Mecharashi Passive Skills
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4,660 passive skills
| Name | Effect |
|---|---|
| Immovable | |
| Max AP +1. | |
| AP Regen per turn +1. | |
| Initial AP +1. | |
| ST's Power +200. | |
| ST's Movement +1. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. | |
| When attacked by a Tactical Weapon, ST gains DMG Taken -10%. | |
| Before actively attacking, randomly gains 1 Enhancement effect. This effect is removed after combat. | |
| At end of action, restores HP to all parts. | |
| ST's Power +250. | |
| ST's Power +300. | |
| EMP Generator Test | |
| Attack's DMG +30% (Stage Only). | |
| At the end of the turn, repairs the ally part with the lowest HP within 10 tiles. | |
| This ability is essential for piloting STs and supports different ST types. | |
| When using a Melee Weapon, has a 50% chance to trigger: DMG +10%, target's Dodge Rate -8%. | |
| When using a Melee Weapon, has a 50% chance to trigger: Target's AP -1 after combat. | |
| When using a Melee Weapon, has a 50% chance to trigger: Target's Dodge Rate -15% after combat. | |
| When using a Melee Weapon, has a 50% chance to trigger: Target's Hit Rate -15% after combat. | |
| When using a Melee Weapon, has a 50% chance to trigger: Target's Armor -80% after combat. | |
| When using a Melee Weapon, has a 50% chance to trigger: Target's DMG Dealt -20% after combat. | |
| A basic capability required for Mechanized Forces. Proficient in driving different types of vehicles. | |
| When using an Assault Weapon, has a 50% chance to trigger: DMG +10%, Hit Rate +8%. | |
| When using an Assault Weapon, has a 25% chance to trigger: Target's AP -1 after combat. | |
| When using an Assault Weapon, has a 35% chance to trigger: Target's Dodge Rate -15% after combat. | |
| When using an Assault Weapon, has a 35% chance to trigger: Target's Hit Rate -15% after combat. | |
| When using an Assault Weapon, has a 35% chance to trigger: Target's Armor -80% after combat. | |
| When using an Assault Weapon, has a 35% chance to trigger: Target's DMG Dealt -20% after combat. | |
| When using a Ranged Weapon, has a 50% chance to trigger: DMG +10%, Hit Rate +8%. | |
| When using a Ranged Weapon, has a 25% chance to trigger: Target's AP -1 after combat. | |
| When using a Ranged Weapon, has a 35% chance to trigger: Target's Dodge Rate -15% after combat. | |
| When using a Ranged Weapon, has a 35% chance to trigger: Target's Hit Rate -15% after combat. | |
| When using a Ranged Weapon, has a 35% chance to trigger: Target's Armor -80% after combat. | |
| When using a Ranged Weapon, has a 35% chance to trigger: Target's DMG Dealt -20% after combat. | |
| When attacked by a Tactical Weapon, ST gains DMG Taken -15%. | |
| When attacked by a Tactical Weapon, ST gains DMG Taken -25%. | |
| When attacked and drawn into combat, has a 50% chance to trigger: DMG Taken (Assault) -15%. | |
| When attacked and drawn into combat, has a 50% chance to trigger: DMG Taken (Melee) -20%. | |
| When attacked and drawn into combat, has a 50% chance to trigger: DMG Taken (Ranged) -20%. | |
| All attacks are forced to hit a part equipped with a shield. DMG Taken (All) -30%. | |
| Significantly increases the probability of attacks hitting a part equipped with a Small Shield. DMG Taken (All) -15%. | |
| In combat, has a 50% chance to trigger: DMG +10%. Has a higher probability of hitting the part with the highest HP. | |
| In combat, has a 50% chance to trigger: DMG +25%. A higher probability of hitting the part with the lowest HP. | |
| In combat, has a 50% chance to trigger: Ignores 80% of the target's Armor. | |
| In combat, has a 50% chance to trigger: Hit Rate +15%. | |
| Can attack twice. Automatically repairs destroyed parts and is immune to Displace and Crash. | |
| Can attack twice. Immune to Displace and Crash. | |
| Can attack twice. Automatically repairs destroyed parts and is immune to Displace, Crash, and other debuffs. | |
| Can attack twice. Automatically repairs destroyed parts and is immune to Displace, Crash, Overloaded, Repair Disabled, Skill Disabled, AP Cost Up, Faction Conversion, Timidity, and Instability. When Legs are undestroyed, Melee Weapons can only attack the Legs. After Legs are destroyed, DMG Taken (Melee) +10%. Doesn't trigger Burning or Mine-like terrain effects. | |
| When Leviathan (VTOL Form) is destroyed, it will immediately trigger its transformation logic and switch to ST Form. In VTOL Form, it will only use its Rail Gun for retaliations and attacks, and will not perform a second action. In VTOL Form, it repairs all parts of the ST Form by 10% of Max HP each turn, and can repair destroyed parts. | |
| Can attack twice, but without [α Matter Matrix] and Body DMG Reduction. DMG Reduction decreases after parts are destroyed. Cannot move. When Legs are undestroyed, HMG Range +2. When Arms are undestroyed, can use two HMGs to attack and retaliate. After losing HP in MS Form, Leviathan will switch back to VTOL Form. | |
