Difference between revisions of "Template:Quest infobox"

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(Removed drop columns if nothing gets dropped)
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<includeonly><onlyinclude>{{#arraydefine:hidden phases|{{#var:hide phases|}}|;}}<table class='qtable sortable' style='min-width: 800px;
<includeonly><onlyinclude>{{#arraydefine:hidden phases|{{#var:hide phases|}}|;}}{{#vardefine:show items|false}}{{#forargs:drops||value|{{#if:{{#var:value}}|{{#vardefine:show items|true}}}}}}<table class='qtable sortable' style='min-width: 800px;
text-align: center;
text-align: center;
border: 1px solid black;'>
border: 1px solid black;'>
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   <th><abbr title="The amount of runs ran to obtain this quest's data.<!--Statistically, n=30+ will yield sound statistics, but for our use cases, five should be good enough.-->">n={{{n|?}}}</abbr></th>
   <th><abbr title="The amount of runs ran to obtain this quest's data.<!--Statistically, n=30+ will yield sound statistics, but for our use cases, five should be good enough.-->">n={{{n|?}}}</abbr></th>
   <th colspan='8'>Enemies</th>
   <th colspan='8'>Enemies</th>
   <th colspan='3'>Drops</th>
   {{#ifeq:{{#var:show items}}|true|<th colspan='3'>Drops</th>}}
  </tr>
  </tr>
  <tr style='background-color: #bbbbbb;'>
  <tr style='background-color: #bbbbbb;'>
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   <th style='min-width:25px'><abbr title="The card's base attack used.">ATK</abbr></th>
   <th style='min-width:25px'><abbr title="The card's base attack used.">ATK</abbr></th>
   <th style='min-width:25px'><abbr title="How many cards of this type will occur in this phase.">#</abbr></th>
   <th style='min-width:25px'><abbr title="How many cards of this type will occur in this phase.">#</abbr></th>
   <th style='min-width:150px'><abbr title="The item rewarded for clearing this phase.">Item</abbr></th>
   {{#ifeq:{{#var:show items}}|true|<th style='min-width:150px'><abbr title="The item rewarded for clearing this phase.">Item</abbr></th>
   <th style='min-width:25px'><abbr title="The average percent chance of receiving this item.">%</abbr></th>
   <th style='min-width:25px'><abbr title="The average percent chance of receiving this item.">%</abbr></th>
   <th style='min-width:25px'><abbr title="The amount rewarded in one drop.">Amount</abbr></th>
   <th style='min-width:25px'><abbr title="The amount rewarded in one drop.">Amount</abbr></th>}}
  </tr>
  </tr>
{{#loop:phasecount
{{#loop:phasecount
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   <td>{{#if:{{#explode:{{#var:quest enemy}}|,|6}}|{{#ifeq:{{#explode:{{#var:quest enemy}}|,|6}}|auto|{{#expr:{{#show:{{#var:quest enemy subobject}}|?Has atk value #}}+{{#show:{{#var:quest enemy subobject}}|?Has atk growth value #}}*({{#explode:{{#var:quest enemy}}|,|2}}-1) round 0}}|{{#explode:{{#var:quest enemy}}|,|6}}}}}}</td><!--ATK-->
   <td>{{#if:{{#explode:{{#var:quest enemy}}|,|6}}|{{#ifeq:{{#explode:{{#var:quest enemy}}|,|6}}|auto|{{#expr:{{#show:{{#var:quest enemy subobject}}|?Has atk value #}}+{{#show:{{#var:quest enemy subobject}}|?Has atk growth value #}}*({{#explode:{{#var:quest enemy}}|,|2}}-1) round 0}}|{{#explode:{{#var:quest enemy}}|,|6}}}}}}</td><!--ATK-->
   <td>{{#if:{{#explode:{{#var:quest enemy}}|,|7}}|{{#explode:{{#var:quest enemy}}|,|7}}}}</td><!--Number-->{{#vardefine:quest drop|{{#arrayindex:quest drop list|{{#var:i}}}}}}
   <td>{{#if:{{#explode:{{#var:quest enemy}}|,|7}}|{{#explode:{{#var:quest enemy}}|,|7}}}}</td><!--Number-->{{#vardefine:quest drop|{{#arrayindex:quest drop list|{{#var:i}}}}}}
   <td style='text-align:left;'>{{#if:{{#explode:{{#var:quest drop}}|,|0}}|{{#ifexpr:{{#explode:{{#var:quest drop}}|,|0}} < 100000|{{#ifexpr:{{#explode:{{#var:quest drop}}|,|0}} < 1000|{{Item|id={{#explode:{{#var:quest drop}}|,|0}}}}|{{AR Equipment|id={{#explode:{{#var:quest drop}}|,|0}}}}}}|<!--transient drops-->{{Transient icon|id={{#explode:{{#var:quest drop}}|,|0}}}}}}}}</td><!--item-->
   {{#ifeq:{{#var:show items}}|true|<td style='text-align:left;'>{{#if:{{#explode:{{#var:quest drop}}|,|0}}|{{#ifexpr:{{#explode:{{#var:quest drop}}|,|0}} < 100000|{{#ifexpr:{{#explode:{{#var:quest drop}}|,|0}} < 1000|{{Item|id={{#explode:{{#var:quest drop}}|,|0}}}}|{{AR Equipment|id={{#explode:{{#var:quest drop}}|,|0}}}}}}|<!--transient drops-->{{Transient icon|id={{#explode:{{#var:quest drop}}|,|0}}}}}}}}</td><!--item-->
   <td>{{#if:{{#explode:{{#var:quest drop}}|,|1}}|{{#explode:{{#var:quest drop}}|,|1}}}}</td><!--% drop-->
   <td>{{#if:{{#explode:{{#var:quest drop}}|,|1}}|{{#explode:{{#var:quest drop}}|,|1}}}}</td><!--% drop-->
   <td>{{#if:{{#explode:{{#var:quest drop}}|,|2}}|{{#explode:{{#var:quest drop}}|,|2}}}}</td><!--amount--></tr><tr>
   <td>{{#if:{{#explode:{{#var:quest drop}}|,|2}}|{{#explode:{{#var:quest drop}}|,|2}}}}</td><!--amount-->}}</tr><tr>
}}</tr>}}}}}}
}}</tr>}}}}}}{{#vardefine:show items|false}}
</table></includeonly></onlyinclude><noinclude>{{Documentation}}</noinclude>
</table></includeonly></onlyinclude><noinclude>{{Documentation}}</noinclude>

