Difference between revisions of "Template:Skill list"
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<!--type, tag, target, show potency, format, show--><includeonly><onlyinclude>{{#arraydefine:skill effect list|{{#ask: | <!--type, tag, target, show potency, format, show--><includeonly><onlyinclude>{{#arraydefine:skill effect list|{{#ask: | ||
[[Has skill ID::+]] | [[Has skill ID::+]] | ||
{{# | {{#ifeq:{{{min id|-}}}|-||[[Has skill ID::>{{{min id}}}]]}} | ||
{{# | {{#ifeq:{{{max id|-}}}|-||[[Has skill ID::<{{{max id}}}]]}} | ||
{{# | {{#ifeq:{{{type|-}}}|-||[[Has skill type::{{{type}}}]]}} | ||
| | {{#ifeq:{{{tag|-}}}|-|[[Has effect tags::+]]|[[Has effect tags::{{{tag}}}]]}} | ||
{{#ifeq:{{{target|-}}}|-||[[Has effect targets::{{{target}}}]]}} | |||
{{#ifeq:{{{range|-}}}|-||[[Has range::{{{range}}}]]}} | |||
{{#ifeq:{{{timing|-}}}|-||[[Has trigger timing ID::{{{timing}}}]]}} | |||
{{#ifeq:{{{interval|-}}}|-||[[Has turn interval::{{{interval}}}]]}} | |||
|link=none|limit=500|sort=Has skill ID|order=asc}} | |||
}}{{#arrayprint:skill effect list||@@@@| | }}{{#arrayprint:skill effect list||@@@@| | ||
{{#ifeq:{{#var:listed skill id|}} {{#var:listed skill tag|}} {{#var:listed skill targets|}}|{{#vardefineecho:listed skill id|{{formatnum:{{#show:@@@@|?Has skill ID}}|R}}}} {{#vardefineecho:listed skill tag|{{#show:@@@@|?Has effect tags}}}} {{#vardefineecho:listed skill targets|{{#show:@@@@|?Has effect targets}}}}|<!--removing duplicate entries--> | {{#ifeq:{{#var:listed skill id|}} {{#var:listed skill tag|}} {{#var:listed skill targets|}}|{{#vardefineecho:listed skill id|{{formatnum:{{#show:@@@@|?Has skill ID}}|R}}}} {{#vardefineecho:listed skill tag|{{#show:@@@@|?Has effect tags}}}} {{#vardefineecho:listed skill targets|{{#show:@@@@|?Has effect targets}}}}|<!--removing duplicate entries--> | ||
|{{#vardefine:listed skill subobj|{{#ask: | |{{#vardefine:listed skill subobj|{{#ask: | ||
[[Has game context::Skill]] | [[{{#explode:@@@@|#effect|0}}#skill{{#explode:@@@@|#effect|1}}]] | ||
<!--[[Has game context::Skill]] | |||
[[Has ID::{{#var:listed skill id|}}]] | [[Has ID::{{#var:listed skill id|}}]] | ||
[[Has effect ID::1]] | [[Has effect ID::{{#expr:{{#explode:@@@@|#effect|1}} + 1}}]]--> | ||
|limit=1|link=none}}}}{{#arraydefine:transient list|}}{{#switch:{{{type|{{#show:{{#var:listed skill subobj}}|?Has skill type}}}}} | |limit=1|link=none}}}}{{#arraydefine:transient list|}}{{#switch:{{{type|{{#show:{{#var:listed skill subobj}}|?Has skill type}}}}} | ||
| Base Skill = {{#arraydefine:transient list|{{#ask: | | Base Skill = {{#arraydefine:transient list|{{#ask: | ||
[[Has availability::Current]] [[Has game context::Transient]] [[Has base skill::{{#var:listed skill | [[Has availability::Current]] [[Has game context::Transient]] [[Has base skill::;;;;;;{{#var:listed skill id}}]] OR [[Has availability::Current]] [[Has game context::Transient]] [[Has evolved skill::{{#explode:{{#var:listed skill subobj}}|#|0}}#skill0]]<!--:puke:--> | ||
|link=none|limit=100 | |||
}}}} | }}}} | ||
| Charge Skill = {{#arraydefine:transient list|{{#ask: | | Charge Skill = {{#arraydefine:transient list|{{#ask: | ||
[[Has availability::Current]] [[Has game context::Transient]] [[Has charge skill::;;;;{{#var:listed skill id | [[Has availability::Current]] [[Has game context::Transient]] [[Has charge skill::;;;;{{#var:listed skill id}}]] | ||
|link=none|limit=100 | |||
}}}} | }}}} | ||
| AR Skill = {{#vardefine:AR list|{{#ask: | | AR Skill = {{#vardefine:AR list|{{#ask: | ||
[[Has key::AR skill linker]] [[Has Skill ID::{{#var:listed skill id | [[Has key::AR skill linker]] [[Has Skill ID::{{#var:listed skill id}}]] | ||
|?Has AR ID | |?Has AR ID | ||
|mainlabel=-|headers=hide|limit=1 | |mainlabel=-|headers=hide|limit=1 | ||
Line 27: | Line 33: | ||
}}{{#vardefine:skill effect note|{{#switch:{{{show|}}} | }}{{#vardefine:skill effect note|{{#switch:{{{show|}}} | ||
| targets = ({{#var:listed skill targets}}) | | targets = ({{#var:listed skill targets}}) | ||
