Charge
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. is a Status Effect that is gained through various skills and is spent to improve skill effects. Charge Count decreases by 1 at the end of each turn. Most
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. users only use Charge Count, while some also gain Charge Potency by spending Charge Count and use it for additional skill effects. Charge normally has a maximum Count of 20, although this can be increased through Passives or E.G.O Gifts.
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. is linked to the
Envy Sin Affinity.
Strengths & Weaknesses
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. is an easy Status Effect to use, as it only decreases from spending Charge or at Turn End. Charge-based Identities also usually deal high damage with high rolls on Skills that spend Charge Count, which makes them versatile. Another notable benefit of Charge is that
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Identities do not need a "Charge team" to function at full capacity. A high level Charge Identity can be placed on any team.
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. does not have particular strengths or weaknesses, with the exception that Charge Identities need a couple of turns to raise their SP and Charge Count in an Encounter before they can fight at full capacity. Several Charge Identities have significant punishments for using their skill 3's without enough Charge, while others simply result in low rolls. Identities that rely on spending charge count to generate potency may instead have a skill 3 that gains charge and have skill 2 spend a large amount of charge.
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. is the most effective against enemies weak to
Envy and
Gloom due to the skill distributions of Charge Identities. Because they usually have extremely powerful Skill 3's, a Charge team can deal tremendous damage in a single turn if an opportunity arises (such as a Staggered enemy).
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Identities usually have powerful Uptie IV's that increase the rate at which they gain Charge, reducing the importance of having teammates or E.G.O to support Charge Count generation.
Charge Potency
While most
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Identities utilize only the Count, some can raise their Charge Potency by accumulating spent Charge Count throughout the Encounter.
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Potency is not spent, they instead serve as a long-lasting benefit that requires a considerably longer time to acculumulate than Charge Count.
All Identities start with 1
Charge
ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Potency, and Identities with 2+ Charge Potency will never lose Charge, even if the Count reaches 0. (Except for Identities with Potency-fixed Unique Charge.)
Status Effects
Core Effects
| Name | Description | Source (If Exclusive) |
|---|---|---|
| Resource used by certain skills for additional effects. Count lowers by 1 at the end of each turn. - Max Count of 20 (this can be raised through passives or EGO gifts), max Potency of 99. - Count lowers by 1 at end of the turn. - When Potency reaches a value of 2 or higher during an encounter, Potency does not expire even when Count drops to 0. | ||
- Max Value: 20 - Unique Charge (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Red Eyes · Stage 2 (8~15): Red Eyes - Alert · Stage 3 (16~20): Red Eyes - Devouring - The amount of additional Bleed inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) |
- Base Skill Coin effects inflict +1 more - Max Value: 20 - Unique - Resource used by certain Skills for additional effects - Enhances the buff based on Value · Stage 1 (1~7): - Max Value: 20 - Unique Charge (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Red Eyes · Stage 2 (8~15): Red Eyes - Alert · Stage 3 (16~20): Red Eyes - Devouring - The amount of additional Bleed inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) · Stage 2 (8~15): - Max Value: 20 - Unique Charge (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Red Eyes · Stage 2 (8~15): Red Eyes - Alert · Stage 3 (16~20): Red Eyes - Devouring - The amount of additional Bleed inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) · Stage 3 (16~20): - Max Value: 20 - Unique Charge (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Red Eyes · Stage 2 (8~15): Red Eyes - Alert · Stage 3 (16~20): Red Eyes - Devouring - The amount of additional Bleed inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) - The amount of additional |
Lobotomy E.G.O::Red Eyes & Penitence Ryōshū |
- Max Value: 20 - Unique Charge (fixed Potency) - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Penitence · Stage 2 (8~15): Penitence - Periphery · Stage 3 (16~20): Penitence - Confessional - The amount of SP healed by the first line of this buff is based on the buff enhancement Stage (enhancement Stage x 2) |