| When entering VTOL Form, starts with 10 stacks and possesses [α Matter Matrix]. Before combat or before sustaining AoE attack, activates [Arashi Transfer Field]: Gains 5 stacks at start of action. Each stack reduces Final DMG by an additional 10%, and 1 stack is deducted when the effect is triggered. If a single instance of DMG exceeds 10% of Max HP, an additional 3 stacks are deducted after combat. | |
| When attacking with a Melee Weapon, has a 25% chance to trigger: DMG +8%. | |
| When attacking with a Melee Weapon, has a 40% chance to trigger: DMG +10%. | |
| When attacking with a Melee Weapon, has a 55% chance to trigger: DMG +12%. | |
| When attacking with a Melee Weapon, has a 70% chance to trigger: DMG +15%. | |
| When attacking with an Assault Weapon, has a 25% chance to trigger: DMG +8%. | |
| When attacking with an Assault Weapon, has a 40% chance to trigger: DMG +10%. | |
| When attacking with an Assault Weapon, has a 55% chance to trigger: DMG +12%. | |
| When attacking with an Assault Weapon, has a 70% chance to trigger: DMG +15%. | |
| When attacking with a Ranged Weapon, has a 25% chance to trigger: DMG +8%. | |
| When attacking with a Ranged Weapon, has a 40% chance to trigger: DMG +10%. | |
| When attacking with a Ranged Weapon, has a 55% chance to trigger: DMG +12%. | |
| When attacking with a Ranged Weapon, has a 70% chance to trigger: DMG +15%. | |
| When attacking with a Tactical Weapon, has a 25% chance to trigger: DMG +8%. | |
| When attacking with a Tactical Weapon, has a 40% chance to trigger: DMG +10%. | |
| When attacking with a Tactical Weapon, has a 55% chance to trigger: DMG +12%. | |
| When attacking with a Tactical Weapon, has a 70% chance to trigger: DMG +15%. | |
| When performing active repairs, has a 25% chance to trigger: Repair AMT +8%. | |
| When performing active repairs, has a 40% chance to trigger: Repair AMT +10%. | |
| When performing active repairs, has a 55% chance to trigger: Repair AMT +12%. | |
| When performing active repairs, has a 70% chance to trigger: Repair AMT +15%. | |
| When attacked and retaliating, has a 25% chance to trigger: Dodge Rate +6%. | |
| When attacked and retaliating, has a 40% chance to trigger: Dodge Rate +8%. | |
| When attacked and retaliating, has a 55% chance to trigger: Dodge Rate +10%. | |
| When attacked and retaliating, has a 70% chance to trigger: Dodge Rate +12%. | |
| When taking damage, has a 25% chance to trigger: DMG Taken -8%. | |
| When taking damage, has a 40% chance to trigger: DMG Taken -10%. | |
| When taking damage, has a 55% chance to trigger: DMG Taken -12%. | |
| When taking damage, has a 70% chance to trigger: DMG Taken -15%. | |
| When taking damage, has a 25% chance to trigger: Armor +25%. | |
| When taking damage, has a 40% chance to trigger: Armor +30%. | |
| When taking damage, has a 55% chance to trigger: Armor +35%. | |
| When taking damage, has a 70% chance to trigger: Armor +45%. | |
| When attacking, has a 25% chance to trigger: Target's Dodge Rate -6%. | |
| When attacking, has a 40% chance to trigger: Target's Dodge Rate -8%. | |
| When attacking, has a 55% chance to trigger: Target's Dodge Rate -10%. | |
| When attacking, has a 70% chance to trigger: Target's Dodge Rate -12%. | |
| When attacking, has a 25% chance to trigger: Ignores 25% of the target's Armor. | |
| When attacking, has a 40% chance to trigger: Ignores 30% of the target's Armor. | |
| When attacking, has a 55% chance to trigger: Ignores 35% of the target's Armor. | |
| When attacking, has a 70% chance to trigger: Ignores 45% of the target's Armor. | |
| When executing a skill with an AP Cost of 3 or more, has a 5% chance to trigger: Restores 1 AP after combat. | |
| When executing a skill with an AP Cost of 3 or more, has a 10% chance to trigger: Restores 1 AP after combat. | |
| When executing a skill with an AP Cost of 3 or more, has a 15% chance to trigger: Restores 1 AP after combat. | |
| When executing a skill with an AP Cost of 3 or more, has a 25% chance to trigger: Restores 1 AP after combat. | |
| When initiating combat, has a 20% chance to trigger [Flurry Strike], dealing 0.3x DMG. Can only trigger 1 time per turn. | |
| When initiating combat, has a 40% chance to trigger [Flurry Strike], dealing 0.3x DMG. Can only trigger 1 time per turn. | |
| When initiating combat, has a 70% chance to trigger [Flurry Strike], dealing 0.3x DMG. Can only trigger 1 time per turn. | |
| When initiating combat, has a 100% chance to trigger [Flurry Strike], dealing 0.3x DMG. Can only trigger 1 time per turn. | |
| When there are 3 or more enemies within the current weapon's range, Crit Rate +4%. | |
| When there are 3 or more enemies within the current weapon's range, Crit Rate +6%. For each additional enemy, the Crit Rate will continue to increase by 2%, up to 10%. | |
| When there are 2 or more enemies within the current weapon's range, Crit Rate +8%. For each additional enemy, the Crit Rate will continue to increase by 4%, up to 16%. | |
| When there are 2 or more enemies within the current weapon's range, Crit Rate +12%. For each additional enemy, the Crit Rate will continue to increase by 6%, up to 24%. | |
