Revision as of 22:38, 8 May 2022 by Spike(talk | contribs)(Created page with "See also Night Gaunt. {{#vardefine:transient en jingi|UFO Abduction}} {{#vardefine:transient jp en research file|Night ogre Transients with skin like dark rubber, wings l...")
[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 and allieson the entire board by 1 square / 25~50% [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 Paralysis WeakeningWhile user has Paralysis: Decreases skill activation rate by 50% for 999 turns (Irremovable Debuff) to self / 100%
[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 MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff) to hitting units / 40~80% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 1.5x damage to MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff)-affected enemies / 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 BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) to enemiesin front of self / 25~50% [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 Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff) to enemiesin front of self / 40~80% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 2.5x damage to Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff)-affected enemies / 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 DarknessATK Down by 0.9x ~ 0.45x, block CS activation for 3 turns (Debuff) to enemiesin Thrust range / 25~50% [While MovingWhen this unit is held by their player.]Increase horizontal movement by 1 / 100%
Apply BrawnATK Up by 1.15x ~ 2.3x for 4 turns (Buff) to self + Deal 2x damage to MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff)-affected enemies
"A Transient with dark, rubbery skin, wings like a bat, demonic horns, and a long tail. They are a rather fluid organism, wrapping themselves almost as a collective around the skin of other beings, living symbiotically if not parasitically. Whenever an outsider is seen approaching their claimed territory, they swarm the intruder, lifting them into the air and tickling them with their tails. This usually ends with them outright abducting the intruder, dragging them away into the abyss. They have a tendency to loyally serve Summoners who show affinity toward their abductive tendencies, providing aid in a uniquely symbiotic manner."
Translated from Japanese
Night ogre Transients with skin like dark rubber, wings like a bat's, and horns and a long tail like a bovine's. When they discover someone approaching their territory, they rush them as a group, carry them off into the sky, and tickle them with their tails. At the core of it all, they are the ones who live in the abyss and possess kidnapping natures. They treat summoners who understand that nature of theirs as their lord or master and lend them their power.
[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 and allieson the entire board by 1 square / 25~50% [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 Paralysis WeakeningWhile user has Paralysis: Decreases skill activation rate by 50% for 999 turns (Irremovable Debuff) to self / 100%
[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 MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff) to hitting units / 40~80% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 1.5x damage to MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff)-affected enemies / 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 BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) to enemiesin front of self / 25~50% [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 Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff) to enemiesin front of self / 40~80% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 2.5x damage to Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff)-affected enemies / 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 DarknessATK Down by 0.9x ~ 0.45x, block CS activation for 3 turns (Debuff) to enemiesin Thrust range / 25~50% [While MovingWhen this unit is held by their player.]Increase horizontal movement by 1 / 100%
Apply BrawnATK Up by 1.15x ~ 2.3x for 4 turns (Buff) to self + Deal 2x damage to MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff)-affected enemies
"A Transient with dark, rubbery skin, wings like a bat, demonic horns, and a long tail. They are a rather fluid organism, wrapping themselves almost as a collective around the skin of other beings, living symbiotically if not parasitically. Whenever an outsider is seen approaching their claimed territory, they swarm the intruder, lifting them into the air and tickling them with their tails. This usually ends with them outright abducting the intruder, dragging them away into the abyss. They have a tendency to loyally serve Summoners who show affinity toward their abductive tendencies, providing aid in a uniquely symbiotic manner."
Translated from Japanese
Night ogre Transients with skin like dark rubber, wings like a bat's, and horns and a long tail like a bovine's. When they discover someone approaching their territory, they rush them as a group, carry them off into the sky, and tickle them with their tails. At the core of it all, they are the ones who live in the abyss and possess kidnapping natures. They treat summoners who understand that nature of theirs as their lord or master and lend them their power.
[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 and allieson the entire board by 1 square / 25~50% [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 Paralysis WeakeningWhile user has Paralysis: Decreases skill activation rate by 50% for 999 turns (Irremovable Debuff) to self / 100%
[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 MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff) to hitting units / 40~80% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 1.5x damage to MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff)-affected enemies / 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 BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) to enemiesin front of self / 25~50% [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 Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff) to enemiesin front of self / 40~80% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 2.5x damage to Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff)-affected enemies / 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 DarknessATK Down by 0.9x ~ 0.45x, block CS activation for 3 turns (Debuff) to enemiesin Thrust range / 25~50% [While MovingWhen this unit is held by their player.]Increase horizontal movement by 1 / 100%
Apply BrawnATK Up by 1.15x ~ 2.3x for 4 turns (Buff) to self + Deal 2x damage to MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff)-affected enemies
"A Transient with dark, rubbery skin, wings like a bat, demonic horns, and a long tail. They are a rather fluid organism, wrapping themselves almost as a collective around the skin of other beings, living symbiotically if not parasitically. Whenever an outsider is seen approaching their claimed territory, they swarm the intruder, lifting them into the air and tickling them with their tails. This usually ends with them outright abducting the intruder, dragging them away into the abyss. They have a tendency to loyally serve Summoners who show affinity toward their abductive tendencies, providing aid in a uniquely symbiotic manner."
Translated from Japanese
Night ogre Transients with skin like dark rubber, wings like a bat's, and horns and a long tail like a bovine's. When they discover someone approaching their territory, they rush them as a group, carry them off into the sky, and tickle them with their tails. At the core of it all, they are the ones who live in the abyss and possess kidnapping natures. They treat summoners who understand that nature of theirs as their lord or master and lend them their power.
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The stories and information posted here are artistic works of fiction and falsehood. Only a fool would take anything posted here as fact.
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