Revision as of 14:26, 22 August 2020

Template documentation[view] [edit] [history] [purge]

Description

This template generates an infobox for the quest with the parameters manually entered by the editor. There is no good automated way to get the detailed quest info from the game data, so the research has to be done manually by the player.

Usage

It is not recommended to directly invoke this template. Instead, use
{{#masterdata:Quest|<id>}}

Where <id> is the ID of the quest to see the infobox for a corresponding quest, if it exists.

If neccessary, hide phases with , separating the phases with a semicolon.

To see preparsed version of the template, go to https://api.housamo.xyz/housamo/api/parse/quest/?quest_id=<id>

Where <id> is the ID of the quest.

Parameters

n - amount of runs ran to obtain the quest data (shows in the top left)

phases - number of phases in the quest

enemies(phase number) - a list of enemies and their properties. Properties must be separated with a comma (,) and enemy entries themselves with a semicolon (;).

  1. transient ID
  2. skill ID (separate multiple skill IDs with "@"; can be substituted with text instead)
  3. LV
  4. Sacred Artifact level
  5. Skill Lv
  6. HP (can be set to "auto" to automatically calculate the value based on the transient's level)
  7. ATK (can be set to "auto" to automatically calculate the value based on the transient's level)
  8. Number of said enemies (to avoid repetition in the table)

items(phase number) - a list of items dropped from the quest. Similarly to enemies, item details must be separated with a comma and entries with a semicolon.