- Heal 2 SP On Hit with Base Skill Coins that gain Penitence - Max Value: 20 - Unique - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff based on Value · Stage 1 (1~7): - Max Value: 20 - Unique Charge (fixed Potency) - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Penitence · Stage 2 (8~15): Penitence - Periphery · Stage 3 (16~20): Penitence - Confessional - The amount of SP healed by the first line of this buff is based on the buff enhancement Stage (enhancement Stage x 2) · Stage 2 (8~15): - Max Value: 20 - Unique Charge (fixed Potency) - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Penitence · Stage 2 (8~15): Penitence - Periphery · Stage 3 (16~20): Penitence - Confessional - The amount of SP healed by the first line of this buff is based on the buff enhancement Stage (enhancement Stage x 2) · Stage 3 (16~20): - Max Value: 20 - Unique Charge (fixed Potency) - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Penitence · Stage 2 (8~15): Penitence - Periphery · Stage 3 (16~20): Penitence - Confessional - The amount of SP healed by the first line of this buff is based on the buff enhancement Stage (enhancement Stage x 2) - The amount of SP healed by the first line of this buff is based on the enhancement Stage (enhancement Stage x 2) |
Lobotomy E.G.O::Red Eyes & Penitence Ryōshū |
- Unique Charge - Resouce used by certain Skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. (Interacts the same way as normal Charge does to effects that raise or reduce Charge Potency/Count) |
- Max Count: 20 - Unique - Resource used by certain Skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. (Interacts the same way as normal |
Lobotomy E.G.O::In the Name of Love and Hate Don Quixote |
- Resource used by certain Skills for additional effects - Max Stack: 20 |
- Unique - Resource used by certain Skills for additional effects - Max Stack: 20 |
Lobotomy E.G.O::The Sword Sharpened with Tears Rodion |
Related Effects
The debuffs
Photoelectricity
Photoelectricity- Max Value: 3
When this unit is hit, the Attacker gains Charge Count equal to the value (once per Skill)
- If the Attacker has 5- Charge Count, they gain +3 additional Charge Count
Turn End: this effect expires and
Spark Discharge
Spark DischargeWhen hit, the attacker gains +1 Charge Count; when hit with a Gloom attack, gain +1 Rupture Count, then reduce Count by 1 both allow attacking units to gain Charge upon hitting an enemy, with
Photoelectricity
Photoelectricity- Max Value: 3
When this unit is hit, the Attacker gains Charge Count equal to the value (once per Skill)
- If the Attacker has 5- Charge Count, they gain +3 additional Charge Count
Turn End: this effect expires being the more stable of the two, being applied by an Identity and allowing attackers to gain up to 6 Charge Count per Skill.
| Name | Description | Source (If Exclusive) | ||||
|---|---|---|---|---|---|---|
| Effects that Interact with Charge | ||||||
- Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn |
- Gain (Charge Barrier # x 3) Shield. - Lose 1 Charge Barrier after losing (Charge Barrier # x 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (Charge Barrier # x 5) instead of at (Charge Barrier # x 3)) - Turn end: Gain a |
World of W Corp. Identities Charge E.G.O gifts | ||||
- Attack Skills that consumed Charge Count deal +2.5% damage for every value on self (max 15%) - If the affected unit is a W Corp. employee, deal +5% damage for every value instead (max 30%) - Turn End: this effect expires |
- Max Value: 6 - Attack Skills that consumed - If the affected unit is a W Corp. employee, deal +5% more damage for every value instead (max 30%) - Turn End: this effect expires |
W Corp. L3 Cleanup Captain Outis Dimension Shredder Outis E.G.O | ||||
When this unit is hit, the Attacker gains Charge Count equal to the value (once per Skill) - If the Attacker has 5- Charge Count, they gain +3 additional Charge Count Turn End: this effect expires |
Max Value: 3 When this unit is hit, the Attacker gains - If the Attacker has 5- Turn End: this effect expires |
MultiCrack Office Fixer Heathcliff | ||||
| When hit, the attacker gains +1 |
AEDD Gregor E.G.O | |||||
- When this unit gains this effect, gain 1 Attack Power Up and 1 Damage Up - This unit's Attack Skills that gain or consume Charge Count gain Final Power +1 and deal +10% damage - Reduced by 1 at Turn End |
- Max Stack: 2 - When this unit gains this effect, gain 1 - This unit's Attack Skills that gain or consume - Reduced by 1 at Turn End |
In the Name of Love and Hate Don Quixote E.G.O | ||||
| Identity Buffs and Passives | ||||||
- Base Attack Skills deal +3% damage for every Love/Hate on self (max 15%) |
