[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 7 statuses
/ 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)]-1000 HP to hitting units (If HP > 89%) Apply DarknessATK Down by 0.9x ~ 0.45x, block CS activation for 3 turns (Debuff) to hitting units (If CP < 51) -10 CP to hitting units, steal 100% of decreased CP / 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)]-10000 HP to allieson the entire board, steal 100% of decreased HP Apply Evasion ResistanceAcquire skill for 1 turn: [Status Resistance] Remove Evasion / 100% (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.]Apply MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff) to hit units and enemies2 squares to the left and right of them -1000 HP to hit units Attract hit units by 3 squares / 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 EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (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 All-ranged ResistanceAcquire skill for 3 turns: [Defense Modifier] Take 0.1x damage from All-ranged enemies (Irremovable Buff) to allieson the entire board / 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)]-30000 HP to self / 100% [Defense ModifierAll modifiers stack with each other.]Take 3x damage from Blow-ranged enemies / 100% [Forced Movement ResistancePrevents skill effect-mediated movement in the given trajectories, regardless of which unit applied it.]Resists all forced movement / 100%
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我死路漂 (3619)
Apply DarknessATK Down by 0.9x ~ 0.45x, block CS activation for 3 turns (Debuff) to hit units + Apply MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff) to hit units + Apply ConfusionDecreases horizontal movement by 1; acquire skill for 3 turns: [After Attacking] -1000HP to allies 1 square around self / 100% (Debuff) to hit units
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PSA If you like hp reversal units apparently Simurgh 3/4 star is a clutch here, since Overlord loves to suck up hp, if you reverse it the robot pathetically falls like a fly, just keep a few mobs in tact so Simurgh can work his magic
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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