Charge
Charge Charge
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. 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 Charge
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. users only use charge count, while some also gain charge potency and use it for additional skill effects. Charge normally has a maximum count of 20, although this can be increased through passives or EGO Gifts.
Strengths & Weaknesses
Charge Charge
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. 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 Charge
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. Identities do not need a "Charge team" to function at full capacity. A high level charge Identity can be placed on any team.
Charge Charge
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. 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 drawbacks to using their skill 3's without enough charge, while others simply result in lower rolls.
Charge Charge
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. is the most effective against enemies weak to Envy, Gloom, Pride, and Wrath 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 Charge
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. Identities usually have powerful Uptie IV's that increase the rate at which they gain charge, making them more powerful and reducing the importance of having teammates or E.G.O to support charge gain.
Related Effects
Charge Barrier Charge Barrier
- Gain (X * 3) Shield.
- 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 is an effect that gives shield for the turn. At turn end, the effect expires, and any leftover charge barrier is converted to Charge Charge
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. count. Load Load
- Max Value: 6
- Attack Skills that consumed Charge Count deal +2.5% more 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 lets affected Identities deal bonus damage when using a skill that consumes Charge Charge
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. count. There are currently two varieties of unique charge in the game: Red Eyes Red Eyes
- Base Skill Coin effects inflict +1 more Bleed
- 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) & Penitence Penitence
- Heal 2 SP On Hit with Base Skill Coins that gain Penitence
- 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), both used by Lobotomy E.G.O::Red Eyes & Penitence Ryōshū, a Walpurgisnacht Identity.
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 Discharge
When 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 powerful of the two, allowing attackers to gain 1-6 charge count per skill.
Name | Description | Source (If Exclusive) |
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Charge Charge 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. |
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. | |
Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Charge 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. Count for each Charge Barrier #, and Charge Barrier and Shield gained from Charge Barrier expire completely next turn |
World of W Corp. Identities Charge E.G.O gifts |
Load Load - Max Value: 6 - Attack Skills that consumed Charge Count deal +2.5% more 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 Charge Charge 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. Count deal +2.5% more damage for every value on self (max 15%) - 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 |
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 |
Max Value: 3 When this unit is hit, the Attacker gains Charge Charge 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. Count equal to the value (once per Skill) - If the Attacker has 5- Charge Charge 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. Count, they gain +3 additional Charge Charge 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. Count Turn End: this effect expires |
MultiCrack Office Fixer Heathcliff |
Spark Discharge Spark Discharge When hit, the attacker gains +1 Charge Count; when hit with a Gloom attack, gain +1 Rupture Count, then reduce Count by 1 |
When hit, the attacker gains +1 Charge Charge 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. Count; when hit with a Gloom attack, gain +1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count, then reduce Count by 1 |
AEDD Gregor E.G.O |
Red Eyes Red Eyes - Base Skill Coin effects inflict +1 more Bleed - 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 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. - Max Value: 20 - Unique Charge Charge 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. (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff based on Value · Stage 1 (1~7): Red Eyes Red Eyes - Base Skill Coin effects inflict +1 more Bleed - 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): Red Eyes - Alert Red Eyes - Alert - Base Skill Coin effects inflict +2 more Bleed - 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): Red Eyes - Devouring Red Eyes - Devouring - Base Skill Coin effects inflict +3 more Bleed - 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 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) |
Lobotomy E.G.O::Red Eyes & Penitence Ryōshū |
Penitence Penitence - Heal 2 SP On Hit with Base Skill Coins that gain Penitence - 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 Charge Charge 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. (fixed Potency) - 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): Penitence Penitence - Heal 2 SP On Hit with Base Skill Coins that gain Penitence - 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): Penitence - Periphery Penitence - Periphery - Heal 4 SP On Hit with Base Skill Coins that gain Penitence - 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): Penitence - Confession Penitence - Confession - Heal 6 SP On Hit with Base Skill Coins that gain Penitence - 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 |
Identities & E.G.O
Charge
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Identities | |
E.G.O |
Charge Barrier
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Identities | |
E.G.O |
Load
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Identities | |
E.G.O |