- For this turn, this unit uses Plus Coin Attack Skills - Base Attack Skills deal +3% damage for every - Unique Charge - Resouce used by certain Skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. (Interacts the same way as normal Charge does to effects that raise or reduce Charge Potency/Count) on self (max 15%) |
Lobotomy E.G.O::In the Name of Love and Hate Don Quixote | ||||
- Become Immobilized - Take 10 + (Charge Potency x 5)% less damage (max 25%) - Turn Start: Gain Charge Barrier based on Charge Potency on self (max 5) - Turn End: Gain +10 Charge Count and 2 Attack Power Up next turn, and lose this effect - Gain Aggro to this unit's leftmost Slot based on Charge Potency on self (max 5) - When hit, gain +1 Charge Count and 1 Load next turn (max 5 per turn) - If this unit is in Panic or E.G.O Corrosion at Turn Start, of if this unit is Staggered, lose this effect |
- Max Value: 1 - Become Immobilized - Take 10 + ( - Turn Start: Gain - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn based on - Turn End: Gain +10 - Gain - When hit, gain +1 - Attack Skills that consumed Charge Count deal +2.5% damage for every value on self (max 15%) - If the affected unit is a W Corp. employee, deal +5% damage for every value instead (max 30%) - Turn End: this effect expires next turn (max 5 per turn) - If this unit is in Panic or E.G.O Corrosion at Turn Start, of if this unit is Staggered, lose this effect |
W Corp. L4 Cleanup Agent - CCA Heathcliff | ||||
· At 3 Stack, gain additional 5 Deep Tears - Turn End: lose (Stack x 15) SP - Base Attack Skills deal +(Stack x 10)% damage (max 30%) - If this unit has Blessing, gain Clash Power Up by the effect's Stack at Turn Start - If this unit has Despair, gain Pierce Power Up by the effect's Stack at Turn Start - Max Stack: 3 |
- Turn Start: gain 5 - Resource used by certain Skills for additional effects - Max Stack: 20 · At 3 Stack, gain additional 5 - Resource used by certain Skills for additional effects - Max Stack: 20 - Turn End: lose (Stack x 15) SP - Base Attack Skills deal +(Stack x 10)% damage (max 30%) - If this unit has - When Clash ends, inflict 2 Sinking (once per turn) - When hit, inflict 2 Sinking on the attacker (once per turn) - For every 20 SP, inflict +1 more Sinking Potency with above effects (max 2) - Replace this unit's Base Skills with Plus Coin Skills, gain - If this unit has - When Clash ends, inflict +1 Sinking Count (once per turn) - On Hit with the first Coin of a Base Attack Skill, inflict +1 Sinking Count (once per turn) - For every -20 SP, inflict +1 more Sinking Count with above effects (max 2) - Replace this unit's Base Skills with Minus Coin Skills, gain - Max Stack: 3 |
Lobotomy E.G.O::The Sword Sharpened with Tears Rodion | ||||
| Mirror Dungeon-exclusive Effects | ||||||
- When Staggered, consume all Emergency Barrier Battery Stack and gain Charge Barrier by the Stack consumed |
- Max Stack: 7 - When Staggered, consume all Emergency Barrier Battery Stack and gain - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn by the Stack consumed |
| ||||
- When consuming Charge Count, add the amount consumed to this buff's Stack - Max Charge Count Cap +10 - Gain 1 Charge Count when allies gain Charge Potency or Count - When this unit consumes Charge Count with its Skills, consume the same amount of Charge Count 1 more time (when there isn't enough Charge Count, consume as much as available) - Deal +10% damage for every 10 Stack - Enemies gain +0.1 Resistance against this unit's attacks for every 20 Stack (max +0.5 Resist; does not activate against Staggered enemies) - When the Identity with this effect dies, the buff transfers to the ally who is second earliest to this unit in the Deployment order. The Stack carries over as well. - This effect works on 'Unique Charge' as well. |
- Max Stack: 100 - When consuming - Max - Gain 1 - When this unit consumes - Deal +10% damage for every 10 Stack - Enemies gain +0.1 Resistance against this unit's attacks for every 20 Stack (max +0.5 Resist; does not activate against Staggered enemies) - When the Identity with this effect dies, the buff transfers to the ally who is second earliest to this unit in the Deployment order. The Stack carries over as well. |
| ||||
Cumulative Charge Count consumed by allies: X On Hit with a Skill: deal +(sum of Charge Count on all allies / 3)% damage All allies gain 1 Offense Level Up for every 100 cumulative Charge Count consumed by allies |
Total sum of Cumulative On Hit with a Skill: deal +(sum of All allies gain 1 |
| ||||
Identities & E.G.O
| Identities | |
| E.G.O | |
| Identities | |
| E.G.O | |
| Identities | |
| Identities | |
| Identities | |
| E.G.O | |
E.G.O Gifts
Fusion E.G.O Gifts
Tier: I |
UPS System Turn End: If at 3+ |
Tier: II |
Miniature Telepole |
Tier: III |
Insulator After Attack With a Skill Attack that consumes Turn Start: at less than 3 Turn Start: at 3+ |
Tier: I |
Wrist Guards If the ally has Pride Affinity Attack Skills, gain 2 |
