Charge

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Charge.pngChargeCharge.png 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.pngChargeCharge.png 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.pngChargeCharge.png 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 LcbSinEnvy.pngEnvy Sin Affinity.

Strengths & Weaknesses

Charge.pngChargeCharge.png 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.pngChargeCharge.png 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.pngChargeCharge.png 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.pngChargeCharge.png 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 LcbSinEnvy.pngEnvy and LcbSinGloom.pngGloom 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.pngChargeCharge.png 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.pngChargeCharge.png 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.pngChargeCharge.png 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.pngChargeCharge.png 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)
Charge.pngChargeCharge.png 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. 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.
Red Eyes.pngRed EyesRed Eyes.png 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.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.
- Max Value: 20
- Unique Charge.pngChargeCharge.png 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. (fixed Potency)
- Resource used by certain Skills for additional effects
- Enhances the buff based on Value
· Stage 1 (1~7): Red Eyes.pngRed EyesRed Eyes.png 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.pngRed Eyes - AlertRed Eyes - Alert.png 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.pngRed Eyes - DevouringRed Eyes - Devouring.png 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.pngBleedBleed.png BleedThe 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.pngPenitencePenitence.png 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.pngChargeCharge.png 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. (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.pngPenitencePenitence.png 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.pngPenitence - PeripheryPenitence - Periphery.png 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.pngPenitence - ConfessionPenitence - Confession.png 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
Love-Hate.pngLove/HateLove-Hate.png Love/Hate- Max Count: 20
- 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 Charge.pngChargeCharge.png 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.
- 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 Charge.pngChargeCharge.png 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 to effects that raise or reduce Charge.pngChargeCharge.png 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/Count)
Lobotomy E.G.O::In the Name of Love and Hate Don Quixote
Deep Tears.pngDeep TearsDeep Tears.png Deep Tears- Unique Charge (Potency Fixed)
- Resource used by certain Skills for additional effects
- Max Stack: 20
- Unique Charge.pngChargeCharge.png 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 Fixed)
- 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.pngPhotoelectricityPhotoelectricity.png 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 Capacitor.pngSpark DischargeCapacitor.png 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.pngPhotoelectricityPhotoelectricity.png 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
Charge Barrier.pngCharge BarrierCharge Barrier.png 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.pngChargeCharge.png 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. 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.pngLoadLoad.png Load- Max Value: 6
- 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 Charge.pngChargeCharge.png 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. 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.pngPhotoelectricityPhotoelectricity.png 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.pngChargeCharge.png 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. Count equal to the value (once per Skill)
- If the Attacker has 5- Charge.pngChargeCharge.png 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. Count, they gain +3 additional Charge.pngChargeCharge.png 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. Count
Turn End: this effect expires
MultiCrack Office Fixer Heathcliff
Capacitor.pngSpark DischargeCapacitor.png Spark DischargeWhen 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.pngChargeCharge.png 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. Count; when hit with a LcbSinGloom.pngGloom attack, gain +1 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count, then reduce Count by 1 AEDD Gregor E.G.O
Magical Girl's Chant.pngMagical Girl's ChantMagical Girl's Chant.png Magical Girl's Chant- Max Stack: 2
- 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 Attack Power Up.pngAttack Power UpAttack Power Up.png Attack Power UpAttack Skill Final Power +X for this turn. and 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%)
- This unit's Attack Skills that gain or consume Charge.pngChargeCharge.png 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. Count gain Final Power +1 and deal +10% damage
- Reduced by 1 at Turn End
In the Name of Love and Hate Don Quixote E.G.O
Identity Buffs and Passives
Here Comes Magical Girl!.pngHere Comes Magical Girl!Here Comes Magical Girl!.png Here Comes Magical Girl!- For this turn, this unit uses Plus Coin Attack Skills
- 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 Love-Hate.pngLove/HateLove-Hate.png Love/Hate- Max Count: 20
- 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
Overcharge.pngOverchargeOvercharge.png Overcharge- Max Value: 1
- 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 + (Charge.pngChargeCharge.png 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 x 5)% less damage (max 25%)
- Turn Start: Gain Charge Barrier.pngCharge BarrierCharge Barrier.png 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
based on Charge.pngChargeCharge.png 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 on self (max 5)
- Turn End: Gain +10 Charge.pngChargeCharge.png 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. Count and 2 Attack Power Up.pngAttack Power UpAttack Power Up.png Attack Power UpAttack Skill Final Power +X for this turn. next turn, and lose this effect
- Gain Aggro.pngAggroAggro.png AggroIn focused encounters, slots with higher Aggro values are more likely to be targeted by enemies. to this unit's leftmost Slot based on Charge.pngChargeCharge.png 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 on self (max 5)
- When hit, gain +1 Charge.pngChargeCharge.png 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. Count and 1 Load.pngLoadLoad.png Load- Max Value: 6
- 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
Tear-sharpened.pngTear-sharpenedTear-sharpened.png Tear-sharpened- Turn Start: gain 5 Deep Tears
 · 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 Deep Tears.pngDeep TearsDeep Tears.png Deep Tears- Unique Charge (Potency Fixed)
- Resource used by certain Skills for additional effects
- Max Stack: 20

 · At 3 Stack, gain additional 5 Deep Tears.pngDeep TearsDeep Tears.png Deep Tears- Unique Charge (Potency Fixed)
- 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 Blessing.pngBlessingBlessing.png Blessing- Turn Start: gain 1 Protecting Sword for every 8 SP (max 5)
- 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 Clash Power Up.pngClash Power UpClash Power Up.png Clash Power UpClash Power +X for this turn. by the effect's Stack at Turn Start
- If this unit has Despair.pngDespairDespair.png Despair- Turn Start: gain 1 Piercing Sword for every -8 SP (max 5)
- 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 Pierce Power Up.pngPierce Power UpPierce Power Up.png Pierce Power UpPierce Skill Final Power +X for this turn. by the effect's Stack at Turn Start
- Max Stack: 3
Lobotomy E.G.O::The Sword Sharpened with Tears Rodion
Mirror Dungeon-exclusive Effects
Emergency Barrier Battery.pngEmergency Barrier BatteryEmergency Barrier Battery.png Emergency Barrier Battery- Max Stack: 7
- 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 Charge Barrier.pngCharge BarrierCharge Barrier.png 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
by the Stack consumed
W Corp. Standard Issue Cap Gift.pngW Corp. Standard Issue Cap
W Corp. Standard Issue Cap Gift.png

Tier: II
Cost: MD Cost.png 204
Charge.pngChargeCharge.png 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.