EGO Gifts
Fusion EGO Gifts
T-1 Perpetual Motion Machine Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Charge
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. Count or 'Unique Charge'. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start) First Turn Start of a wave: all allies gain 7 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Start: all allies gain ((Charge Charge 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. Count + 'Unique Charge')/5 +1) Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%). (max 9, rounded up) Next Turn Start: Each Identity gains ((sum of total Charge Charge 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. Count + 'Unique Charge' consumed by Skill use in this Encounter)/4) Offense Level Up Offense Level Up Offense Level +X for this turn. (Maxes out when a sum of 40 Charge Charge 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. Count + 'Unique Charge') are consumed) |
Murder on the WARP Express Theme Pack Exclusive
Biogenerative Battery + Prosthetic Joint Servos
Automated Joints Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Charge
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. Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start) Base Attack Skills that consume Charge Charge 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. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge Charge 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. Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%) Turn End: allies with Charge Charge 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. Count or 'Unique Charge' gain 1 Haste Haste Speed +X for this turn. (max 2) and 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) (max 3) for every instance they used a base Attack Skill that consumes Charge Charge 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. Count or 'Unique Charge' in this Encounter. If a MultiCrack Office Identity has 5+ Charge Charge 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., they gain Coin Power +1 to base Attack Skills. |
Biogenerative Battery + Crystallized Blood
Overcharged Battery Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Charge
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. Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start) Base Attack Skills that consume Charge Charge 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. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge Charge 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. Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%) When allies with Charge Charge 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. Count or 'Unique Charge' engage in Clashes with base Attack Skills: Clash Power +2; gain +3 Charge Charge 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. Count upon Clash Win, and lose 6 Charge Charge 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. Count upon Clash Lose. When winning a Clash with an Envy Affinity base Attack Skill, inflict 1 Envy Fragility Envy Fragility Take +(X*10)% damage from Envy skills this turn. (Max 100%). (stacks 3 times) |
Cardiovascular Reactive Module + Prosthetic Joint Servos
Perpetual Generator Servos Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Charge
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. Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start) Base Attack Skills that consume Charge Charge 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. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge Charge 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. Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%) When allies with Charge Charge 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. Count or 'Unique Charge' engage in a Clash with base Attack Skills: Clash Power +1; gain 2 Offense Level Up Offense Level Up Offense Level +X for this turn. at Turn Start for every instance of Clash Win in that Clash during this Encounter. (max 6) In this Encounter, when an ally takes damage that would kill them, consume all Charge Charge 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. Count and 'Unique Charge' on self; then, immediately heal (10 + sum of Charge Charge 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. Count and 'Unique Charge' consumed)% HP (once per Encounter); then, gain 3 Protection Protection Take -(X*10)% damage this turn. (Max 100%) until the ally is defeated. |
Cardiovascular Reactive Module + Crystallized Blood
Hearts-powered Jewel Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Charge
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. Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start) Base Attack Skills that consume Charge Charge 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. Count: gain Coin Power +1 and deal +(sum of Charge Charge 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. Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%) When allies have 15+ (Charge Charge 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. Count + 'Unique Charge'): when they use a Skill 3 that consumes Charge Charge 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. Count or 'Unique Charge', and if there are remaining Charge Charge 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. Count or 'Unique Charge' After Attack, consume all remaining Charge Charge 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. Count and 'Unique Charge' to deal (sum of Charge Charge 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. Count and 'Unique Charge' consumed x 7.5)% fixed bonus damage. (max 75%) Max Charge Charge 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. Count +5. |
Regular EGO Gifts
Gift | Tier | Base Effect | + | ++ |
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Curriculum Vitae |
I | Turn End: allies with 7+ (Charge Charge 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. Count + 'Unique Charge') gain 1 Haste Haste Speed +X for this turn. next turn. If the ally has Gloom Affinity Skills, gain 2 Haste Haste Speed +X for this turn. and 1 Power Up Power Up Skill Final Power +X for this turn. next turn instead. |