Tier: II |
T-1B Octagonal Bolt Turn Start: all allies gain ( Turn End: allies without - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn gain 1 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. Each Identity gains 1 |
Tier: III |
Material Interference Force Field - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. |
Tier: IV |
T-1 Perpetual Motion Machine Turn Start: all allies gain 7 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn (once per wave). Turn Start: all allies gain (( Each Identity gains (total Each Identity gains 1 Turn Start: all allies gain 1 |
Tier: I |
Curriculum Vitae If the ally has Gloom Affinity Skills, gain 2 |
Tier: III |
Lightning Rod If two or more participating allies have Envy Affinity Attack Skills, all allies gain +5 |
Tier: III |
Insulator After Attack With a Skill Attack that consumes Turn Start: at less than 3 Turn Start: at 3+ |
Tier: IV |
T-5 Perpetual Motion Machine Turn Start: at less than 3 Turn Start: at 5+ All allies on the field gain Cumulative Charge Count consumed by allies: X On Hit with a Skill: deal +(sum of Charge Count on all allies / 3)% damage All allies gain 1 Offense Level Up for every 100 cumulative Charge Count consumed by allies at Turn Start. After Attack with a Skill 3 that consumes or gains |
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Tier: II |
Biogenerative Battery Turn End: Identities with 10+ ( |
Tier: II |
Prosthetic Joint Servos When a MultiCrack Office Identity gains or consumes |
Tier: IV |
Automated Joints Base Attack Skills that consume Turn End: allies with If a MultiCrack Office Identity has 5+ |
Tier: II |
Biogenerative Battery Turn End: Identities with 10+ ( |
Tier: II |
Crystallized Blood |
Tier: IV |
Overcharged Battery Base Attack Skills that consume When allies with When winning a Clash with an Envy Affinity base Attack Skill, inflict 1 |
Tier: II |
Cardiovascular Reactive Module When at 50%- HP, gain (( If a MultiCrack Office Identity received HP damage during this Encounter: next turn, they heal 33% of the HP lost last turn. (rounded down) |
Tier: II |
Prosthetic Joint Servos When a MultiCrack Office Identity gains or consumes |
Tier: IV |
Perpetual Generator Servos Base Attack Skills that consume When allies with In this Encounter, when an ally takes damage that would kill them, consume all |
Tier: II |
Cardiovascular Reactive Module When at 50%- HP, gain (( If a MultiCrack Office Identity received HP damage during this Encounter: next turn, they heal 33% of the HP lost last turn. (rounded down) |
Tier: II |
Crystallized Blood |
Tier: IV |
Hearts-powered Jewel Base Attack Skills that consume When allies have 15+ ( Max |
Tier: II |
W Corp. Standard Issue Cap - When Staggered, consume all Emergency Barrier Battery Stack and gain Charge Barrier by the Stack consumed equal to the Count gained (max 7 per Identity) |
Tier: III |
E-Type Dimensional Dagger If that Skill 1 was a Single-coin Skill, gain Clash Power +1 and deal +12.5% damage instead. If a W Corp. Identity dealt damage to an enemy with an Envy Skill(including E.G.O Skills), inflict 2 |
Tier: III |
Portable Barrier Battery When using a Skill 1 that gains - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. (once per turn) If a W Corp. Identity takes HP damage due to any effect other than a direct damage, gain 5 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. (once per turn) |
Tier: IV |
Cleanup Agent Gear Set C - When Staggered, consume all Emergency Barrier Battery Stack and gain Charge Barrier by the Stack consumed equal to the Count gained (max 7 per Identity) Skills that consume Skills that consume - When using said Skills, the unit gains +4 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn (once per Identity per turn) W. Corp Identities gain the following effects: - When dealing damage with a Skill (including E.G.O Skills), inflict 2 - During the combat phase, when this unit takes HP damage from sources other than direct Skill damage, gain 5 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn (once per turn per Identity) - Skill 2 gains Clash Power +3 and deals +15% damage - Turn Start: for this turn, Skill 3 deals +(number of W Corp. Identities on the field x 6.25)% damage - Turn Start: W Corp L2 Agents gain 1 - Turn Start: gain (number of W Corp. Identities on the field / 3) - Attack Skills that consumed Charge Count deal +2.5% damage for every value on self (max 15%) - If the affected unit is a W Corp. employee, deal +5% damage for every value instead (max 30%) - Turn End: this effect expires (max 2; rounded down) |
Regular E.G.O Gifts
| Gift | Tier | Base Effect | + | ++ |
|---|---|---|---|---|
Uncapped Defibrilator |
I | Turn End: heal HP and SP equal to the sum of If this unit has 50%- remaining HP, boost the heal amount by x1.5. |