W Corp. Standard Issue Cap
After using a Skill that gains Charge.pngChargeCharge.png 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. Count or Unique Charge, gain Emergency Barrier Battery.pngEmergency Barrier BatteryEmergency Barrier Battery.png Emergency Barrier Battery- Max Stack: 7
- 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)
E.G.O Gift
Cleanup Agent Gear Set C Gift.pngCleanup Agent Gear Set C
Cleanup Agent Gear Set C Gift.png

Tier: IV
Cost: MD Cost.png 402
Charge.pngChargeCharge.png 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.

Cleanup Agent Gear Set C
After using a Skill that gains Charge.pngChargeCharge.png 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. Count or Unique Charge, gain Emergency Barrier Battery.pngEmergency Barrier BatteryEmergency Barrier Battery.png Emergency Barrier Battery- Max Stack: 7
- 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 Charge.pngChargeCharge.png 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. Count or Unique Charge deal +(number of Identities in the Team with Skills that gain or consume Charge.pngChargeCharge.png 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. Count or Unique Charge)% damage (counts all units in the Team)

Skills that consume Charge.pngChargeCharge.png 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. Count or Unique Charge gain Clash Power +3 and deal +15% damage
- When using said Skills, the unit gains +4 Charge.pngChargeCharge.png 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. Count and 1 Charge Barrier.pngCharge BarrierCharge Barrier.png 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 Identity per turn)

W. Corp Identities gain the following effects:
- When dealing damage with a Skill (including E.G.O Skills), inflict 2 HP Healing Down.pngHP Healing DownHP Healing Down.png HP Healing DownHeal -(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) (cannot Stack)
- During the combat phase, when this unit takes HP damage from sources other than direct Skill damage, gain 5 Charge Barrier.pngCharge BarrierCharge Barrier.png 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 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 Plus Coin Boost.pngPlus Coin BoostPlus Coin Boost.png Plus Coin BoostPlus Coin Power +X for this turn.
- Turn Start: gain (number of W Corp. Identities on the field / 3) Load.pngLoadLoad.png Load- Max Value: 6
- 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)
E.G.O Gift
Near-light Superbattery.pngNear-light SuperbatteryNear-light Superbattery.png Near-light Superbattery- Max Stack: 100
- 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 Charge.pngChargeCharge.png 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. Count, add the amount consumed to this buff's Stack
- Max Charge.pngChargeCharge.png 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. Count Cap +10
- Gain 1 Charge.pngChargeCharge.png 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. Count when allies gain Charge Potency or Count
- When this unit consumes Charge.pngChargeCharge.png 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. Count with its Skills, consume the same amount of Charge.pngChargeCharge.png 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. Count 1 more time (when there isn't enough Charge.pngChargeCharge.png 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. 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.
Charge-type Gloves Gift.pngCharge-type Gloves
Charge-type Gloves Gift.png

Tier: IV
Cost: MD Cost.png 394
Charge.pngChargeCharge.png 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.

Charge-type Gloves
Max Charge.pngChargeCharge.png 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. Count +10.

Encounter Start: All allies gain +5 Charge.pngChargeCharge.png 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. Count.

Turn Start: All allies gain +2 Charge.pngChargeCharge.png 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. Count.

[#1 Deployed Identity Exclusive Effect] Encounter Start: gain 1 Near-light Superbattery.pngNear-light SuperbatteryNear-light Superbattery.png Near-light Superbattery- Max Stack: 100
- 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.
E.G.O Gift
Self Resonance Circuitry.pngSelf Resonance CircuitrySelf Resonance Circuitry.png Self Resonance CircuitryTotal sum of Charge Count currently owned by all allies

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 Charge.pngChargeCharge.png 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. Count currently owned by all allies

Cumulative Charge.pngChargeCharge.png 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. Count consumed by allies: X

On Hit with a Skill: deal +(sum of Charge.pngChargeCharge.png 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. Count on all allies / 3)% damage
All allies gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. for every 100 cumulative Charge.pngChargeCharge.png 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. Count consumed by allies (max 30)
T-5 Perpetual Motion Machine Gift.pngT-5 Perpetual Motion Machine
T-5 Perpetual Motion Machine Gift.png

Tier: IV
Cost: MD Cost.png 410
Charge.pngChargeCharge.png 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.

T-5 Perpetual Motion Machine
Turn Start: This Gift activates for the whole Encouter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units)

Turn Start: at less than 3 Charge.pngChargeCharge.png 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. Count, gain +5 Charge.pngChargeCharge.png 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. Count.
Turn Start: at 5+ Charge.pngChargeCharge.png 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. Count, gain +2 min/max Speed, 1 Attack Power Up.pngAttack Power UpAttack Power Up.png Attack Power UpAttack Skill Final Power +X for this turn., and 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). (including 'Unique Charge')

All allies on the field gain Self Resonance Circuitry.pngSelf Resonance CircuitrySelf Resonance Circuitry.png Self Resonance CircuitryTotal sum of Charge Count currently owned by all allies

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 Charge.pngChargeCharge.png 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. Count on self: if the target is defeated, or if the ally who used the Skill is at 3+ Charge.pngChargeCharge.png 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., they add 1 Skill 3 to the list of Skills for the next upcoming turn. (once per turn for each ally; including 'Unique Charge')
E.G.O Gift