Turn End: allies with 7+ (Charge Charge 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. Count + 'Unique Charge') gain 2 Haste Haste Speed +X for this turn. next turn. If the ally has Gloom Affinity Skills, gain 3 Haste Haste Speed +X for this turn. and 1 Power Up Power Up Skill Final Power +X for this turn. next turn instead. |
Turn End: allies with 7+ (Charge Charge 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. Count + 'Unique Charge') gain 3 Haste Haste Speed +X for this turn. next turn. If the ally has Gloom Affinity Skills, gain 4 Haste Haste Speed +X for this turn. and 1 Power Up Power Up Skill Final Power +X for this turn. next turn instead. |
Wrist Guards |
I | Turn Start: allies with 5+ (Charge Charge 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. Count + 'Unique Charge') gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%). If the ally has Pride Affinity Attack Skills, gain 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) instead. |
Turn Start: allies with 3+ (Charge Charge 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. Count + 'Unique Charge') gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%). If the ally has Pride Affinity Attack Skills, gain 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) instead. |
Turn Start: allies with (Charge Charge 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. Count + 'Unique Charge') gain 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%). If the ally has Pride Affinity Attack Skills, gain 3 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) instead. |
UPS System |
I | Turn End: If at less than 3 Charge Charge 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. Count, gain +3 Charge Charge 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. Count next Turn Start. Turn End: If at 3+ Charge Charge 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. Count, gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. |
Turn End: If at less than 4 Charge Charge 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. Count, gain +3 Charge Charge 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. Count next Turn Start. Turn End: If at 4+ Charge Charge 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. Count, gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. |
Turn End: If at less than 5 Charge Charge 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. Count, gain +4 Charge Charge 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. Count next Turn Start. Turn End: If at 5+ Charge Charge 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. Count, gain 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. |
Uncapped Defibrilator |
I | Turn End: heal HP and SP equal to the sum of Charge Charge 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. Count and 'Unique Charge' consumed by Attack Skills this turn. 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 Charge Charge 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. Count and 'Unique Charge' consumed by Attack Skills this turn + 1). If this unit has 50%- remaining HP, boost the heal amount by x2. |
Turn End: heal HP and SP equal to (the sum of Charge Charge 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. Count and 'Unique Charge' consumed by Attack Skills this turn + 2). If this unit has 75%- remaining HP, boost the heal amount by x2. |
Employee Card |
II | When activating Wrath Absolute Resonance or using a Skill that gains or applies Charge Charge 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. Count or 'Unique Charge', all allies gain +3 Charge Charge 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. Count at the next Turn Start. (Once per turn) |
When activating Wrath Resonance or using a Skill that gains or applies Charge Charge 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. Count or 'Unique Charge', all allies gain +3 Charge Charge 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. Count at the next Turn Start. (Once per turn) |
When activating Wrath Resonance or using a Skill that gains or applies Charge Charge 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. Count or 'Unique Charge', all allies gain +4 Charge Charge 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. Count at the next Turn Start. (Once per turn) |
Portable Battery Socket |
II | Turn Start: Two random allies gain +2 Charge Charge 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. Count. (Prioritizes Identities with Skills that gain Charge Charge 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. Count or 'Unique Charge') When activating Sloth Absolute Resonance, one random ally gains +3 Charge Charge 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. Count at Combat Start. |
Turn Start: two random allies gain +3 Charge Charge 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. Count. (Prioritizes Identities with Skills that gain Charge Charge 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. Count or 'Unique Charge') When activating Sloth Resonance, one random ally gains +3 Charge Charge 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. Count at Combat Start. |
Turn Start: three random allies gain +3 Charge Charge 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. Count. (Prioritizes Identities with Skills that gain Charge Charge 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. Count or 'Unique Charge') When activating Sloth Resonance, one random ally gains +5 Charge Charge 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. Count at Combat Start. |
Nightvision Goggles |
II | This Gift activates when an ally has 15+ Charge Charge 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. Count at Turn Start. Combat Start: the ally with 15+ Charge Charge 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. Count loses 3 Charge Charge 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. Count and gains 5 'Offense Level' for the turn. |
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Patrolling Flashlight |