| potency | multiplier = (x{{Skill effect potency|base={{#show:@@@@|?Has effect min potency}}|max={{#show:@@@@|?Has effect max potency}}}} | | potency | multiplier = (x{{Skill effect potency|base={{#expr:{{#show:@@@@|?Has effect min potency}} / 100}}|max={{#expr:{{#show:@@@@|?Has effect max potency}} / 100}}}}) | ||
| value = ({{#ifexpr:{{#show:@@@@|?Has effect min potency}} > 0|+}}{{Skill effect potency|base={{#show:@@@@|?Has effect min potency}}|max={{#show:@@@@|?Has effect max potency}}}}) | | value = ({{#ifexpr:{{#show:@@@@|?Has effect min potency}} > 0|+}}{{Skill effect potency|base={{#show:@@@@|?Has effect min potency}}|max={{#show:@@@@|?Has effect max potency}}}}) | ||
| modifier = (+{{Skill effect potency|base={{#show:@@@@|?Has effect min potency}}|max={{#show:@@@@|?Has effect max potency}}}}%) | | modifier = (+{{Skill effect potency|base={{#show:@@@@|?Has effect min potency}}|max={{#show:@@@@|?Has effect max potency}}}}%) | ||
| squares = ({{Skill effect potency|base={{#show:@@@@|?Has effect min potency}}|max={{#show:@@@@|?Has effect max potency}}}} square(s)) | |||
| tag = ({{#show:@@@@|?Has effect tags|default=?}}) | |||
}}}}{{#switch:{{{format|small}}} | }}}}{{#switch:{{{format|small}}} | ||
| small = {{#switch:{{{type|{{#show:{{#var:listed skill subobj}}|?Has skill type}}}}} | | small = {{#switch:{{{type|{{#show:{{#var:listed skill subobj}}|?Has skill type}}}}} | ||
| Base Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{Skill name|subobject={{#var:listed skill subobj}}}}{{#if:{{#var:skill effect note|}}| {{#var:skill effect note}}}}<br>{{spaces|4}}{{#ifexpr:{{#arraysize:transient list}} < 10|{{#arrayprint:transient list|<br>{{spaces|4}}|####|<!--[[####|{{#show:####|?Has English name}}]] ({{Star|{{#show:####|?Has rarity}}}} {{#show:####|?Has variant}})-->{{Transient icon|subobject=####}}}}|{{#ask: | | Base Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{Skill name|subobject={{#var:listed skill subobj}}}}{{#if:{{#var:skill effect note|}}| {{#var:skill effect note}}}}<br>{{spaces|4}}{{#ifexpr:{{#arraysize:transient list}} < 10|{{#arrayprint:transient list|<br>{{spaces|4}}|####|<!--[[####|{{#show:####|?Has English name}}]] ({{Star|{{#show:####|?Has rarity}}}} {{#show:####|?Has variant}})-->{{Transient icon|subobject=####}}}}|{{#ask: | ||
[[Has availability::Current]] [[Has game context::Transient]] [[Has base skill::{{#var:listed skill | [[Has availability::Current]] [[Has game context::Transient]] [[Has base skill::;;;;;;{{#var:listed skill id}}]] OR [[Has availability::Current]] [[Has game context::Transient]] [[Has evolved skill::{{#explode:{{#var:listed skill subobj}}|#|0}}#skill0]] | ||
|limit=0|searchlabel='''See full list'''|template=Skill list result format|link=none|format=ul | |||
}}}}<br>}} | }}}}<br>}} | ||
| Charge Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{#arrayprint:transient list|<br>|####|{{Transient icon|subobject=####}}{{#if:{{#var:skill effect note|}}| {{#var:skill effect note}}}}}}<br>}} | | Charge Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{#arrayprint:transient list|<br>|####|{{Transient icon|subobject=####}}{{#if:{{#var:skill effect note|}}| {{#var:skill effect note}}}}}}<br>}} | ||
| AR Skill = {{AR Equipment|id={{#var:AR list}}}}{{#if:{{#var:skill effect note|}}| {{#var:skill effect note}}}}<br> | | AR Skill = {{AR Equipment|id={{#var:AR list}}}}{{#if:{{#var:skill effect note|}}| {{#var:skill effect note}}}}<br> | ||
}} | }} | ||
| large = {{#switch:{{{type|{{#show:{{#var:listed skill subobj}}|?Has skill type}}}}} | | large | full = {{#switch:{{{type|{{#show:{{#var:listed skill subobj}}|?Has skill type}}}}} | ||
| Base Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{Skill name|subobject={{#var:listed skill subobj}}}}<br>{{#masterdata:SkillDescription|{{#var:listed skill id}}}} | | Base Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{Skill name|subobject={{#var:listed skill subobj}}}}<br>{{#masterdata:SkillDescription|{{#var:listed skill id}}}}{{spaces|4}}{{#arrayprint:transient list|,{{spaces|1}}|####|{{Transient icon|subobject=####}}}}<br><br> | ||
}} | }} | ||