Turn End: heal HP and SP equal to (the sum of If this unit has 50%- remaining HP, boost the heal amount by x2. |
Turn End: heal HP and SP equal to (the sum of If this unit has 75%- remaining HP, boost the heal amount by x2. |
Curriculum Vitae |
I | Turn End: allies with 7+ ( If the ally has Gloom Affinity Skills, gain 2 |
Turn End: allies with 7+ ( If the ally has Gloom Affinity Skills, gain 3 |
Turn End: allies with 7+ ( If the ally has Gloom Affinity Skills, gain 4 |
Wrist Guards |
I | Turn Start: allies with 5+ ( If the ally has Pride Affinity Attack Skills, gain 2 |
Turn Start: allies with 3+ ( If the ally has Pride Affinity Attack Skills, gain 2 |
Turn Start: allies with ( If the ally has Pride Affinity Attack Skills, gain 3 |
UPS System |
I | Turn End: If at less than 3 Turn End: If at 3+ |
Turn End: If at less than 4 Turn End: If at 4+ |
Turn End: If at less than 5 Turn End: If at 5+ |
Nightvision Goggles |
II | This Gift activates when an ally has 15+ Combat Start: the ally with 15+ |
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T-1B Octagonal Bolt |
II | Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Turn Start: all allies gain ( Turn End: allies without - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn gain 1 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. Each Identity gains 1 |
||
Miniature Telepole |
II | After Attack with a Skill Attack that consumed 7+ |
||
Patrolling Flashlight |
II | [Effects apply only to #1, #2 Deployed Identities] Turn Start: if the affected Identity has a Skill that gains or consumes - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. Turn End: if the affected Identity does not have - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn, apply 2 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn next turn. |
[Effects apply only to #1, #2, and #3 Deployed Identities] Turn Start: if the affected Identity has a Skill that gains or consumes - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. Turn End: if the affected Identity does not have - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn, apply 3 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn next turn. |
[Effects apply only to #1, #2, and #3 Deployed Identities] Turn Start: if the affected Identity has a Skill that gains or consumes - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. Turn End: if the affected Identity does not have - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn, apply 4 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn next turn. |
Employee Card |
II | When activating Wrath Absolute Resonance or using a Skill that gains or applies |
When activating Wrath Resonance or using a Skill that gains or applies |
When activating Wrath Resonance or using a Skill that gains or applies |
Portable Battery Socket |
II | Turn Start: Two random allies gain +2 When activating Sloth Absolute Resonance, one random ally gains +3 |
Turn Start: two random allies gain +3 When activating Sloth Resonance, one random ally gains +3 |
Turn Start: three random allies gain +3 When activating Sloth Resonance, one random ally gains +5 |
Imitative Generator |
III | [Effects apply only to #1, #2 Deployed Identities] Activates when the unit has 10+ ( Coin Power +1 to Skill 3 that gains or consumes If the said Skill has less than 5 Base Power, deal +25% damage; if it has 5+ Base Power, gain an additional Coin Power +1. |
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Material Interference Force Field |
III | First Turn Start of a wave: all allies gain 3 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. |
First Turn Start of a wave: all allies gain 5 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. |
First Turn Start of a wave: all allies gain 7 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. |
Lightning Rod |
III | Encounter Start: all allies gain +3 If two or more participating allies have Envy Affinity Attack Skills, all allies gain +5 |
Encounter Start: all allies gain +4 If two or more participating allies have Envy Affinity Attack Skills, all allies gain +6 |
Encounter Start: all allies gain +5 If two or more participating allies have Envy Affinity Attack Skills, all allies gain +7 |
Charge-type Gloves |
IV | Max Encounter Start: All allies gain +5 Turn Start: All allies gain +2 [#1 Deployed Identity Exclusive Effect] Encounter Start: gain 1 - When consuming Charge Count, add the amount consumed to this buff's Stack - Max Charge Count Cap +10 - Gain 1 Charge Count when allies gain Charge Potency or Count - When this unit consumes Charge Count with its Skills, consume the same amount of Charge Count 1 more time (when there isn't enough Charge Count, consume as much as available) - Deal +10% damage for every 10 Stack - Enemies gain +0.1 Resistance against this unit's attacks for every 20 Stack (max +0.5 Resist; does not activate against Staggered enemies) - When the Identity with this effect dies, the buff transfers to the ally who is second earliest to this unit in the Deployment order. The Stack carries over as well. - This effect works on 'Unique Charge' as well. |