  1. item ID (also works for transient and AR drops)
  2. drop chance
  3. amount of dropped items

obj(phase number) - objective of the quest. Uses Template:Quest objective.

Examples

{{Quest infobox
|n=50
|phases=3
|enemies1=
177014,,60,60,60,auto,auto,x2;
177009,,60,60,60,auto,auto,x2;
177012,,60,60,60,auto,auto,x1
|drops1=
3,100%,x13000;
3,?%,x10000;
79,?%,x1
|enemies2=
177009,,60,60,60,auto,auto,x2;
177012,,60,60,60,auto,auto,x2;
175901,,60,60,60,auto,auto,x1
|drops2=
3,?%,x10000;
79,?%,x1;
89,?%,x1
|enemies3=
177014,,60,60,60,auto,auto,x2;
177009,,60,60,60,auto,auto,x2;
177012,,60,60,60,auto,auto,x2;
175902,737@666,60,60,60,auto,auto,x1
|drops3=
3,?%,x10000;
79,100%,x1;
87,?%,x1;
176601,?%,x1
}}
n=50 Enemies Drops
Unit Skills LV SA Lv S Lv HP ATK # Item % Amount
Phase 1
Giant/Enemy#transient8 Default kit 60 60 60 5244 4183 x2 Coin 100% x13000
Giant/Enemy#transient3 Default kit 60 60 60 5244 4183 x2 Coin ?% x10000
Giant/Enemy#transient6 Default kit 60 60 60 5244 4183 x1 Wood Energy Cluster ?% x1
Phase 2
Giant/Enemy#transient3 Default kit 60 60 60 5244 4183 x2 Coin ?% x10000
Giant/Enemy#transient6 Default kit 60 60 60 5244 4183 x2 Wood Energy Cluster ?% x1
Yasuyori Default kit 60 60 60 6087 3785 x1 Blow Crest ?% x1
Phase 3
Giant/Enemy#transient8 Default kit 60 60 60 5244 4183 x2 Coin ?% x10000
Giant/Enemy#transient3 Default kit 60 60 60 5244 4183 x2 Wood Energy Cluster 100% x1
Giant/Enemy#transient6 Default kit 60 60 60 5244 4183 x2 Slash Crest ?% x1
Yasuyori
[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 / 60~100%100% proc rate achieved at level 67
[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.] Decrease vertical movement by 10 / 100%

[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 DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) to self and allies on the entire board / 100%
60 60 60 6254 4158 x1 Wood Energy Cluster 100% x1
{{#vardefine:hide phases|2;3;4;5;6;7;8;9}}
{{#masterdata:Quest|110007}}


Exploration (Intermediate)
Exploration (Ikebukuro Underground Labyrinth)
Level 40
Card XP Given 24000
Board size 5x4
Award Transient Stone (Free) x1
Required Quest サモナーの心得
n=1 Enemies Drops
Unit Skills LV SA Lv S Lv HP ATK # Item % Amount
Phase 1
Yellow Slime
[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] Apply Regeneration+400~800HP/turn for 4 turns (Buff) to self / 42~84%

[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.] +350~700 HP to self / 60~100%100% proc rate achieved at level 67

[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 / 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.] Attract self by 1 square / 100%
[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Attract self by 1 square / 100%
40 1 40 5100 1280 x1
Red Fencer
[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] +8~16 CP to self / 30~60%

[Defense ModifierAll modifiers stack with each other.] Take 0.7x damage from 0.45x ATK penaltySlash-ranged enemies / 100%

[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] Apply ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to allies in reverse Slash range / 33~66%

[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.] Attract self by 1 square / 100%
[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Attract self by 1 square / 100%
40 1 40 4330 1800 x1
Yellow Fencer
[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] +8~16 CP to self / 30~60%

[Defense ModifierAll modifiers stack with each other.] Take 0.7x damage from 0.45x ATK penaltySlash-ranged enemies / 100%