| After landing a critical hit, Dodge Rate +3%. After a perfect dodge, Crit Rate +3%. Lasts for 1 turn. | |
| After landing a critical hit, Dodge Rate +6%. After a perfect dodge, Crit Rate +6%. Lasts for 1 turn. | |
| After landing a critical hit, Dodge Rate +10%. After a perfect dodge, Crit Rate +10%. Lasts for 1 turn. | |
| After landing a critical hit, Dodge Rate +15%. After a perfect dodge, Crit Rate +15%. Lasts for 1 turn. | |
| When actively attacking, allies engaging in Link Attacks gain DMG +9%. | |
| When actively attacking, allies engaging in Link Attacks gain DMG +18%. | |
| When actively attacking, allies engaging in Link Attacks gain DMG +30%. | |
| When actively attacking, allies engaging in Link Attacks gain DMG +45%. | |
| When in combat against enemies within 1 ring, Hit Rate +3% and Crit Rate +3%. | |
| When in combat against enemies within 1 ring, Hit Rate +6% and Crit Rate +6%. | |
| When in combat against enemies within 1 ring, Hit Rate +10% and Crit Rate +10%. | |
| When in combat against enemies within 1 ring, Hit Rate +15% and Crit Rate +15%. | |
| When equipping two weapons of different types in each hand, DMG +4%. | |
| When equipping two weapons of different types in each hand, DMG +8%. | |
| When equipping two weapons of different types in each hand, DMG +14%. | |
| When equipping two weapons of different types in each hand, DMG +20%. | |
| When both hands are equipped with the same weapon type, DMG +4%. | |
| When both hands are equipped with the same weapon type, DMG +8%. | |
| When both hands are equipped with the same weapon type, DMG +14%. | |
| When both hands are equipped with the same weapon type, DMG +20%. | |
| When both shoulders are equipped with the same weapon type, DMG +4%. | |
| When both shoulders are equipped with the same weapon type, DMG +8%. | |
| When both shoulders are equipped with the same weapon type, DMG +14%. | |
| When both shoulders are equipped with the same weapon type, DMG +20%. | |
| When executing an AoE attack, for every 1 target hit, DMG +2% before combat. Stacks up to 3 times. Lasts for 2 turns. | |
| When executing an AoE attack, for every 1 target hit, DMG +4% before combat. Stacks up to 3 times. Lasts for 2 turns. | |
| When executing an AoE attack, for every 1 target hit, DMG +4% before combat. Stacks up to 5 times. Lasts for 2 turns. | |
| When executing an AoE attack, for every 1 target hit, DMG +6% before combat. Stacks up to 5 times. Lasts for 2 turns. | |
| When executing an AoE attack, if it hits 2 or fewer targets, DMG +5%. | |
| When executing an AoE attack, if it hits 2 or fewer targets, DMG +10%. | |
| When executing an AoE attack, if it hits 2 or fewer targets, DMG +16%. | |
| When executing an AoE attack, if it hits 2 or fewer targets, DMG +25%. | |
| After performing active repairs, grants [DMG UP II] to 1 repaired target, lasting for 1 turn. | |
| After performing active repairs, grants [DMG UP II] to 2 repaired targets, lasting for 1 turn. | |
| After performing active repairs, grants [DMG UP III] to 2 repair targets, lasting for 1 turn. | |
| After performing active repairs, grants [DMG UP III] to 3 repair targets, lasting for 1 turn. | |
| After performing active repairs, any overflow repair amount is converted into Temporary HP, up to 3%. | |
| After performing active repairs, any overflow repair amount is converted into Temporary HP, up to 6%. | |
| After performing active repairs, any overflow repair amount is converted into Temporary HP, up to 10%. | |
| After performing active repairs, any overflow repair amount is converted into Temporary HP, up to 15%. | |
| For every 3 hits landed, reduces target's Armor by 5%. Stacks up to 3 times. Lasts for 1 turn. | |
| For every 3 hits landed, reduces target's Armor by 10%. Stacks up to 3 times. Lasts for 1 turn. | |
| For every 3 hits landed, reduces target's Armor by 10%. Stacks up to 5 times. Lasts for 1 turn. | |
| For every 3 hits landed, reduces target's Armor by 15%. Stacks up to 5 times. Lasts for 1 turn. | |
| When there are 3 or more enemies within weapon range, Crit Rate +4%. | |
| When there are 3 or more enemies within weapon range, Crit Rate +6%. Additional enemies increase Crit Rate by 2% per unit, up to 10%. | |
| When there are 2 or more enemies within weapon range, Crit Rate +8%. Additional enemies increase Crit Rate by 4% per unit, up to 16%. | |
| When there are 2 or more enemies within weapon range, Crit Rate +12%. Additional enemies increase Crit Rate by 6% per unit, up to 24%. | |
| In combat, when the Hit Rate exceeds 70%, every additional 1% increases DMG by 0.5%, capped at 5%. | |
| In combat, when the Hit Rate exceeds 70%, every additional 1% increases DMG by 0.5%, capped at 10%. | |
| In combat, when the Hit Rate exceeds 70%, every additional 1% increases DMG by 1%, capped at 16%. | |
| In combat, when the Hit Rate exceeds 70%, every additional 1% increases DMG by 1%, capped at 25%. | |
| Additionally, the target's DMG Taken increases by 2.5% when a debuff is inflicted. Stacks up to 2 times. Lasts for 1 turn. | |