Identities & E.G.O

Charge.png Charge
Identities W Corp. L3 Cleanup Agent Yi Sang Profile.png W Corp. L2 Cleanup Agent Faust Profile.png MultiCrack Office Rep Faust Profile.png W Corp. L3 Cleanup Agent Don Quixote Profile.png Lobotomy E.G.O In the Name of Love and Hate Don Quixote Profile.png W Corp. L3 Cleanup Agent Ryōshū Profile.png Lobotomy E.G.O Red Eyes & Penitence Ryōshū Profile.png Rosespanner Workshop Fixer Meursault Profile.png W Corp. L2 Cleanup Agent Meursault Profile.png R Corp. 4th Pack Rhino Meursault Profile.png W Corp. L2 Cleanup Agent Hong Lu Profile.png R Corp. 4th Pack Reindeer Hong Lu Profile.png MultiCrack Office Fixer Heathcliff Profile.png R Corp. 4th Pack Rabbit Heathcliff Profile.png W Corp. L4 Cleanup Agent - CCA Heathcliff Profile.png R Corp. 4th Pack Reindeer Ishmael Profile.png Rosespanner Workshop Rep Rodion Profile.png Lobotomy E.G.O The Sword Sharpened with Tears Rodion Profile.png R Corp. 4th Pack Reindeer Rodion Profile.png W Corp. L3 Cleanup Captain Outis Profile.png Rosespanner Workshop Fixer Gregor Profile.png 
E.G.O Dimension Shredder Yi Sang Icon.png Telepole Faust Icon.png Electric Screaming Don Quixote Icon.png Telepole Don Quixote Icon.png In the Name of Love and Hate Don Quixote Icon.png Blind Obsession Ryōshū Icon.png Electric Screaming Meursault Icon.png Dimension Shredder Hong Lu Icon.png Holiday Heathcliff Icon.png AEDD Heathcliff Icon.png Move-in Reg. Heathcliff Icon.png Telepole Heathcliff Icon.png Blind Obsession Ishmael Icon.png Dimension Shredder Outis Icon.png AEDD Gregor Icon.png 
Charge.png Charge Potency
Identities MultiCrack Office Rep Faust Profile.png Lobotomy E.G.O In the Name of Love and Hate Don Quixote Profile.png R Corp. 4th Pack Reindeer Hong Lu Profile.png MultiCrack Office Fixer Heathcliff Profile.png W Corp. L4 Cleanup Agent - CCA Heathcliff Profile.png R Corp. 4th Pack Reindeer Rodion Profile.png W Corp. L3 Cleanup Captain Outis Profile.png 
E.G.O In the Name of Love and Hate Don Quixote Icon.png Dimension Shredder Outis Icon.png 
Unique Charge.png Unique Charge
Identities Lobotomy E.G.O In the Name of Love and Hate Don Quixote Profile.png Lobotomy E.G.O Red Eyes & Penitence Ryōshū Profile.png Lobotomy E.G.O The Sword Sharpened with Tears Rodion Profile.png 
Charge Barrier.png Charge Barrier
Identities W Corp. L3 Cleanup Agent Yi Sang Profile.png W Corp. L3 Cleanup Agent Ryōshū Profile.png W Corp. L2 Cleanup Agent Hong Lu Profile.png W Corp. L4 Cleanup Agent - CCA Heathcliff Profile.png W Corp. L3 Cleanup Captain Outis Profile.png 
Load.png Load
Identities W Corp. L3 Cleanup Captain Outis Profile.png 
E.G.O Dimension Shredder Outis Icon.png 

E.G.O Gifts

Fusion E.G.O Gifts

UPS System Gift.pngUPS System
UPS System Gift.png

Tier: I
Cost: MD Cost.png 156
Charge.pngChargeCharge.png 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.

UPS System
Turn End: If at less than 3 Charge.pngChargeCharge.png 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. Count, gain +3 Charge.pngChargeCharge.png 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. Count next Turn Start. (including 'Unique Charge')

Turn End: If at 3+ Charge.pngChargeCharge.png 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. Count, gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. (including 'Unique Charge')
+ Miniature Telepole Gift.pngMiniature Telepole
Miniature Telepole Gift.png

Tier: II
Cost: MD Cost.png 205
Charge.pngChargeCharge.png 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.

Miniature Telepole
After Attack with a Skill Attack that consumed 7+ Charge.pngChargeCharge.png 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. Count on self: if the target is defeated, gain (Charge.pngChargeCharge.png 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. Count consumed by the Skill / 4) Charge.pngChargeCharge.png 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. Count (including 'Unique Charge')
Insulator Gift.png

Tier: III
Cost: MD Cost.png 254
Charge.pngChargeCharge.png 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.

Insulator
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units)

After Attack With a Skill Attack that consumes Charge.pngChargeCharge.png 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. Count on self: if the target is defeated, gain (Charge.pngChargeCharge.png 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. Count consumed by the Skill / 3) Charge.pngChargeCharge.png 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. Count

Turn Start: at less than 3 Charge.pngChargeCharge.png 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. Count, gain +3 Charge.pngChargeCharge.png 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. Count
Turn Start: at 3+ Charge.pngChargeCharge.png 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. Count, gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%)


Wrist Guards Gift.pngWrist Guards
Wrist Guards Gift.png

Tier: I
Cost: MD Cost.png 161
Charge.pngChargeCharge.png 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.

Wrist Guards
Turn Start: allies with 5+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%).

If the ally has Pride Affinity Attack Skills, gain 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) instead.
+ T-1B Octagonal Bolt Gift.pngT-1B Octagonal Bolt
T-1B Octagonal Bolt Gift.png

Tier: II
Cost: MD Cost.png 198
Charge.pngChargeCharge.png 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.

T-1B Octagonal Bolt
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units)

Turn Start: all allies gain (Charge.pngChargeCharge.png 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. Count/ 10) Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). (max 2, rounded up; including 'Unique Charge')

Turn End: allies without Charge Barrier.pngCharge BarrierCharge Barrier.png 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 1 Charge Barrier.pngCharge BarrierCharge Barrier.png 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
.