[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] Apply ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to allies in reverse Slash range / 33~66%

[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.] Attract self by 1 square / 100%
[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Attract self by 1 square / 100%
40 1 40 4330 1800 x1
Aether Einherjar
[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) / 50~100%

[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] Apply VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self / 35~70%

[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.] Attract self by 1 square / 100%
[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Attract self by 1 square / 100%

[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply RageATK Up and DEF Down by 1.25x ~ 2.5x for 2 turns (Buff) to self / 50%
40 1 40 5320 1900 x1 Silver Key of Infinitude Shard ?? x1
Phase 10
Yellow Slime
[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] Apply Regeneration+400~800HP/turn for 4 turns (Buff) to self / 42~84%

[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.] +350~700 HP to self / 60~100%100% proc rate achieved at level 67

[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 / 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.] Attract self by 1 square / 100%
[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Attract self by 1 square / 100%
40 1 40 5100 1280 x1
Yellow Fencer
[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] +8~16 CP to self / 30~60%

[Defense ModifierAll modifiers stack with each other.] Take 0.7x damage from 0.45x ATK penaltySlash-ranged enemies / 100%

[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] Apply ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to allies in reverse Slash range / 33~66%

[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.] Attract self by 1 square / 100%
[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Attract self by 1 square / 100%
40 1 40 4330 1800 x1
Red Fencer
[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] +8~16 CP to self / 30~60%

[Defense ModifierAll modifiers stack with each other.] Take 0.7x damage from 0.45x ATK penaltySlash-ranged enemies / 100%

[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] Apply ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to allies in reverse Slash range / 33~66%

[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.] Attract self by 1 square / 100%
[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Attract self by 1 square / 100%
40 1 40 4330 1800 x1
Aether Einherjar
[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) / 50~100%

[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] Apply VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self / 35~70%

[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.] Attract self by 1 square / 100%
[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Attract self by 1 square / 100%

[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply RageATK Up and DEF Down by 1.25x ~ 2.5x for 2 turns (Buff) to self / 50%
40 1 40 5320 1900 x1
Aether Valkyrie
[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 Blessing+300~600HP/turn for 4 turns (Buff) to allies 1 square around self / 25~50%

[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 ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to self and allies 1 square around self / 50~100%

[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 ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) to self / 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.] Attract self by 1 square / 100%
[Opponent Turn StartTriggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Attract self by 1 square / 100%
40 1 40 3320 2000 x2
{{Quest infobox
|n=1
|phases=1
|enemies1=
158101,(1 0)-8@722@(1 1)-5@723@724@425@695@(0 2)-0@725@(1 2)-0@725@(2 2)-0@725,70,1,70,500000,4316,x1
|drops1=
}}
n=1 Enemies
Unit Skills LV SA Lv S Lv HP ATK #
Phase 1
Aegir/Enemy#transient0
(1 0)-8
[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 Duplicate BuffThe inflicting card copies a buff from the target. Duration of buffs are reset and original Status Lv is maintained. (Debuff) to hit units
    Apply Remove BuffRemove one buff (Debuff) to hit units / 100%

(1 1)-5
[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.] (Phase turn 3) Apply Base ATK Up (Small)+250~500ATK for 3 turns (Buff) to self
    (Phase turn 6) Apply Base ATK Up+500~1000ATK for 3 turns (Buff) to self
    (Phase turn 9) Apply Base ATK Up (Large)+1000~2000ATK for 10 turns (Buff) to self / 100%

[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 Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to self / 100%

[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.] Push away hit units by 1 square
    -6~-12 CP to hit units / 45~90%

[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.] +4~8 CP to self
    -4~-8 CP to hit units / 35~70%

(0 2)-0
[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] +50000 HP to self / 100%

(1 2)-0
[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] +50000 HP to self / 100%

(2 2)-0
[When Hit″This unit must have >0HP when 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 12; occurs after trigger id 13)] +50000 HP to self / 100%
70 1 70 500000 4316 x1