Uptie Info
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- Skill Effects:
[On Use] If the target has 8+ > 6+ Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), Clash Power +1 [On Use] If the target has 3+ Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, Coin Power +1
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- Skill Effects:
[On Use] At 4+ Coffin Coffin - Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2), Atk Weight +1 [On Use] If this unit has Dullahan Dullahan - Max Value: 3 - Gain 3 Offense Level - Lose 3 Defense Level - Raise Min & Max Speed values by 1 - Turn End: Gain 1 Dullahan next turn (At -25 SP or less, however, completely lose Dullahan) - Turn End: If this unit has Dullahan, lose (15 - (Coffin/2)) SP. (min 10), Atk Weight +1
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- Skill Effects:
[On Use] If the target has 5+ Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), Coin Power +1 > [On Use] Coin Power +1 for every 5 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on the target (max 2) [On Use] At 4+ Coffin Coffin - Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2), Atk Weight +1 > [On Use] Atk Weight +1 for every 4 Coffin Coffin - Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2) on self (max 2)
- Coin Effects:
[On Hit] Inflict 2 > 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
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Lament, Mourn, and Despair
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- Skill Effects:
[On Use] Base Power +1 for every 5 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on the target (max 2 > 4) [On Use] Deal +7% > +10% more damage for every Coffin Coffin - Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2) on self (max 70% > 100%) [On Use] Deal +10% > +20% more damage for every Dullahan Dullahan - Max Value: 3 - Gain 3 Offense Level - Lose 3 Defense Level - Raise Min & Max Speed values by 1 - Turn End: Gain 1 Dullahan next turn (At -25 SP or less, however, completely lose Dullahan) - Turn End: If this unit has Dullahan, lose (15 - (Coffin/2)) SP. (min 10) on self (max 30% > 60%) [On Use] Gain 1 > 2 Coffin Coffin - Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2) [After Attack] If this Skill attack kills the target, gain 2 > 3 Coffin Coffin - Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2) [After Attack] At less than 0 SP, heal 10 SP. When at less than 0 SP, heal more SP the further this unit's SP value is from 0 (heal 1 > 2 additional SP for every missing SP; max 25 > 50)
- Coin Effects:
[On Hit] Inflict 3 > 5 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) and +1 > +2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count [On Hit] Raise the target's Stagger Threshold by 20% > 30% of damage dealt [On Hit] Inflict Gloom Affinity damage equal to Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on target (max 15 > 30) [On Kill] Inflict ( Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on killed target/ 2 > 3) Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on 2 random enemies (max 4 > 8)
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- Coin Power: +3 > +4
- Skill Effects:
[Before Use] If this unit has Dullahan Dullahan - Max Value: 3 - Gain 3 Offense Level - Lose 3 Defense Level - Raise Min & Max Speed values by 1 - Turn End: Gain 1 Dullahan next turn (At -25 SP or less, however, completely lose Dullahan) - Turn End: If this unit has Dullahan, lose (15 - (Coffin/2)) SP. (min 10) and has 15+ SP, use Lament, Mourn, and Despair as Counter (once per turn) [On Use] If the target has 6+ Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), Coin Power +1
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- Skill Effects:
[On Use] If the target has 6+ Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), Coin Power +1 > [On Use] Coin Power +1 for every 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on the target (max 2) [Clash Win] Gain Offense Level Up Offense Level Up Offense Level +X for this turn. next turn equal to (# of Clashes/3) (max 3, once per turn)
- Coin Effects:
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- Speed: 3~6 > 3~8
- Call of the Erlking:
Deal +1% more damage for every 1 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on the target (max 15%) - When, during combat, 1 ally takes damage that would kill them, consume 2 Coffin Coffin - Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2) to apply Wild Hunt Wild Hunt - In the same turn this unit gained Wild Hunt for the first time, always have 1 remaining HP; "Revive"(heal 50% HP and reset SP to 0) this unit at Turn End. - If this unit is killed by an attack, gain E.G.O resource for the least-owned E.G.O resource - If this unit is killed by an attack, inflict 3 Sinking against the last attacker - Dies at the end of the same turn this unit was revived in to them (once per turn) - Apply 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next turn to an ally with Wild Hunt Wild Hunt - In the same turn this unit gained Wild Hunt for the first time, always have 1 remaining HP; "Revive"(heal 50% HP and reset SP to 0) this unit at Turn End. - If this unit is killed by an attack, gain E.G.O resource for the least-owned E.G.O resource - If this unit is killed by an attack, inflict 3 Sinking against the last attacker - Dies at the end of the same turn this unit was revived in - If the said ally is from Wuthering Heights or Edgar Family, apply 1 Attack Power Up Attack Power Up Attack Skill Final Power +X for this turn. next turn as well
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- Call of the Erlking:
Deal +1% more damage for every 1 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on the target (max 15%) - When, during combat, 1 ally takes damage that would kill them, consume 2 Coffin Coffin - Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2) to apply Wild Hunt Wild Hunt - In the same turn this unit gained Wild Hunt for the first time, always have 1 remaining HP; "Revive"(heal 50% HP and reset SP to 0) this unit at Turn End. - If this unit is killed by an attack, gain E.G.O resource for the least-owned E.G.O resource - If this unit is killed by an attack, inflict 3 Sinking against the last attacker - Dies at the end of the same turn this unit was revived in to them (once > 2 times per turn) - Apply 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next turn to an ally with Wild Hunt Wild Hunt - In the same turn this unit gained Wild Hunt for the first time, always have 1 remaining HP; "Revive"(heal 50% HP and reset SP to 0) this unit at Turn End. - If this unit is killed by an attack, gain E.G.O resource for the least-owned E.G.O resource - If this unit is killed by an attack, inflict 3 Sinking against the last attacker - Dies at the end of the same turn this unit was revived in - If the said ally is from Wuthering Heights or Edgar Family, apply 1 Attack Power Up Attack Power Up Attack Skill Final Power +X for this turn. next turn as well
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