Each Identity gains 1 Charge.pngChargeCharge.png 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 every time they consume 20 Charge.pngChargeCharge.png 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. Count. (2 times per Identity per Encounter; Unique Charge does not interact with this effect)
+ Material Interference Force Field Gift.pngMaterial Interference Force Field
Material Interference Force Field Gift.png

Tier: III
Cost: MD Cost.png 262
Charge.pngChargeCharge.png 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.

Material Interference Force Field
First Turn Start of a wave: all allies gain 3 Charge Barrier.pngCharge BarrierCharge Barrier.png 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
.
T-1 Perpetual Motion Machine Gift.png

Tier: IV
Cost: MD Cost.png 406
Charge.pngChargeCharge.png 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.

T-1 Perpetual Motion Machine
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units)

Turn Start: all allies gain 7 Charge Barrier.pngCharge BarrierCharge Barrier.png 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 wave).

Turn Start: all allies gain ((Charge.pngChargeCharge.png 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. Count)/5 +1) Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). (max 9, rounded up; including 'Unique Charge')

Each Identity gains (total Charge.pngChargeCharge.png 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. Count consumed by using Attack Skills during this Encounter / 4) Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. at Turn Start. (maxes out after consuming 40 Charge.pngChargeCharge.png 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. Count)

Each Identity gains 1 Charge.pngChargeCharge.png 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. every time they consume 10 Charge.pngChargeCharge.png 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. Count. (5 times per Identity per Encounter; does not interact with 'Unique Charge' with fixed Potency)

Turn Start: all allies gain 1 Attack Power Up.pngAttack Power UpAttack Power Up.png Attack Power UpAttack Skill Final Power +X for this turn. for every 2 Charge.pngChargeCharge.png 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 on their respective selves (max 3)


Curriculum Vitae Gift.pngCurriculum Vitae
Curriculum Vitae Gift.png

Tier: I
Cost: MD Cost.png 155
Charge.pngChargeCharge.png 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.

Curriculum Vitae
Turn End: allies with 7+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. next turn.

If the ally has Gloom Affinity Skills, gain 2 Haste.pngHasteHaste.png HasteSpeed +X for this turn. and 1 Power Up.pngPower UpPower Up.png Power UpSkill Final Power +X for this turn. next turn instead.
+ Lightning Rod Gift.pngLightning Rod
Lightning Rod Gift.png

Tier: III
Cost: MD Cost.png 247
Charge.pngChargeCharge.png 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.

Lightning Rod
Encounter Start: all allies gain +3 Charge.pngChargeCharge.png 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. Count.

If two or more participating allies have Envy Affinity Attack Skills, all allies gain +5 Charge.pngChargeCharge.png 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. Count instead.
+ Insulator Gift.pngInsulator
Insulator Gift.png

Tier: III
Cost: MD Cost.png 254
Charge.pngChargeCharge.png 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.

Insulator
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units)

After Attack With a Skill Attack that consumes Charge.pngChargeCharge.png 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. Count on self: if the target is defeated, gain (Charge.pngChargeCharge.png 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. Count consumed by the Skill / 3) Charge.pngChargeCharge.png 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. Count

Turn Start: at less than 3 Charge.pngChargeCharge.png 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. Count, gain +3 Charge.pngChargeCharge.png 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. Count
Turn Start: at 3+ Charge.pngChargeCharge.png 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. Count, gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%)
T-5 Perpetual Motion Machine Gift.png

Tier: IV
Cost: MD Cost.png 410
Charge.pngChargeCharge.png 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.

T-5 Perpetual Motion Machine
Turn Start: This Gift activates for the whole Encouter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units)

Turn Start: at less than 3 Charge.pngChargeCharge.png 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. Count, gain +5 Charge.pngChargeCharge.png 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. Count.
Turn Start: at 5+ Charge.pngChargeCharge.png 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. Count, gain +2 min/max Speed, 1 Attack Power Up.pngAttack Power UpAttack Power Up.png Attack Power UpAttack Skill Final Power +X for this turn., and 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). (including 'Unique Charge')

All allies on the field gain Self Resonance Circuitry.pngSelf Resonance CircuitrySelf Resonance Circuitry.png Self Resonance CircuitryTotal sum of Charge Count currently owned by all allies

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 Charge.pngChargeCharge.png 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. Count on self: if the target is defeated, or if the ally who used the Skill is at 3+ Charge.pngChargeCharge.png 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., they add 1 Skill 3 to the list of Skills for the next upcoming turn. (once per turn for each ally; including 'Unique Charge')

Murder on the WARP Express Theme Pack Exclusive

[Show/Hide]

Biogenerative Battery Gift.pngBiogenerative Battery
Biogenerative Battery Gift.png

Tier: II
Cost: MD Cost.png 203
Charge.pngChargeCharge.png 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.

Biogenerative Battery
Allies with Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gain 1 Offense Level with every Clash. (max 6. Resets After Attack)

Turn End: Identities with 10+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. next turn. At 18+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge'), gain 3 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. as well.
+ Prosthetic Joint Servos Gift.pngProsthetic Joint Servos
Prosthetic Joint Servos Gift.png

Tier: II
Cost: MD Cost.png 207
Charge.pngChargeCharge.png 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.

Prosthetic Joint Servos
Next turn: allies gain Haste.pngHasteHaste.png HasteSpeed +X for this turn. and Charge.pngChargeCharge.png 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. Count equal to the number of Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gaining base Attack Skills they used this turn. (max 2)

When a MultiCrack Office Identity gains or consumes Charge.pngChargeCharge.png 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. Count with a base Attack Skill, they gain +1 additional Charge.pngChargeCharge.png 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. Count. (max 2)
Automated Joints Gift.png

Tier: IV
Cost: MD Cost.png 400
Charge.pngChargeCharge.png 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.

Automated Joints
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge' effects. (except E.G.O Skills; except Backup Units)

Base Attack Skills that consume Charge.pngChargeCharge.png 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. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge.pngChargeCharge.png 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. Count and 'Unique Charge' consumed by that Skill x 4)% damage (max 40%)

Turn End: allies with Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. (max 2) and 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) (max 3) for every instance they used a base Attack Skill that consumes Charge.pngChargeCharge.png 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. Count or 'Unique Charge' in this Encounter.