| Charge Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{Skill name|subobject={{#var:listed skill subobj}}}}<br>{{#masterdata:SkillDescription|{{#var:listed skill id}}}} | | Charge Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{Skill name|subobject={{#var:listed skill subobj}}}}<br>{{#masterdata:SkillDescription|{{#var:listed skill id}}}}{{spaces|4}}{{#arrayprint:transient list|,{{spaces|1}}|####|{{Transient icon|subobject=####}} ({{Weapon|{{#show:####|?Has charge skill weapon type}}}} {{#show:####|?Has charge skill multiplier}}x)}}<br><br> | ||
}} | }} | ||
| AR Skill = {{AR Equipment|id={{#var:AR list}}}}<br>{{#masterdata:SkillDescription|{{#var:listed skill id}}}}<br><br> | | AR Skill = {{AR Equipment|id={{#var:AR list}}}}<br>{{#masterdata:SkillDescription|{{#var:listed skill id}}}}<br> | ||
}} | |||
| effect | #default = {{#vardefine:effect ID|{{#expr: {{#explode:{{#var:listed skill subobj}}|#skill|1}} + 1}}}}{{#switch:{{{type|{{#show:{{#var:listed skill subobj}}|?Has skill type}}}}} | |||
| Base Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{Skill name|subobject={{#var:listed skill subobj}}}}<br>[{{Skill trigger timing|{{#show:{{#var:listed skill subobj}}| ?Has skill trigger timing}}}}] {{#masterdata:SkillDescription|{{#var:listed skill id}}|effect={{#var:effect ID}}}} / {{Skill rate|base={{#show:{{#var:listed skill subobj}}|?Has skill proc chance}}|max=0}}<br>{{spaces|4}}{{#arrayprint:transient list|,{{spaces|1}}|####|{{Transient icon|subobject=####}}}}<br><br> | |||
}} | |||
| Charge Skill = {{#ifeq:{{#arraysize:transient list}}|0||{{Skill name|subobject={{#var:listed skill subobj}}}}<br>[{{Skill trigger timing|{{#show:{{#var:listed skill subobj}}| ?Has skill trigger timing}}}}] {{#masterdata:SkillDescription|{{#var:listed skill id}}|effect={{#var:effect ID}}}}<br>{{spaces|4}}{{#arrayprint:transient list|,{{spaces|1}}|####|{{Transient icon|subobject=####}} ({{Weapon|{{#show:####|?Has charge skill weapon type}}}} {{#show:####|?Has charge skill multiplier}}x)}}<br><br> | |||
}} | |||
| AR Skill = <!--no changes until the skill subobject receives info about max proc chances-->{{AR Equipment|id={{#var:AR list}}}}<br>{{#masterdata:SkillDescription|{{#var:listed skill id}}}}<br> | |||
}}}}}} | }}}}}} | ||
}}{{#vardefine:listed skill id|}}</includeonly></onlyinclude><noinclude | }}{{#vardefine:listed skill id|}}</includeonly></onlyinclude><noinclude>{{Documentation}}</noinclude> | ||
</noinclude> |
Latest revision as of 09:49, 15 October 2021
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:
Show list |
---|
(status) is English status name, (weapon) is English weapon name
|
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 Poison-100~-200HP/turn for 5 turns (Debuff) to hit units
-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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units / 25~50%
Lucifuge, Lucifuge
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 Weapon Change (Magic)Changes the unit's weapon type to Magic-ranged for 3 turns. (Buff) to self / 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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units / 15~30%
Hephaestus, Hephaestus
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in Shot range / 25~50%
[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 StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to enemies in Shot range / 40~80%
Balor
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 Countdown-10000~-20000HP/turn for 2 turns (Debuff) to enemies in Shot range / 20~40%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in Shot range / 40~80%
[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 StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to enemies in Shot range / 45~90%
Balor
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hitting units / 30~60%
[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 FearCannot move at will, -10CP/turn for 5 turns (Debuff)
Remove CharmCannot attack for 3 turns (Debuff)
Remove OppressionCannot move at will for 2 turns (Debuff) / 50~100%
Nezha
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in Shot range / 38~76%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in a 2-square diamond radius around self / 45~90%