| Additionally, the target's DMG Taken increases by 2.5% when a debuff is inflicted. Stacks up to 4 times. Lasts for 1 turn. | |
| Additionally, the target's DMG Taken increases by 4% when a debuff is inflicted. Stacks up to 4 times. Lasts for 1 turn. | |
| Additionally, the target's DMG Taken increases by 4% when a debuff is inflicted. Stacks up to 6 times. Lasts for 1 turn. | |
| When HP is below 50%, has a 40% chance to restore 3% HP after taking damage. Can trigger up to 2 times per turn. | |
| When HP is below 50%, has a 60% chance to restore 4% HP after taking damage. Can trigger up to 2 times per turn. | |
| When HP is below 50%, has an 80% chance to restore 5% HP after taking damage. Can trigger up to 2 times per turn. | |
| When HP is below 50%, has a 100% chance to restore 6% HP after taking damage. Can trigger up to 2 times per turn. | |
| When the [Guts] effect is triggered, restores an additional 7% of HP. This effect has a 3-turn trigger interval. | |
| When the [Guts] effect is triggered, restores an additional 14% of HP. This effect has a 3-turn trigger interval. | |
| When the [Guts] effect is triggered, restores an additional 24% of HP. This effect has a 3-turn trigger interval. | |
| When the [Guts] effect is triggered, restores an additional 35% of HP. This effect has a 3-turn trigger interval. | |
| After being attacked and drawn into combat, DMG +2%. Stacks up to 3 times. Lasts for 1 turn. | |
| After being attacked and drawn into combat, DMG +4%. Stacks up to 3 times. Lasts for 1 turn. | |
| After being attacked and drawn into combat, DMG +4%. Stacks up to 5 times. Lasts for 1 turn. | |
| After being attacked and drawn into combat, DMG +6%. Stacks up to 5 times. Lasts for 1 turn. | |
| When attacking with a skill that costs 3 AP or more, DMG +3% and Hit Rate +3%. | |
| When attacking with a skill that costs 3 AP or more, DMG +4% and Hit Rate +4%. For every additional AP consumed, effect +1%, up to 6%. | |
| When attacking with a skill that costs 3 AP or more, DMG +7% and Hit Rate +7%. For every additional AP consumed, effect +2%, up to 11%. | |
| When attacking with a skill that costs 3 AP or more, DMG +10% and Hit Rate +10%. For every additional AP consumed, effect +2%, up to 16%. | |
| Aura: Inflicts Dodge Rate -2.5% on enemies within 2 adjacent tiles. | |
| Aura: Inflicts Dodge Rate -5% on enemies within 2 adjacent tiles. | |
| Aura: Inflicts Dodge Rate -8% on enemies within 2 adjacent tiles. | |
| Aura: Inflicts Dodge Rate -12% on enemies within 2 adjacent tiles. | |
| When taking damage, gains DMG +2.5%. Stacks up to 2 times. Lasts for 1 turn. | |
| When taking damage, gains DMG +2.5%. Stacks up to 4 times. Lasts for 1 turn. | |
| When taking damage, gains DMG +4%. Stacks up to 4 times. Lasts for 1 turn. | |
| When taking damage, gains DMG +4%. Stacks up to 6 times. Lasts for 1 turn. | |
| When AP exceeds 2, for each point of excess AP, DMG +2%, up to 6%. | |
| When AP exceeds 2, for each point of excess AP, DMG +4%, up to 12%. | |
| When AP exceeds 2, for each point of excess AP, DMG +4%, up to 20%. | |
| When AP exceeds 2, for each point of excess AP, DMG +6%, up to 30%. | |
| When there are enemies within the current weapon's range, DMG +3%. For each additional 1 enemy, DMG increases by an extra 1.5%, up to 6%. | |
| When there are enemies within the current weapon's range, DMG +6%. For each additional 1 enemy, DMG increases by an extra 1.5%, up to 12%. | |
| When there are enemies within the current weapon's range, DMG +10%. For each additional 1 enemy, DMG increases by an extra 2.5%, up to 20%. | |
| When there are enemies within the current weapon's range, DMG +15%. For each additional 1 enemy, DMG increases by an extra 2.5%, up to 30%. | |
| During the enemy turn, DMG +6%. | |
| During the enemy turn, DMG +12%. | |
| During the enemy turn, DMG +20%. | |
| During the enemy turn, DMG +30%. | |
| When action ends, if no damage was taken this turn, gains [Hit Rate UP I] for 1 turn. | |
| At end of action, if no damage was taken this turn, gains [Hit Rate UP II] for 1 turn. | |
| At end of action, if no damage was taken this turn, gains [Hit Rate UP III] for 1 turn. | |
| At end of action, if no damage was taken this turn, gains [Hit Rate UP V] for 1 turn. | |
| In combat, gains DMG +2% for every 7 Hits. Stacks up to 3 times. Lasts for 1 turn. | |
| In combat, gains DMG +3% for every 7 Hits. Stacks up to 4 times. Lasts for 1 turn. | |
| In combat, gains DMG +4% for every 5 Hits. Stacks up to 4 times. Lasts for 1 turn. | |
| In combat, gains DMG +5% for every 5 Hits. Stacks up to 5 times. Lasts for 1 turn. | |
| When in combat against enemies within 2 tiles, Dodge Rate +3%. | |
| When in combat against enemies within 2 tiles, Dodge Rate +6%. | |
| When in combat against enemies within 2 tiles, Dodge Rate +10%. | |
| When in combat against enemies within 2 tiles, Dodge Rate +15%. | |
| When actively attacking, if 4 or more targets are hit, restores 1 AP after combat. This effect has a 2-turn trigger interval. | |