If a MultiCrack Office Identity has 5+ Charge.pngChargeCharge.png 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., they gain Coin Power +1 to base Attack Skills.
Biogenerative Battery Gift.pngBiogenerative Battery
Biogenerative Battery Gift.png

Tier: II
Cost: MD Cost.png 203
Charge.pngChargeCharge.png 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.

Biogenerative Battery
Allies with Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gain 1 Offense Level with every Clash. (max 6. Resets After Attack)

Turn End: Identities with 10+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. next turn. At 18+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge'), gain 3 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. as well.
+ Crystallized Blood Gift.pngCrystallized Blood
Crystallized Blood Gift.png

Tier: II
Cost: MD Cost.png 195
Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.

Crystallized Blood
Turn End: If this unit has Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., halve the Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency on self and heal (Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency reduced x Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count on self) HP. (rounded down. Can heal up to 10% of max HP at once)
Overcharged Battery Gift.png

Tier: IV
Cost: MD Cost.png 400
Charge.pngChargeCharge.png 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.

Overcharged Battery
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge' effects. (except E.G.O Skills; except Backup Units)

Base Attack Skills that consume Charge.pngChargeCharge.png 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. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge.pngChargeCharge.png 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. Count and 'Unique Charge' consumed by that Skill x 4)% damage (max 40%)

When allies with Charge.pngChargeCharge.png 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. Count or 'Unique Charge' engage in Clashes with base Attack Skills: Clash Power +2; gain +3 Charge.pngChargeCharge.png 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. Count upon Clash Win, and lose 6 Charge.pngChargeCharge.png 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. Count upon Clash Lose.

When winning a Clash with an Envy Affinity base Attack Skill, inflict 1 Envy Fragility.pngEnvy FragilityEnvy Fragility.png Envy FragilityTake +(X*10)% damage from Envy skills this turn. (Max 100%). (stacks 3 times)
Cardiovascular Reactive Module Gift.pngCardiovascular Reactive Module
Cardiovascular Reactive Module Gift.png

Tier: II
Cost: MD Cost.png 197
Charge.pngChargeCharge.png 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.

Cardiovascular Reactive Module
When an ally with Charge.pngChargeCharge.png 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. Count or 'Unique Charge' loses a Clash, gain Shield equal to (Charge.pngChargeCharge.png 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. Count + 'Unique Charge'). (once per turn)

When at 50%- HP, gain ((Charge.pngChargeCharge.png 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. 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)
+ Prosthetic Joint Servos Gift.pngProsthetic Joint Servos
Prosthetic Joint Servos Gift.png

Tier: II
Cost: MD Cost.png 207
Charge.pngChargeCharge.png 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.

Prosthetic Joint Servos
Next turn: allies gain Haste.pngHasteHaste.png HasteSpeed +X for this turn. and Charge.pngChargeCharge.png 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. Count equal to the number of Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gaining base Attack Skills they used this turn. (max 2)

When a MultiCrack Office Identity gains or consumes Charge.pngChargeCharge.png 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. Count with a base Attack Skill, they gain +1 additional Charge.pngChargeCharge.png 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. Count. (max 2)
Perpetual Generator Servos Gift.png

Tier: IV
Cost: MD Cost.png 400
Charge.pngChargeCharge.png 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.

Perpetual Generator Servos
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge' effects. (except E.G.O Skills; except Backup Units)

Base Attack Skills that consume Charge.pngChargeCharge.png 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. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge.pngChargeCharge.png 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. Count and 'Unique Charge' consumed by that Skill x 4)% damage (max 40%)

When allies with Charge.pngChargeCharge.png 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. Count or 'Unique Charge' engage in a Clash with base Attack Skills: Clash Power +1; gain 2 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense 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.pngChargeCharge.png 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. Count and 'Unique Charge' on self; then, immediately heal (10 + sum of Charge.pngChargeCharge.png 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. Count and 'Unique Charge' consumed)% HP (once per Encounter); then, gain 3 Protection.pngProtectionProtection.png ProtectionTake -(X*10)% damage this turn. (Max 100%) until the ally is defeated.
Cardiovascular Reactive Module Gift.pngCardiovascular Reactive Module
Cardiovascular Reactive Module Gift.png

Tier: II
Cost: MD Cost.png 197
Charge.pngChargeCharge.png 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.

Cardiovascular Reactive Module
When an ally with Charge.pngChargeCharge.png 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. Count or 'Unique Charge' loses a Clash, gain Shield equal to (Charge.pngChargeCharge.png 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. Count + 'Unique Charge'). (once per turn)

When at 50%- HP, gain ((Charge.pngChargeCharge.png 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. 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)
+ Crystallized Blood Gift.pngCrystallized Blood
Crystallized Blood Gift.png

Tier: II
Cost: MD Cost.png 195
Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.

Crystallized Blood
Turn End: If this unit has Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., halve the Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency on self and heal (Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency reduced x Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count on self) HP. (rounded down. Can heal up to 10% of max HP at once)
Hearts-powered Jewel Gift.png

Tier: IV
Cost: MD Cost.png 400
Charge.pngChargeCharge.png 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.

Hearts-powered Jewel
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge' effects. (except E.G.O Skills; except Backup Units)

Base Attack Skills that consume Charge.pngChargeCharge.png 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. Count: gain Coin Power +1 and deal +(sum of Charge.pngChargeCharge.png 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. Count and 'Unique Charge' consumed by that Skill x 4)% damage (max 40%)

When allies have 15+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge'): when they use a Skill 3 that consumes Charge.pngChargeCharge.png 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. Count or 'Unique Charge', and if there are remaining Charge.pngChargeCharge.png 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. Count or 'Unique Charge' After Attack, consume all remaining Charge.pngChargeCharge.png 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. Count and 'Unique Charge' to deal (sum of Charge.pngChargeCharge.png 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. Count and 'Unique Charge' consumed x 7.5)% fixed bonus damage. (max 75%)

Max Charge.pngChargeCharge.png 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. Count +5.
W Corp. Standard Issue Cap Gift.pngW Corp. Standard Issue Cap
W Corp. Standard Issue Cap Gift.png

Tier: II
Cost: MD Cost.png 204
Charge.pngChargeCharge.png 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.

