an HP Shield equal to (30%/40%/50%) of their Max HP.
When an ally Doll falls, all ally units fully recharge their Auto Skills.
When an ally Doll falls, all other ally units are enhanced by 50% of their ATK and Hashrate.
Multithread Aid Shots
When any ally Doll falls, the long-range units gains (6/8/10) seconds of splitting shots.
Survival Instinct
When an ally Doll falls, other units recover (30%/40%/50%) of their Max HP.
Life-saving Service
When an ally unit falls, Medics have their Healing Output increased by (20%/30%/40%).
Last Gasp
When Ally Warriors fall, True Damage of (500%/750%/1000%) the Warrior's ATK is dealt to enemies within 1 tile.
When a ranged unit deals damage with a Normal Attack (5/4/3) time(s), apply 1 stack of Nixflame to their target.
When an ally unit uses a skill, their next Normal Attack summons a fireball from the heavens, dealing [Derivative] Operand Damage equal to 100% of their Hashrate. For every stack of Nixflame on the target, the fireball's damage is increased by 10%.
When a ally unit deals damage, the damage dealt is increased by 3% for every stack of Nixflame the target is afflicted with.
Infernal Robe
When a melee unit receives damage, their attacker has a (10%/15%/20%) chance of gaining 1 stack of Nixflame.
Purgatorial Ciphers
When a sniper deals damage with a Normal Attack to an enemy with the Nixflame status effect, deal additional [Derivative] Operand Damage equal to (20%/35%/50%) of their Hashrate.
Ashen Computations
When a Specialist uses a skill, the deal [Derivative] Operand Damage equal to (50%/75%/100%) of their Hashrate to all enemies with the Nixflame status effect.
Igneous Boundary
Guards take (1%/1.5%/2%) less damage from enemies with Nixflame stacks. This effect is additive for every stack of Nixflame that the enemy has.
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Fracturing Strike
When a Specialist uses a Skill, their next Normal Attack's damage is increased by (10%/20%/30%), additionally dealing [Derivative] Operand Damage equal to (100%/150%/200%) of their Hashrate to target and enemies within a 1 tile range.
Ragetide additionally raises Hashrate by 20%. Every 10 second(s), apply one stack of Ragetide to the ally unit with the highest Hashrate without a stack of Ragetide.
When an ally unit expends a stack of Ragetide, they gain 3 stack(s) of Revitalize.
Pre-Battle Mobilization
At the start of battle, every Specialist applies one stack of Ragetide to (1/2/3) ally unit(s) without Ragetide, in descending order of Hashrate.
Lethal Ambush
When a Specialist kills an enemy, they apply one stack of Ragetide to (1/2/3) ally unit(s) without Ragetide, in descending order of Hashrate.
Emergency Response
When a Specialist uses a skill, they next Normal Attack causes enemies within a 1 tile range of the target location to be Stunned (3/4/5) time(s) for 0.6 seconds over 6 seconds.
Pressurization: When ally Dolls inflict damage equal to less than 3% of a non-boss unit's Max HP, increase the amount of damage dealt to match this value.
Kitty-shaped Miner: Increase Cache Coins gained by 20% (not including selling Functions)
Beware of Summons: Modesty has been sighted in the Final Zone ahead. Watch out for the enemy unit it summons! (Note: All combats in this stage will have a Modesty enemy summoning more enemies during battle.)
Reflect: Ally Dolls nullify and reflect the first 2 instances of damage they take (Costs 80 CC)
A Spent Force: Enemy units' HP is decreased by 30% at the start of the next 3 battles, Final Zones excluded.
Bestir: Ally units with the lowest HP percentage recovers 25% of their Max HP at the start of battle.
Mighty Power: All non-healer ally Dolls' ATK +50%, and Hashrate -50% (Costs 50 CC)
Double Remuneration: Get 2 times the amount of Cache Coins from clearing the next 3 Conflict Zones (Final Zones included)
Dragonslayer: All Dolls deal 10% more damage to Bosses and Elite Enemies (Costs 80 CC)
All-Around Readiness: At the start of battle in the Final Zone, all ally units obtain a shield equal to 10% of their Max HP and a 10% Attack Speed boost.
Efficient Compilation: Halves the Cache Coin cost for the first three purchases on the next visit to a Trading Area.
Magical Mockery: Causes the ally Doll with the highest HP to become huge for 5s. While huge, the Doll taunts all enemies, gains +100% HP and suffers -50% attack speed and damage
Bloodforged Colossus: When killing an enemy with an Ultimate Skill, instantly grant the skill's user one stack of [Giant].
Neutral Protocols
Brainstorm: All ally units' Hashrate is increased by 30%, but all melee unit's Max HP is reduced by 30% (Costs 50 CC)
Silent Rage: All ally units are silenced for 10 seconds at the start of battle, but have their Attack Speed increased by 30% and ATK increased by 15%.
Hashrate Tides: Ally units deal 30% more damage during the first 20 seconds of a battle, and 30% less damage afterwards.
Fragile: All units take 25% more damage when their HP is lower than 50% (Costs 50 CC)
Sharpshooter: Ally long-range units deal 50% more damage, but their Max HP is reduced by 50% (Costs 50 CC)
Painful Elation: Ally units take damage equal to 10% of their Max HP aat the start of battle, but have their ATK increased by 30%.
Extreme Bonuses: Get 4 times the amount of Cache Coins from clearing the next Conflict Zone, but all enemy units' HP and ATK is increased by 15% (FInal Zones excluded)
Debuff Protocols
Return to Zero: Ally Dolls no longer gain pre-charge time at the start of battle. Units on Overdrive Tiles are not affected.