| When actively attacking, if 4 or more targets are hit, restores 1 AP after combat. This effect has a 1-turn trigger interval. | |
| When actively attacking, if 3 or more targets are hit, restores 1 AP after combat. This effect has a 1-turn trigger interval. | |
| When actively attacking, if 3 or more targets are hit, restores 1 AP after combat. Can only trigger 1 time per turn. | |
| When receiving repair effects, gains DMG +2.5%. Stacks up to 2 times. Lasts for 1 turn. | |
| When receiving repair effects, gains DMG +2.5%. Stacks up to 4 times. Lasts for 1 turn. | |
| When receiving repair effects, gains DMG +4%. Stacks up to 4 times. Lasts for 1 turn. | |
| When receiving repair effects, gains DMG +4%. Stacks up to 6 times. Lasts for 1 turn. | |
| After initiating combat, if [Re-ATK] is triggered, gains DMG +2%. Stacks up to 3 times. Lasts for 2 turns. | |
| After initiating combat, if [Re-ATK] is triggered, gains DMG +4%. Stacks up to 3 times. Lasts for 2 turns. | |
| After initiating combat, if [Re-ATK] is triggered, gains DMG +4%. Stacks up to 5 times. Lasts for 2 turns. | |
| After initiating combat, if [Re-ATK] is triggered, gains DMG +6%. Stacks up to 5 times. Lasts for 2 turns. | |
| Repair AMT +3%. When executing a single-target repair skill, if the target's HP is below 30%, applies [Movement UP] to the target, lasting for 1 turn. | |
| Repair AMT +6%. When executing a single-target repair skill, if the target's HP is below 50%, applies [Movement UP] to the target, lasting for 1 turn. | |
| Repair AMT +10%. When executing a single-target repair skill, if the target's HP is below 70%, applies [Movement UP] to the target, lasting for 1 turn. | |
| Repair AMT +15%. When executing a single-target repair skill, if the target's HP is below 90%, applies [Movement UP] to the target, lasting for 1 turn. | |
| When on any allied terrain effect, DMG Dealt +3% and DMG Taken -3%. | |
| When on any allied terrain effect, DMG Dealt +6% and DMG Taken -6%. | |
| When on any allied terrain effect, DMG Dealt +10% and DMG Taken -10%. | |
| When on any allied terrain effect, DMG Dealt +15% and DMG Taken -15%. | |
| At end of action, if no movement occurred during this action, randomly loads 1 Ammo for 1 non-exhausted weapon. | |
| Stationary Arm [Blaster]. Can execute [Shock Wave] with a single [Blaster]. Can execute [High Tide] with two [Blasters]. | |
| Stationary Arm [Blaster]. Can execute [Shock Wave] with a single [Blaster]. Can execute [High Tide] with two [Blasters]. | |
| When there is a surplus of ST Power, for every 50 surplus Power, DMG +3%, up to 15%. | |
| When a single weapon is equipped in both hands, DMG +4%. | |
| When a single weapon is equipped in both hands, DMG +8%. | |
| When a single weapon is equipped in both hands, DMG +14%. | |
| When a single weapon is equipped in both hands, DMG +20%. | |
| When actively attacking, gains DMG +2% for each debuff inflicted. Stacks up to 3 times. Lasts for 2 turns. | |
| When actively attacking, gains DMG +4% for each debuff inflicted. Stacks up to 3 times. Lasts for 2 turns. | |
| When actively attacking, gains DMG +4% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns. | |
| When actively attacking, gains DMG +6% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns. | |
| In combat, gains DMG and Fixed DMG +2% every 7 hits. Stacks up to 3 times. Lasts for 2 turns. | |
| In combat, gains DMG and Fixed DMG +3% every 7 hits. Stacks up to 4 times. Lasts for 2 turns. | |
| In combat, gains DMG and Fixed DMG +4% every 5 hits. Stacks up to 4 times. Lasts for 2 turns. | |
| In combat, gains DMG and Fixed DMG +5% every 5 hits. Stacks up to 5 times. Lasts for 2 turns. | |
| When initiating combat, if the target cannot retaliate, DMG +6%. | |
| When initiating combat, if the target cannot retaliate, DMG +15%. | |
| When any Arm is destroyed, restores 30% HP to 1 Arm. This effect can only be activated once per sortie. | |
| When any Arm is destroyed, restores 50% HP to 1 Arm. This effect can trigger again after an interval of 3 turns. | |
| Doubles levels of modules slotted in Body. | |
| When actively attacking, for each 1 AP consumed, Hit Rate +2.5%, up to 10%. | |
| When actively attacking, for every 1 AP consumed, DMG +2.5%, up to 10%. | |
| Doubles levels of modules slotted in Legs. | |
| When attacking, DMG +2% for every 1 tile from the target, up to 6%. | |
| When attacking, DMG +2.5% for every 1 tile from the target, up to 10%. | |
| When attacking, DMG +3% for every 1 tile from the target, up to +15%. | |
| When attacking, DMG +5% for every 1 tile from the target, up to +25%. | |
| When in combat with an enemy with no destroyed parts, DMG +5%. | |
| When in combat with an enemy with no destroyed parts, DMG +10%. | |
| When in combat with an enemy with no destroyed parts, DMG +16%. | |
| When in combat with an enemy with no destroyed parts, DMG +25%. | |
| When a Fighter attacks, DMG +4%, with an additional increase of 2% against the part with the highest HP. | |
