[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 Remove BuffRemove one buff (Debuff) to self / 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 Weapon Change (Shot)Changes the unit's weapon type to Shot-ranged for 1 turn. (Buff) to self / 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 TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to self / 15~30% [After BuffDoes not trigger if buff is nullified or resisted. Shares timing with effect that bestowed buff. Effects of the same timing from same unit are all triggered together before they are applied. Will not trigger when buff is already held. Buff-type status skills self-activate with this timing.]+4~8 CP to alliesdirectly adjacent to self / 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 ConfusionDecreases horizontal movement by 1; acquire skill for 3 turns: [After Attacking] -1000HP to allies 1 square around self / 100% (Debuff) / 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 AnchorPrevent forced movement for 3 turns (Buff) to allieson the left and right 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.]Apply AnchorPrevent forced movement for 3 turns (Buff) to allieson the left and right of self / 45~90%
[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 WallDEF Up by 0.9x ~ 0.75x for 6 turns (Irremovable Buff) to self / 50~100% [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.]Apply Acceleration+8CP/turn for 3 turns (Buff) to alliesdirectly adjacent to self / 40~80%
Space Marines who were accelerated and modified from juvenile stages to adapt to the external environment as seen from this Earth. Their main mission is to perform drop missions from orbit, so at the start of a battle, it's virtually impossible for attacks from the ground to reach them. Their defensive power is said to be equal to that of the "wall" that surrounds Tokyo. They seem to have a sense of camaraderie about the meaning of their existence that is difficult to understand from outside the unit they belong to. If you are going to make a contract as a summoner, you need to be prepared and ready to jump right in.
[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 Remove BuffRemove one buff (Debuff) to self / 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 Weapon Change (Shot)Changes the unit's weapon type to Shot-ranged for 1 turn. (Buff) to self / 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 TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to self / 15~30% [After BuffDoes not trigger if buff is nullified or resisted. Shares timing with effect that bestowed buff. Effects of the same timing from same unit are all triggered together before they are applied. Will not trigger when buff is already held. Buff-type status skills self-activate with this timing.]+4~8 CP to alliesdirectly adjacent to self / 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 ConfusionDecreases horizontal movement by 1; acquire skill for 3 turns: [After Attacking] -1000HP to allies 1 square around self / 100% (Debuff) / 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 AnchorPrevent forced movement for 3 turns (Buff) to allieson the left and right 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.]Apply AnchorPrevent forced movement for 3 turns (Buff) to allieson the left and right of self / 45~90%
[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 WallDEF Up by 0.9x ~ 0.75x for 6 turns (Irremovable Buff) to self / 50~100% [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.]Apply Acceleration+8CP/turn for 3 turns (Buff) to alliesdirectly adjacent to self / 40~80%
Space Marines who were accelerated and modified from juvenile stages to adapt to the external environment as seen from this Earth. Their main mission is to perform drop missions from orbit, so at the start of a battle, it's virtually impossible for attacks from the ground to reach them. Their defensive power is said to be equal to that of the "wall" that surrounds Tokyo. They seem to have a sense of camaraderie about the meaning of their existence that is difficult to understand from outside the unit they belong to. If you are going to make a contract as a summoner, you need to be prepared and ready to jump right in.
[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 Remove BuffRemove one buff (Debuff) to self / 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 Weapon Change (Shot)Changes the unit's weapon type to Shot-ranged for 1 turn. (Buff) to self / 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 TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to self / 15~30% [After BuffDoes not trigger if buff is nullified or resisted. Shares timing with effect that bestowed buff. Effects of the same timing from same unit are all triggered together before they are applied. Will not trigger when buff is already held. Buff-type status skills self-activate with this timing.]+4~8 CP to alliesdirectly adjacent to self / 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 ConfusionDecreases horizontal movement by 1; acquire skill for 3 turns: [After Attacking] -1000HP to allies 1 square around self / 100% (Debuff) / 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 AnchorPrevent forced movement for 3 turns (Buff) to allieson the left and right 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.]Apply AnchorPrevent forced movement for 3 turns (Buff) to allieson the left and right of self / 45~90%
[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 WallDEF Up by 0.9x ~ 0.75x for 6 turns (Irremovable Buff) to self / 50~100% [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.]Apply Acceleration+8CP/turn for 3 turns (Buff) to alliesdirectly adjacent to self / 40~80%
Space Marines who were accelerated and modified from juvenile stages to adapt to the external environment as seen from this Earth. Their main mission is to perform drop missions from orbit, so at the start of a battle, it's virtually impossible for attacks from the ground to reach them. Their defensive power is said to be equal to that of the "wall" that surrounds Tokyo. They seem to have a sense of camaraderie about the meaning of their existence that is difficult to understand from outside the unit they belong to. If you are going to make a contract as a summoner, you need to be prepared and ready to jump right in.
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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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