Max Encounter Start: All allies gain +6 Turn Start: All allies gain +3 [#1 Deployed Identity Exclusive Effect] Encounter Start: gain 10 - When consuming Charge Count, add the amount consumed to this buff's Stack - Max Charge Count Cap +10 - Gain 1 Charge Count when allies gain Charge Potency or Count - When this unit consumes Charge Count with its Skills, consume the same amount of Charge Count 1 more time (when there isn't enough Charge Count, consume as much as available) - Deal +10% damage for every 10 Stack - Enemies gain +0.1 Resistance against this unit's attacks for every 20 Stack (max +0.5 Resist; does not activate against Staggered enemies) - When the Identity with this effect dies, the buff transfers to the ally who is second earliest to this unit in the Deployment order. The Stack carries over as well. - This effect works on 'Unique Charge' as well. |
Max Encounter Start: All allies gain +8 Turn Start: All allies gain +4 [#1 Deployed Identity Exclusive Effect] Encounter Start: gain 20 - When consuming Charge Count, add the amount consumed to this buff's Stack - Max Charge Count Cap +10 - Gain 1 Charge Count when allies gain Charge Potency or Count - When this unit consumes Charge Count with its Skills, consume the same amount of Charge Count 1 more time (when there isn't enough Charge Count, consume as much as available) - Deal +10% damage for every 10 Stack - Enemies gain +0.1 Resistance against this unit's attacks for every 20 Stack (max +0.5 Resist; does not activate against Staggered enemies) - When the Identity with this effect dies, the buff transfers to the ally who is second earliest to this unit in the Deployment order. The Stack carries over as well. - This effect works on 'Unique Charge' as well. |
Fragment of Friction |
IV | Activates when using E.G.O Awakening Skills that gain or consume Gain Final Power equal to (Envy E.G.O resource + sum of other E.G.O resources/3) consumed and deal +50% damage Envy E.G.O Skills: gain additional |
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E-Type Dimensional Dagger |
III | Skill 1s that gain If that Skill 1 was a Single-coin Skill, gain Clash Power +1 and deal +12.5% damage instead. If a W Corp. Identity dealt damage to an enemy with an Envy Skill(including E.G.O Skills), inflict 2 |
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Portable Barrier Battery |
III | Skill 1s that gain When using a Skill 1 that gains - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. (once per turn) If a W Corp. Identity takes HP damage due to any effect other than a direct damage, gain 5 - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. (once per turn) |
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Cardiovascular Reactive Module |
II | When an ally with When at 50%- HP, gain (( If a MultiCrack Office Identity received HP damage during this Encounter: next turn, they heal 33% of the HP lost last turn. (rounded down) |
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Prosthetic Joint Servos |
II | Next turn: allies gain When a MultiCrack Office Identity gains or consumes |
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Misaligned Transistor |
II | Base Attack Skills that consume Deal +2% damage for every |
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Lightning Axe |
II | On Hit with Skills that consume This E.G.O Gift's effects are enhanced based on the number of Identities in the Team loadout with Attack Skills that apply - At 6+... When dealing - At 8+... On Hit with Skills that consume |
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Magical Girl's Lovely Gift |
II | When an ally hits with a Skill that gains or consumes When an ally recovers from Panic or 'E.G.O Corrosion', heal 20 SP |
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Spent Use, Forming Hate |
III | When consuming Turn End: if an ally lost SP this turn, the said ally gains 1 |
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W Corp. Standard Issue Cap |
II | After using a Skill that gains - When Staggered, consume all Emergency Barrier Battery Stack and gain Charge Barrier by the Stack consumed equal to the Count gained (max 7 per Identity) |
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Discarded Dimensional Gauntlet |
III | When dealing damage against enemies with Skills that consume |
When dealing damage against enemies with Skills that consume - Also, inflict 1 (0.1 per Stack) |
When dealing damage against enemies with Skills that consume - Also, inflict 1 (0.1 per Stack) and 1 (0.1 per Stack) |
Status Effect Pages
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| List of Status Effects - Enemy Exclusive Effects |