| When a Fighter attacks, DMG +8%, with an additional increase of 4% against the part with the highest HP. | |
| When a Fighter attacks, DMG +12%, with an additional increase of 8% against the part with the highest HP. | |
| When a Fighter attacks, DMG +18%, with an additional increase of 12% against the part with the highest HP. | |
| After executing a single-target repair skill, if the target's HP is full, has a 20% chance to grant the target [Kinetic Monitor]. Can only trigger 1 time per turn. | |
| After executing a single-target repair skill, if the target's HP is full, has a 40% chance to grant the target [Kinetic Monitor]. Can only trigger 1 time per turn. | |
| After executing a single-target repair skill, if the target's HP is full, has a 70% chance to grant the target [Kinetic Monitor]. Can only trigger 1 time per turn. | |
| After executing a single-target repair skill, if the target's HP is full, grants the target [Kinetic Monitor]. Can only trigger 1 time per turn. | |
| For each buff gained, DMG +2%, up to 6%. Lasts for 2 turns. | |
| For each buff gained, DMG +4%, up to 12%. Lasts for 2 turns. | |
| For each buff gained, DMG +4%, up to 20%. Lasts for 2 turns. | |
| For each buff gained, DMG +6%, up to 30%. Lasts for 2 turns. | |
| When attacking, increases DMG based on hits. For each 1 hit, DMG +3%, up to 6%. Resets after attacking. | |
| When attacking, increases DMG based on hits. For each 1 hit, DMG +3%, up to +12%. Resets after attacking. | |
| When attacking, increases DMG based on hits. For every 1 hit, DMG +5%, up to 20%. Resets after attacking. | |
| When attacking, increases DMG based on hits. For every 1 hit, DMG +5%, up to 30%. Resets after attacking. | |
| A technological marvel born from the Hyper-Aptamer Experiment. When initiating combat, has a 35% chance to trigger [Gusty Strike], dealing 0.4x DMG. | |
| A technological marvel born from the Hyper-Aptamer Experiment. When actively attacking, inflicts [Armor Down II] on the target before combat, lasting for 1 turn. | |
| A technological marvel born from the Hyper-Aptamer experiment. Aura: Grants DMG +6% and Hit Rate +3% to allies within 2 adjacent tiles. | |
| A technological marvel born from the Hyper-Aptamer Experiment. When the Legs are broken, Movement does not decrease, and it gains the [Movement Down Immunity] effect. | |
| When attacking with a skill that costs 3 AP or more, DMG +4%. For every additional AP consumed, this effect +3%, up to 7%. | |
| When attacking with a skill that costs 3 AP or more, DMG +8%. For every additional AP consumed, this effect +3%, up to 14%. | |
| When attacking with a skill that costs 3 AP or more, DMG +14%. For every additional AP consumed, this effect +5%, up to 24%. | |
| When attacking with a skill that costs 3 AP or more, DMG +20%. For every additional AP consumed, this effect +5%, up to 35%. | |
| When attacking with a Tactical Weapon, DMG +3%. For every 1 Ammo in the Magazine, DMG is further increased by 2%, up to 7%. | |
| When attacking with a Tactical Weapon, DMG +6%. For every 1 Ammo in the Magazine, DMG is further increased by 3%, up to 15%. | |
| When attacking with a Tactical Weapon, DMG +10%. For every 1 Ammo in the Magazine, DMG is further increased by 4%, up to 22%. | |
| When attacking with a Tactical Weapon, DMG +15%. For every 1 Ammo in the Magazine, DMG is further increased by 5%, up to 35%. | |
| When actively attacking or retaliating, restores HP equal to 10% of damage dealt to undestroyed parts after combat. | |
| When actively attacking or retaliating, restores HP to undestroyed parts equal to 15% of damage dealt after combat, and can repair 1 destroyed part. | |
| When possessing Temporary HP, DMG +10%. | |
| When possessing Temporary HP, DMG +15%. | |
| When initiating combat, has a 4% chance to trigger [Flurry Strike], dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 4%. | |
| When initiating combat, has a 8% chance to trigger [Flurry Strike], dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 8%. | |
| When initiating combat, has a 14% chance to trigger [Flurry Strike], dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 14%. | |
| When initiating combat, has a 20% chance to trigger [Flurry Strike], dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 20%. | |
| Each time an enemy ST is hit by an attack that includes [Fixed DMG] or Splash DMG, DMG increases by 2% for 2 turns. Stacks up to 3 times. | |
| Each time an enemy ST is hit by an attack that includes [Fixed DMG] or Splash DMG, DMG increases by 4% for 2 turns. Stacks up to 3 times. | |
| Each time an enemy ST is hit by an attack that includes [Fixed DMG] or Splash DMG, DMG increases by 4% for 2 turns. Stacks up to 5 times. | |
| Each time an enemy ST is hit by an attack that includes [Fixed DMG] or Splash DMG, DMG increases by 6% for 2 turns. Stacks up to 5 times. | |
| DMG +3%. When attacking, DMG is further increased by 5%, decreasing by 1% after each attack. Resets after destroying any target. | |
| DMG +5%. When attacking, DMG is further increased by 10%, decreasing by 2% after each attack. Resets after destroying any target. | |