Red Trooper, Blue Trooper, Green Trooper, Yellow Trooper, Purple Trooper, Black Trooper, White Trooper, Brown Trooper
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 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to hit units / 25~50%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units / 20~40%
[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 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to self and allies in a 2-square diamond radius around 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 Arousal+10CP/turn for 1 turn (Buff) to allies in a 2-square diamond radius around self / 30~60%
Nobuharu (Festival)
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 VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self / 40~80%
[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 ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff) to self / 45~90%
[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 Remove DebuffRemove one debuff (Buff) to self and allies directly adjacent to self / 40~80%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies near hit units, in a 2-square cross radius around them / 15~30%
[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 DarknessATK Down by 0.9x ~ 0.45x, block CS activation for 3 turns (Debuff) / 50~100%
Pollux (Christmas)
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in a 2-square diamond radius around self / 40~80%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hitting units / 25~50%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff)
Remove DarknessATK Down by 0.9x ~ 0.45x, block CS activation for 3 turns (Debuff) / 50~100%
Kengo (Valentine)
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units / 25~50%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) / 50~100%
Nodens
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units and enemies in a 3-square horizontal line around the back of them / 40~80%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hitting units and enemies directly adjacent to them / 20~40%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) / 50~100%
Nodens
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 Countdown-10000~-20000HP/turn for 2 turns (Debuff) to hit units / 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.] (If CP > 59) Apply ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units / 40~80%
[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 Countdown-10000~-20000HP/turn for 2 turns (Debuff)-affected enemies
Deal 1.6x damage to ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff)-affected enemies
Deal 1.6x damage to Death-56700000HP/turn for 2 turns (Irremovable Debuff)-affected enemies / 100%
Balor (Valentine)
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 Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) to self, allies and enemies on the entire board / 40~80%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in Long Slash range / 45~90%
[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%
Perun
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies at the 2nd square in front of self / 45~90%
[Defense ModifierAll modifiers stack with each other.] Take 0.7x damage from All-ranged enemies / 100%
Vapula
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies at the 2nd square in front of self
Apply Weapon Change (All)Changes the unit's weapon type to All-ranged for 3 turns. (Buff) to enemies at the 2nd square in front of self / 50~100%
[Defense ModifierAll modifiers stack with each other.] Take 0.7x damage from All-ranged enemies / 100%
Vapula
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 TauntAdds aggro to unit for 2 turns. (Buff) to self / 50~100%
[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 TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to self / 30~60%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hitting units / 30~60%
[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%
Bertro (Christmas)
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units / 40~80%
