Template:Skill list
Description
This template lists all skills that fit a certain criteria as well as Transients that wield these skills. It does not display unused skills.
In order for the skill to be displayed in the first place, there needs to be a dedicated page for it that calls {{#masterdata:Skill|ID|format=wiki}}
. With it, a subobject gets created that stores queryable info about a skill. It also uses a tag system (see below).
Usage
Display-related arguments:
- format - choose how to present the list. small format hides the skill description completely, effect format shows only the matching effect and large format shows the entire skill that has this effect. Default value is large.
- Note: for now, because of subobject shenanigans, AR skills use the large format even if effect format is selected.
- show (small format only) - choose what additional information to show in parenthesis for the small format. The options are targets, potency, value, modifier, squares, tag.
Query-related arguments (at least one should be used):
- type - type of skill (Base Skill, Charge Skill, AR Skill)
- tag - skill tag (see below)
- target - skill targeting (self, allies, enemies)
- range - skill range. Argument should be parsed the same way as in Template:Skill range.
- timing - skill trigger timing ID. See source code of Template:Skill trigger timing for the list.
- interval - skill trigger interval. Pass values of
interval
,surplus
andtotal_turn
, separating them with a space. - min id, max id - min and max ID ranges for skills to be displayed. This is useful for splitting pages into multiple ones if the query result is too big.
Tags
Tags are handled in Template:Skill description (and make that template way less readable).
As of writing this, there are following tags:
ExpandShow list |
---|
Examples
{{Skill list|tag=Apply Berserk|type=Charge Skill|show=targets}}
Gandharva (self, allies)
Gandharva (self, allies)
Azathoth (self)
Azathoth (self)
{{Skill list|tag=Status advantage Evasion|type=Base Skill|show=multiplier}}
Guard Breaker (x100)
Durga
Durga
Fire Merman
Water Merman
Wood Merman
Aether Merman
Nether Merman
Infernal Merman
Storm Thresher (x100)
Eita
Eita
Thunderbird
Thunderbird
Marksman (x100)
Kyuma
Temujin
Shifting Snatcher (x100)
Ikutoshi
Shaker (x100)
Echo
Nature's Resonator (x100)
Echo
Nerve Plucker (x1.5)
Bael
Nerve Wrecker (x2)
Bael
Assassin (x100)
Tanetomo
Tanetomo
Marksman (x100)
Kyuma
Relief Pitcher (x100)
Kyuma
Heavy Gripper (x100)
Tajikarao
Demolisher (x100)
Sol
Shut Third Eye (x100)
Shiva
Shiva
Group Huddle (x100)
Kyuma (Valentine)
Hungry Hound (x100)
Tindalos
Famished Fido (x100)
Tindalos
Demolisher (x100)
Sol
Disciple of Destruction (x100)
Sol
Stone Serpent Weaver (x100)
Xolotl (Hot Paradise)
Marksman (x100)
Temujin
Sharpshooter Stud (x100)
Temujin
The Great Elusive Phantom Thief (x100)
Jiraiya (Christmas)
Invasion Foiler (x100)
Ulaanbaatar
Ulaanbaatar
Conflagrated Samurai (x100)
Tadatomo (Main Story)
Banner Charger (x100)
Catoblepas (Summer)
Hierodulia Denier (x100)
Kirito
One Night Spender (x100)
Q'ursha
One Night Stander (x100)
Q'ursha
Cryptid (x100)
Yuma
Lip Licker (x100)
Loki
Debate Specialist (x100)
Loki
Hierodulia-Denying Ripper (x100)
Kirito
Hierodulia Denier (x100)
Kirito
One Who Shows Trauma (x100)
Boogeyman (Summer)
Storm Thresher (x100)
Eita (Set Sail)
"Anyone, Anywhere" (x100)
Gullinbursti (Summer)
Orbital Jaeger (x100)
Willie Wildcat
Great Outdoors Sound Engineer (x100)
Echo
{{Skill list|tag=Remove Bind|type=AR Skill}}
Vow of Binding
A Present from an Uncouth Fellow
{{Skill list|tag=Apply Paralysis|type=Base Skill|format=large}}Disease Carrier+
[After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

-400~-800 HP to hit units / 50~100%
[After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply



Bronze Quickener
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply



Eye Opener
[On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.] Apply



Smoking Eye
[On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.] Apply



Sacred Lotus Incarnate
[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] Apply

[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Remove

Remove

Remove


Discharger
[On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[When LeavingWhenever this unit "dies". Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.] Apply










Thundering Pep Squad
[After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply



Beaconing Pugilist
[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Remove


Judgment Enforcer
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] Apply

[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Remove

Remove


Lightning Grappler
[After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Remove


Lightning Seizer
[After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] Apply


[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Remove


Restless Demon Eye
[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] (If CP > 79) Apply

[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] (If CP > 59) Apply

[Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.] Deal 1.6x damage to

Deal 1.6x damage to

Deal 1.6x damage to


Great Orator
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Resist 5 statuses / 50~100%

Commanding One
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[Defense ModifierAll modifiers stack with each other.] Take 0.7x damage from


Golem Commander
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


Apply


[Defense ModifierAll modifiers stack with each other.] Take 0.7x damage from


Astonishing Machine Body
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[Before Being AttackedThis unit must have >0HP when attacked. Triggered and applied before damage calculation, before the attack hits anyone, before the attacker's [Before Hitting] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] Apply

[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] -500~-1000 HP to hitting units / 40~80%

Halter of Plots
[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[Turn StartTriggers on turn start of their player, after [Phase Start] effects, before [Opponent Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] -5~-10 CP to enemies on the entire board

[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Resist 26 statuses / 100%

Valentine's Promoter
[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


Student Space Merc
[Turn StartTriggers on turn start of their player, after [Phase Start] effects, before [Opponent Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply



Future World's Starman
[When AppearingWhenever this unit appears in a battle for the first time. Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[Turn StartTriggers on turn start of their player, after [Phase Start] effects, before [Opponent Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Remove


Numbingly Intoxicating
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] Apply


Club Athlete
[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.] (If CP = 100) Apply


[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] (If CP = 100) Apply


Apply

[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] (If CP = 100) Apply


[On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.] Apply


[On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.] Apply



Noisy One
[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] +4~8 CP to self / 35~70%
[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply

[Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.] Deal 2x damage to


{{Skill list|tag=Apply Taunt|type=Base Skill|range=3 0 0 0 0|format=effect}}
The above documentation is transcluded from Template:Skill list/doc. (edit | history) Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages. Please add categories to the /doc subpage. Subpages of this template. |