| DMG +5%. When attacking, DMG is further increased by 20%, decreasing by 4% after each attack. Resets after destroying any target. | |
| DMG +10%. When attacking, DMG is further increased by 25%, decreasing by 5% after each attack. Resets after destroying any target. | |
| After performing active repairs, applies [DMG UP I] to all repaired targets, lasting for 2 turns. If the target already has a [DMG UP] effect, increases the effect by 1 level, up to a maximum of [DMG UP II]. | |
| After performing active repairs, applies [DMG UP I] to all repaired targets, lasting for 2 turns. If the target already has a [DMG UP] effect, increases the effect by 1 level, up to a maximum of [DMG UP III]. | |
| After performing active repairs, applies [DMG UP II] to all repaired targets, lasting for 2 turns. If the target already has a [DMG UP] effect, increases the effect by 1 level, up to a maximum of [DMG UP IV]. | |
| After performing active repairs, applies [DMG UP III] to all repaired targets, lasting for 2 turns. If the target already has a [DMG UP] effect, increases the effect by 1 level, up to a maximum of [DMG UP V]. | |
| In battle, gains DMG Dealt +2% for each debuff inflicted, and the target takes 1% increased damage. Stacks up to 3 times. Lasts for 2 turns. | |
| In battle, gains DMG Dealt +3% for each debuff inflicted, and the target takes 2% increased damage. Stacks up to 3 times. Lasts for 2 turns. | |
| In battle, gains DMG Dealt +3% for each debuff inflicted, and the target takes 2% increased damage. Stacks up to 5 times. Lasts for 2 turns. | |
| In battle, gains DMG Dealt +5% for each debuff inflicted, and the target takes 2% increased damage. Stacks up to 5 times. Lasts for 2 turns. | |
| When attacking with a Tactical Weapon, DMG +3%. For every 1 Ammo consumed, increases DMG Dealt by 2%, stacking up to 3 times. Lasts for 2 turns. | |
| When attacking with a Tactical Weapon, DMG +6%. For every 1 Ammo consumed, increases DMG Dealt by 3%, stacking up to 3 times. Lasts for 2 turns. | |
| When attacking with a Tactical Weapon, DMG +10%. For every 1 Ammo consumed, increases DMG Dealt by 3%, stacking up to 5 times. Lasts for 2 turns. | |
| When attacking with a Tactical Weapon, DMG +15%. For every 1 Ammo consumed, increases DMG Dealt by 4%, stacking up to 5 times. Lasts for 2 turns. | |
| When actively attacking, for every 1 AP consumed, DMG Dealt +2% before combat, up to 8%, and reduced by 4% after combat. | |
| When actively attacking, for every 1 AP consumed, DMG Dealt +3% before combat, up to 15%, and -6% after combat. | |
| When actively attacking, for every 1 AP consumed, DMG Dealt +4% before combat, up to 24%, and -8% after combat. | |
| When actively attacking, for every 1 AP consumed, DMG Dealt +5% before combat, up to 35%, and -10% after combat. | |
| When attacked, for each time an attack is dodged, gains DMG +1%, up to +8%. At end of action, DMG -2%. | |
| When attacked, for each time an attack is dodged, gains DMG +1.5%, up to 15%. At end of action, DMG -4%. | |
| When attacked, for each time an attack is dodged, gains DMG +2%, up to 24%. At end of action, DMG -7%. | |
| When attacked, for each time an attack is dodged, gains DMG +2.5%, up to 35%. At end of action, DMG -10%. | |
| When attacking a target with full HP, DMG +3%. | |
| When attacking a target with full HP, DMG +4%. | |
| When attacking a target with full HP, DMG +6%. | |
| When attacking a target with HP greater than or equal to 80%, DMG +8%. | |
| When attacking a target with HP greater than or equal to 80%, DMG +10%. | |
| When attacking a target with HP greater than or equal to 60%, DMG +12%. | |
| When attacking a target with HP greater than or equal to 60%, DMG +14%. | |
| When attacking a target with HP greater than or equal to 60%, DMG +18%. If no part is destroyed, triggers [Flurry Strike] to deal 0.25x DMG. | |
| When attacking a part with HP below 40%, DMG +3%. | |
| When attacking a part with HP below 40%, DMG +4%. | |
| When attacking a part with HP below 40%, DMG +6%. | |
| When attacking a part with HP below 50%, DMG +8%. | |
| When attacking a part with HP below 50%, DMG +10%. | |
| When attacking a part with HP below 60%, DMG +12%. | |
| When attacking a part with HP below 60%, DMG +14%. | |
| When attacking a part with HP below 60%, DMG +18%. If a part is destroyed, triggers [Flurry Strike], dealing 0.25x DMG. | |
| When initiating combat, if the target cannot retaliate, DMG +3%. | |
| When initiating combat, if the target cannot retaliate, DMG +4%. | |
| When initiating combat, if the target cannot retaliate, DMG +6%. | |
| When initiating combat, if the target cannot retaliate, DMG +8%. | |
| When initiating combat, if the target cannot retaliate, DMG +10%. | |
| When initiating combat, if the target cannot retaliate, DMG +12%. | |
| When initiating combat, if the target cannot retaliate, DMG +14%. | |
| When initiating combat, if the target cannot retaliate, DMG +18%. Also dispels 1 buff from the target before combat. | |