W Corp. Standard Issue Cap
After using a Skill that gains Charge.pngChargeCharge.png 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. Count or Unique Charge, gain Emergency Barrier Battery.pngEmergency Barrier BatteryEmergency Barrier Battery.png Emergency Barrier Battery- Max Stack: 7
- 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)
+ E-Type Dimensional Dagger Gift.pngE-Type Dimensional Dagger
E-Type Dimensional Dagger Gift.png

Tier: III
Cost: MD Cost.png 250
Charge.pngChargeCharge.png 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.

E-Type Dimensional Dagger
Skill 1s that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gain Clash Power +1 and deal +5% damage.

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 HP Healing Down.pngHP Healing DownHP Healing Down.png HP Healing DownHeal -(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5). (does not stack)
+ Portable Barrier Battery Gift.pngPortable Barrier Battery
Portable Barrier Battery Gift.png

Tier: III
Cost: MD Cost.png 250
Charge.pngChargeCharge.png 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.

Portable Barrier Battery
Skill 1s that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gain Clash Power +2.

When using a Skill 1 that gains Charge.pngChargeCharge.png 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. Count, gain +2 Charge.pngChargeCharge.png 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. Count and 1 Charge Barrier.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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)
(BokGak pack only)
Cleanup Agent Gear Set C Gift.png

Tier: IV
Cost: MD Cost.png 402
Charge.pngChargeCharge.png 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.

Cleanup Agent Gear Set C
After using a Skill that gains Charge.pngChargeCharge.png 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. Count or Unique Charge, gain Emergency Barrier Battery.pngEmergency Barrier BatteryEmergency Barrier Battery.png Emergency Barrier Battery- Max Stack: 7
- 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 Charge.pngChargeCharge.png 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. Count or Unique Charge deal +(number of Identities in the Team with Skills that gain or consume Charge.pngChargeCharge.png 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. Count or Unique Charge)% damage (counts all units in the Team)

Skills that consume Charge.pngChargeCharge.png 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. Count or Unique Charge gain Clash Power +3 and deal +15% damage
- When using said Skills, the unit gains +4 Charge.pngChargeCharge.png 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. Count and 1 Charge Barrier.pngCharge BarrierCharge Barrier.png 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 Identity per turn)

W. Corp Identities gain the following effects:
- When dealing damage with a Skill (including E.G.O Skills), inflict 2 HP Healing Down.pngHP Healing DownHP Healing Down.png HP Healing DownHeal -(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) (cannot Stack)
- During the combat phase, when this unit takes HP damage from sources other than direct Skill damage, gain 5 Charge Barrier.pngCharge BarrierCharge Barrier.png 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 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 Plus Coin Boost.pngPlus Coin BoostPlus Coin Boost.png Plus Coin BoostPlus Coin Power +X for this turn.
- Turn Start: gain (number of W Corp. Identities on the field / 3) Load.pngLoadLoad.png Load- Max Value: 6
- 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 Gift.png
Uncapped Defibrilator
I Turn End: heal HP and SP equal to the sum of Charge.pngChargeCharge.png 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. 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.pngChargeCharge.png 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. 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.pngChargeCharge.png 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. Count and 'Unique Charge' consumed by Attack Skills this turn + 2).

If this unit has 75%- remaining HP, boost the heal amount by x2.
Curriculum Vitae Gift.png
Curriculum Vitae
I Turn End: allies with 7+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. next turn.

If the ally has Gloom Affinity Skills, gain 2 Haste.pngHasteHaste.png HasteSpeed +X for this turn. and 1 Power Up.pngPower UpPower Up.png Power UpSkill Final Power +X for this turn. next turn instead.
Turn End: allies with 7+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 2 Haste.pngHasteHaste.png HasteSpeed +X for this turn. next turn.

If the ally has Gloom Affinity Skills, gain 3 Haste.pngHasteHaste.png HasteSpeed +X for this turn. and 1 Power Up.pngPower UpPower Up.png Power UpSkill Final Power +X for this turn. next turn instead.
Turn End: allies with 7+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 3 Haste.pngHasteHaste.png HasteSpeed +X for this turn. next turn.

If the ally has Gloom Affinity Skills, gain 4 Haste.pngHasteHaste.png HasteSpeed +X for this turn. and 1 Power Up.pngPower UpPower Up.png Power UpSkill Final Power +X for this turn. next turn instead.
Wrist Guards Gift.png
Wrist Guards
I Turn Start: allies with 5+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%).

If the ally has Pride Affinity Attack Skills, gain 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) instead.
Turn Start: allies with 3+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%).

If the ally has Pride Affinity Attack Skills, gain 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) instead.
Turn Start: allies with (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') gain 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%).

If the ally has Pride Affinity Attack Skills, gain 3 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) instead.
UPS System Gift.png
UPS System
I Turn End: If at less than 3 Charge.pngChargeCharge.png 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. Count, gain +3 Charge.pngChargeCharge.png 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. Count next Turn Start. (including 'Unique Charge')

Turn End: If at 3+ Charge.pngChargeCharge.png 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. Count, gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. (including 'Unique Charge')
Turn End: If at less than 4 Charge.pngChargeCharge.png 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. Count, gain +3 Charge.pngChargeCharge.png 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. Count next Turn Start. (including 'Unique Charge')

Turn End: If at 4+ Charge.pngChargeCharge.png 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. Count, gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. (including 'Unique Charge')
Turn End: If at less than 5 Charge.pngChargeCharge.png 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. Count, gain +4 Charge.pngChargeCharge.png 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. Count next Turn Start. (including 'Unique Charge')

Turn End: If at 5+ Charge.pngChargeCharge.png 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. Count, gain 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. (including 'Unique Charge')
Nightvision Goggles Gift.png
Nightvision Goggles
II This Gift activates when an ally has 15+ Charge.pngChargeCharge.png 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. Count at Turn Start. (including 'Unique Charge')

Combat Start: the ally with 15+ Charge.pngChargeCharge.png 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. Count loses 3 Charge.pngChargeCharge.png 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. Count and gains 5 'Offense Level' for the turn.
   