[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, steal 100% of decreased CP / 40~80%
[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
Weapon Change (All), Weapon Change (Magic), Weapon Change (Slash), Weapon Change (Blow), Weapon Change (Snipe), Weapon Change (None), Weapon Change (All), Weapon Change (Blow), Weapon Change (None), Weapon Change (Long Slash), Weapon Change (Thrust), Weapon Change (Snipe), Weapon Change (Shot), Weapon Change (All), Weapon Change (None), Weapon Change (Slash), Weapon Change (Magic), Weapon Change (Snipe), Weapon Change (Long Slash), Weapon Change (Thrust), Weapon Change (Snipe), Weapon Change (Long Slash), Weapon Change (Long Slash), Weapon Change (All), Weapon Change (Shot), Weapon Change (All)
Yoritomo (Valentine)
V-Day 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 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to self and allies in Long Slash range / 45~90%
[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 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to self and allies in Long Slash range / 45~90%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units / 45~90%
Taishakuten (Valentine)
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 Acceleration+8CP/turn for 3 turns (Buff) to allies directly adjacent to self / 40~80%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in Slash range / 35~70%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in Slash range / 35~70%
Willie Wildcat
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 Acceleration StrengtheningWhile user has Acceleration: ATK Up by 1.5x for 999 turns (Irremovable Buff) to self and allies on the entire board / 50~100%
[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 Acceleration+8CP/turn for 3 turns (Buff) to self and allies 1 square around self / 40~80%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in a 2-square diamond radius around self / 35~70%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in a 2-square diamond radius around self / 35~70%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) / 50~100%
Willie Wildcat
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 Paralysis WeakeningWhile user has Paralysis: DEF Down by 2x for 3 turns (Irremovable Debuff) to enemies on the entire board / 50~100%
[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 CharmCannot attack for 3 turns (Debuff) to enemies in Shot range / 30~60%
[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 CharmCannot attack for 3 turns (Debuff) to enemies in Shot range / 30~60%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hitting units / 45~90%
Perun (Host)
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in a 3x3 area around the 2nd square in front of self / 45~90%
[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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to enemies in a 3x3 area around the 2nd square in front of self
Apply ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to self / 45~90%
[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 Copy all buffsCopies all buffs from target to caster. Duration of buffs are reset. Ignores Nullify Buff. (Debuff) to allies 1 square around self / 50~100%
[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 Big Advantage vs ParalysisAcquire skill for 1 turn: [Attack Modifier] Deal 2x damage to Paralysis-affected enemies (Irremovable Buff) to allies 1 square around self / 40~80%
[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 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to self and allies 1 square around self / 45~90%
Wakan Tanka (Nightclub)
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 ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units / 30~60%
[Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.] Deal 2x damage to ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff)-affected enemies / 100%
Wakan Tanka (Nightclub)
{{Skill list|tag=Apply Taunt|type=Base Skill|range=3 0 0 0 0|format=effect}}
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