II | [Effects apply only to #1, #2 Deployed Identities] Turn Start: if the affected Identity has a Skill that gains or consumes Charge Charge 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. Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +10% more damage while that unit has Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Charge 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. Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +15% more damage while that unit has Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Charge 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. Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +25% more damage while that unit has Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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. |
Lightning Rod |
III | Encounter Start: all allies gain +3 Charge Charge 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. Count. If two or more participating allies have Envy Affinity Attack Skills, all allies gain +5 Charge Charge 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. Count instead. |
Encounter Start: all allies gain +4 Charge Charge 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. Count. If two or more participating allies have Envy Affinity Attack Skills, all allies gain +6 Charge Charge 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. Count instead. |
Encounter Start: all allies gain +5 Charge Charge 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. Count. If two or more participating allies have Envy Affinity Attack Skills, all allies gain +7 Charge Charge 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. Count instead. |
Imitative Generator |
III | [Effects apply only to #1, #2 Deployed Identities] Activates when the unit has 10+ (Charge Charge 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. Count + 'Unique Charge') at Turn Start. Coin Power +1 to Skill 3 that gains or consumes Charge Charge 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. Count or 'Unique Charge'. If the said Skill has less than 5 Base Power, deal +25% more 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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. |
Charge-type Gloves |
IV | Max Charge Charge 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. Count +10. Encounter Start: All allies gain +5 Charge Charge 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. Count. Turn Start: All allies gain +2 Charge Charge 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. Count. |
Max Charge Charge 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. Count +10. Encounter Start: All allies gain +6 Charge Charge 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. Count. Turn Start: All allies gain +3 Charge Charge 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. Count. |
Max Charge Charge 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. Count +10. Encounter Start: All allies gain +8 Charge Charge 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. Count. Turn Start: All allies gain +4 Charge Charge 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. Count. |
Fragment of Friction |
IV | Activates when using E.G.O Awakening Skills that gain or consume Charge Charge 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. Count or 'Unique Charge'. (NOT Corrosion Skills) Gain Final Power equal to (Envy E.G.O resource + sum of other E.G.O resources/3) consumed. Envy E.G.O Awakening Skills: gain additional Charge Charge 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. Count Before Attack(ZAYIN gains +2 Count, TETH gains +3 Count, HE gains +4 Count, and so on), and deal +((Charge Charge 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. Count on self + 'Unique Charge') x 5)% more damage. (200% max) |
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E-Type Dimensional Dagger |
III | Skill 1s that gain Charge Charge 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. Count or 'Unique Charge' gain Clash Power +1 and deal +5% more damage. If that Skill 1 was a Single-coin Skill, gain Clash Power +1 and deal +12.5% more damage instead. If a W Corp. Identity dealt damage to an enemy with an Envy Skill(including E.G.O Skills), inflict 2 HP Healing Down HP Healing Down Heal -(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5). (does not stack) |
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Canned Ice Cream |
II | When an ally loses HP due to their own Attack Skill effect, heal half of the HP lost due to the Skill effect at the next Turn Start. (rounded down) When an ally heals HP due to an E.G.O Skill effect, heal +12.5% more HP. (rounded down) |
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Portable Barrier Battery |
III | Skill 1s that gain Charge Charge 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. Count or 'Unique Charge' gain Clash Power +2. When using a Skill 1 that gains Charge Charge 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. Count, gain +2 Charge Charge 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. Count and 1 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - 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 Charge Charge 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. Count or 'Unique Charge' loses a Clash, gain Shield equal to (Charge Charge 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. Count + 'Unique Charge'). (once per turn) When at 50%- HP, gain ((Charge Charge 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. Count + 'Unique Charge') x 2) Shield instead. (once per turn) 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 Haste Haste Speed +X for this turn. and Charge Charge 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. Count equal to the number of Charge Charge 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. Count or 'Unique Charge' gaining base Attack Skills they used this turn. (max 2) When a MultiCrack Office Identity gains or consumes Charge Charge 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. Count with a base Attack Skill, they gain +1 additional Charge Charge 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. Count. (max 2) |
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Misaligned Transistor |
II | Base Attack Skills that consume Charge Charge 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. Count or 'Unique Charge' consume 1.5x more Deal +2% more damage for every Charge Charge 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. Count or 'Unique Charge' consumed by Base Attack Skills (max 20%) |