T-1B Octagonal Bolt Gift.png
T-1B Octagonal Bolt
II Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units)

Turn Start: all allies gain (Charge.pngChargeCharge.png 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. Count/ 10) Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). (max 2, rounded up; including 'Unique Charge')

Turn End: allies without Charge Barrier.pngCharge BarrierCharge Barrier.png 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 1 Charge Barrier.pngCharge BarrierCharge Barrier.png 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
.

Each Identity gains 1 Charge.pngChargeCharge.png 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 every time they consume 20 Charge.pngChargeCharge.png 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. Count. (2 times per Identity per Encounter; Unique Charge does not interact with this effect)
   
Miniature Telepole Gift.png
Miniature Telepole
II After Attack with a Skill Attack that consumed 7+ Charge.pngChargeCharge.png 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. Count on self: if the target is defeated, gain (Charge.pngChargeCharge.png 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. Count consumed by the Skill / 4) Charge.pngChargeCharge.png 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. Count (including 'Unique Charge')    
Patrolling Flashlight Gift.png
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.pngChargeCharge.png 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. Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +10% damage while that unit has Charge Barrier.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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.pngChargeCharge.png 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. Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +15% damage while that unit has Charge Barrier.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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.pngChargeCharge.png 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. Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +25% damage while that unit has Charge Barrier.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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.
Employee Card Gift.png
Employee Card
II When activating Wrath Absolute Resonance or using a Skill that gains or applies Charge.pngChargeCharge.png 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. Count or 'Unique Charge', all allies gain +3 Charge.pngChargeCharge.png 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. Count at the next Turn Start. (Once per turn) When activating Wrath Resonance or using a Skill that gains or applies Charge.pngChargeCharge.png 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. Count or 'Unique Charge', all allies gain +3 Charge.pngChargeCharge.png 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. Count at the next Turn Start. (Once per turn) When activating Wrath Resonance or using a Skill that gains or applies Charge.pngChargeCharge.png 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. Count or 'Unique Charge', all allies gain +4 Charge.pngChargeCharge.png 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. Count at the next Turn Start. (Once per turn)
Portable Battery Socket Gift.png
Portable Battery Socket
II Turn Start: Two random allies gain +2 Charge.pngChargeCharge.png 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. Count. (Prioritizes Identities with Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge')

When activating Sloth Absolute Resonance, one random ally gains +3 Charge.pngChargeCharge.png 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. Count at Combat Start.
Turn Start: two random allies gain +3 Charge.pngChargeCharge.png 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. Count. (Prioritizes Identities with Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge')

When activating Sloth Resonance, one random ally gains +3 Charge.pngChargeCharge.png 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. Count at Combat Start.
Turn Start: three random allies gain +3 Charge.pngChargeCharge.png 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. Count. (Prioritizes Identities with Skills that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge')

When activating Sloth Resonance, one random ally gains +5 Charge.pngChargeCharge.png 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. Count at Combat Start.
Imitative Generator Gift.png
Imitative Generator
III [Effects apply only to #1, #2 Deployed Identities]

Activates when the unit has 10+ (Charge.pngChargeCharge.png 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. Count + 'Unique Charge') at Turn Start.

Coin Power +1 to Skill 3 that gains or consumes Charge.pngChargeCharge.png 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. Count or 'Unique Charge'.

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.
   
Material Interference Force Field Gift.png
Material Interference Force Field
III First Turn Start of a wave: all allies gain 3 Charge Barrier.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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
.
Lightning Rod Gift.png
Lightning Rod
III Encounter Start: all allies gain +3 Charge.pngChargeCharge.png 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. Count.

If two or more participating allies have Envy Affinity Attack Skills, all allies gain +5 Charge.pngChargeCharge.png 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. Count instead.
Encounter Start: all allies gain +4 Charge.pngChargeCharge.png 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. Count.

If two or more participating allies have Envy Affinity Attack Skills, all allies gain +6 Charge.pngChargeCharge.png 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. Count instead.
Encounter Start: all allies gain +5 Charge.pngChargeCharge.png 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. Count.

If two or more participating allies have Envy Affinity Attack Skills, all allies gain +7 Charge.pngChargeCharge.png 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. Count instead.
Charge-type Gloves Gift.png
Charge-type Gloves
IV Max Charge.pngChargeCharge.png 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. Count +10.

Encounter Start: All allies gain +5 Charge.pngChargeCharge.png 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. Count.

Turn Start: All allies gain +2 Charge.pngChargeCharge.png 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. Count.

[#1 Deployed Identity Exclusive Effect] Encounter Start: gain 1 Near-light Superbattery.pngNear-light SuperbatteryNear-light Superbattery.png Near-light Superbattery- Max Stack: 100
- 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 Charge.pngChargeCharge.png 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. Count +10.

Encounter Start: All allies gain +6 Charge.pngChargeCharge.png 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. Count.

Turn Start: All allies gain +3 Charge.pngChargeCharge.png 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. Count.

[#1 Deployed Identity Exclusive Effect] Encounter Start: gain 10 Near-light Superbattery.pngNear-light SuperbatteryNear-light Superbattery.png Near-light Superbattery- Max Stack: 100
- 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 Charge.pngChargeCharge.png 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. Count +10.

Encounter Start: All allies gain +8 Charge.pngChargeCharge.png 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. Count.

Turn Start: All allies gain +4 Charge.pngChargeCharge.png 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. Count.

[#1 Deployed Identity Exclusive Effect] Encounter Start: gain 20 Near-light Superbattery.pngNear-light SuperbatteryNear-light Superbattery.png Near-light Superbattery- Max Stack: 100
- 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 Gift.png
Fragment of Friction
IV Activates when using E.G.O Awakening Skills that gain or consume Charge.pngChargeCharge.png 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. Count or 'Unique Charge'.

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 Charge.pngChargeCharge.png 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. Count Before Attack(ZAYIN gains +2 Count, TETH gains +3 Count, HE gains +4 Count, and so on), and deal +((Charge.pngChargeCharge.png 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. Count on self + 'Unique Charge') x 5)% damage. (200% max)
   
E-Type Dimensional Dagger Gift.png
E-Type Dimensional Dagger
III Skill 1s that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gain Clash Power +1 and deal +5% damage.

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 HP Healing Down.pngHP Healing DownHP Healing Down.png HP Healing DownHeal -(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5). (does not stack)
   
Portable Barrier Battery Gift.png
Portable Barrier Battery
III Skill 1s that gain Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gain Clash Power +2.

When using a Skill 1 that gains Charge.pngChargeCharge.png 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. Count, gain +2 Charge.pngChargeCharge.png 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. Count and 1 Charge Barrier.pngCharge BarrierCharge Barrier.png 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.pngCharge BarrierCharge Barrier.png 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)
   
Cardiovascular Reactive Module Gift.png
Cardiovascular Reactive Module
II When an ally with Charge.pngChargeCharge.png 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. Count or 'Unique Charge' loses a Clash, gain Shield equal to (Charge.pngChargeCharge.png 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. Count + 'Unique Charge'). (once per turn)

When at 50%- HP, gain ((Charge.pngChargeCharge.png 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. 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)
   
Prosthetic Joint Servos Gift.png
Prosthetic Joint Servos
II Next turn: allies gain Haste.pngHasteHaste.png HasteSpeed +X for this turn. and Charge.pngChargeCharge.png 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. Count equal to the number of Charge.pngChargeCharge.png 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. Count or 'Unique Charge' gaining base Attack Skills they used this turn. (max 2)

When a MultiCrack Office Identity gains or consumes Charge.pngChargeCharge.png 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. Count with a base Attack Skill, they gain +1 additional Charge.pngChargeCharge.png 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. Count. (max 2)
   
Misaligned Transistor Gift.png
Misaligned Transistor
II Base Attack Skills that consume Charge.pngChargeCharge.png 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. Count or 'Unique Charge' consume 1.5x more
Deal +2% damage for every Charge.pngChargeCharge.png 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. Count or 'Unique Charge' consumed by Base Attack Skills (max 20%)
   
Lightning Axe Gift.png
Lightning Axe
II On Hit with Skills that consume Charge.pngChargeCharge.png 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. Count: inflict 1 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. (3 times per Skill; including 'Unique Charge')

This E.G.O Gift's effects are enhanced based on the number of Identities in the Team loadout with Attack Skills that apply Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. or gain Charge.pngChargeCharge.png 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.. (except E.G.O Skills; counts all units in the Team)

- At 6+...
When dealing Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. damage to enemies, gain +1 Charge.pngChargeCharge.png 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. Count (3 times per Skill)

- At 8+...
On Hit with Skills that consume Charge.pngChargeCharge.png 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. Count, inflict +1 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (3 times per Skill; including 'Unique Charge')
   
Magical Girl's Lovely Gift Gift.png
Magical Girl's Lovely Gift
II When an ally hits with a Skill that gains or consumes Charge.pngChargeCharge.png 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. Count or 'Unique Charge', a random ally's HP or SP heals by 3 (once per Coin; excludes allies with max HP or SP)

When an ally recovers from Panic or 'E.G.O Corrosion', heal 20 SP
   
Spent Use, Forming Hate Gift.png
Spent Use, Forming Hate
III When consuming Charge.pngChargeCharge.png 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. Count with Attack Skills, gain (Charge.pngChargeCharge.png 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. Count consumed / 2) Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. next turn (10 per turn; including 'Unique Charge')

Turn End: if an ally lost SP this turn, the said ally gains 1 Attack Power Up.pngAttack Power UpAttack Power Up.png Attack Power UpAttack Skill Final Power +X for this turn. and 1 Fragile.pngFragileFragile.png FragileTake +(X*10)% damage this turn. (Max 100%) next turn
   
W Corp. Standard Issue Cap Gift.png
W Corp. Standard Issue Cap
II After using a Skill that gains Charge.pngChargeCharge.png 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. Count or Unique Charge, gain Emergency Barrier Battery.pngEmergency Barrier BatteryEmergency Barrier Battery.png Emergency Barrier Battery- Max Stack: 7
- 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)
   
Discarded Dimensional Gauntlet Gift.png
Discarded Dimensional Gauntlet
III When dealing damage against enemies with Skills that consume Charge.pngChargeCharge.png 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. Count or Unique Charge, +0.1 to the lowest Attack Type Resist. for the turn (once per turn) When dealing damage against enemies with Skills that consume Charge.pngChargeCharge.png 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. Count or Unique Charge, +0.1 to the lowest Attack Type Resist. for the turn (once per turn)
- Also, inflict 1 Envy Resist Down.pngEnvy Resist DownEnvy Resist Down.png Envy Resist DownIncrease Envy Resistance based on Stack.
(0.1 per Stack)
When dealing damage against enemies with Skills that consume Charge.pngChargeCharge.png 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. Count or Unique Charge, +0.1 to the lowest Attack Type Resist. for the turn (two times per turn)
- Also, inflict 1 Envy Resist Down.pngEnvy Resist DownEnvy Resist Down.png Envy Resist DownIncrease Envy Resistance based on Stack.
(0.1 per Stack)
and 1 Gloom Resist Down.pngGloom Resist DownGloom Resist Down.png Gloom Resist DownIncrease Gloom Resistance based on Stack.
(0.1 per Stack)

Navigation

Burn.pngBurn - Bleed.pngBleed - Tremor.pngTremor - Rupture.pngRupture - Sinking.pngSinking - Poise.pngPoise - Charge.pngCharge
Aggro.pngAggro - Ammo.pngAmmo - Plus Coin Boost.pngCoin Boost & Coin Drop - Discard.pngDiscard - Haste and Bind.pngHaste & Bind - Offense Defense Level.pngOffense Level & Defense Level - Paralyze.pngParalyze
List of Status Effects - Enemy Exclusive Effects