| When initiating combat, if the target can retaliate, DMG Taken -3%. | |
| When initiating combat, if the target can retaliate, DMG Taken -4%. | |
| When initiating combat, if the target can retaliate, DMG Taken -6%. | |
| When initiating combat, if the target can retaliate, DMG Taken -8%. | |
| When initiating combat, if the target can retaliate, DMG Taken -10%. | |
| When initiating combat, if the target can retaliate, DMG Taken -12%. | |
| When initiating combat, if the target can retaliate, DMG Taken -14%. | |
| When initiating combat, if the target can retaliate, DMG Taken -18%. After initiating combat, restores HP equal to 25% of damage dealt. | |
| Before initiating combat, for every 1 tile moved, DMG +1%, up to 3%. | |
| Before initiating combat, for every 1 tile moved, DMG +1%, up to 4%. | |
| Before initiating combat, for every 1 tile moved, DMG +2%, up to 6%. | |
| Before initiating combat, for every 1 tile moved, DMG +2%, up to 8%. | |
| Before initiating combat, for every 1 tile moved, DMG +2.5%, up to 10%. | |
| Before initiating combat, for every 1 tile moved, DMG +3%, up to 12%. | |
| Before initiating combat, for every 1 tile moved, DMG +3.5%, up to 14%. | |
| Before initiating combat, for every 1 tile moved, DMG +4.5%, up to 18%. ST Movement +1. | |
| Before actively attacking, if distance moved is 2 tiles or less, DMG +3%. | |
| Before actively attacking, if distance moved is 2 tiles or less, DMG +4%. | |
| Before actively attacking, if distance moved is 2 tiles or less, DMG +6%. | |
| Before actively attacking, if distance moved is 2 tiles or less, DMG +8%. | |
| Before actively attacking, if distance moved is 2 tiles or less, DMG +10%. | |
| Before actively attacking, if distance moved is 2 tiles or less, DMG +12%. | |
| Before actively attacking, if distance moved is 2 tiles or less, DMG +14%. | |
| Before actively attacking, if distance moved is 2 tiles or less, DMG +18%. At end of action, immediately gains 1 AP. This effect has a 1-turn trigger interval. | |
| When executing an AoE Attack, DMG Dealt +3%. | |
| When executing an AoE Attack, DMG Dealt +4%. | |
| When executing an AoE Attack, DMG Dealt +6%. | |
| When executing an AoE Attack, DMG Dealt +8%. | |
| When executing an AoE Attack, DMG Dealt +10%. | |
| When executing an AoE Attack, DMG Dealt +12%. | |
| When executing an AoE Attack, DMG Dealt +14%. | |
| When executing an AoE Attack, DMG Dealt +18%. If 3 or more targets are hit, inflicts [Movement Inhibition I] on targets hit after combat, lasting for 2 turns. | |
| When actively attacking, DMG +3% against targets afflicted with debuffs. | |
| When actively attacking, DMG +4% against targets afflicted with debuffs. | |
| When actively attacking, DMG +6% against targets afflicted with debuffs. | |
| When actively attacking, DMG +8% against targets afflicted with debuffs. | |
| When actively attacking, DMG +10% against targets afflicted with debuffs. | |
| When actively attacking, DMG +12% against targets afflicted with debuffs. | |
| When actively attacking, DMG +14% against targets afflicted with debuffs. | |
| When actively attacking, DMG +18% against targets afflicted with debuffs. When inflicting debuffs, duration +1. | |
| For every 1 buff carried, DMG +1%, up to 3%. | |
| For every 1 buff carried, DMG +1%, up to 4%. | |
| For every 1 buff carried, DMG +2%, up to 6%. | |
| For every 1 buff carried, DMG +2%, up to 8%. | |
| For every 1 buff carried, DMG +2.5%, up to 10%. | |
| For every 1 buff carried, DMG +3%, up to 12%. | |
| For every 1 buff carried, DMG +3.5%, up to 14%. | |
| For each buff possessed, DMG +4.5%, up to 18%. The duration of the buff gained increases by 1. This effect cannot stack with similar effects. | |
| When triggering [Re-ATK], DMG +3%. | |
| When triggering [Re-ATK], DMG +4%. | |
| When triggering [Re-ATK], DMG +6%. | |
| When triggering [Re-ATK], DMG +8%. | |
| When triggering [Re-ATK], DMG +10%. | |
| When triggering [Re-ATK], DMG +12%. | |
| When triggering [Re-ATK], DMG +14%. | |
| After triggering [Re-ATK], DMG +18%. Each turn, after triggering the first [Re-ATK], AP Cost -1 (minimum 1 AP). | |
| When engaging in a [Link Attack], DMG +5%. | |
| When engaging in a [Link Attack], DMG +7%. | |
| When engaging in a [Link Attack], DMG +10%. | |
| When engaging in a [Link Attack], DMG +13%. | |
| When engaging in a [Link Attack], DMG +16%. | |
| When engaging in a [Link Attack], DMG +20%. | |
| When engaging in a [Link Attack], DMG +24%. | |
| When engaging in a [Link Attack], DMG +30%. Additionally, [Link Attack] trigger chances per turn +1. | |
| When triggering [Vigilant Shot], DMG +5%. | |
| When triggering [Vigilant Shot], DMG +7%. | |
| When triggering [Vigilant Shot], DMG +10%. | |
| When triggering [Vigilant Shot], DMG +13%. | |
| When triggering [Vigilant Shot], DMG +16%. | |
| When triggering [Vigilant Shot], DMG +20%. | |
| When triggering [Vigilant Shot], DMG +24%. | |
| When triggering [Vigilant Shot], DMG +30%. Additionally, [Vigilant Shot] trigger chances per turn +1. | |
| When retaliating, DMG +3%. | |
| When retaliating, DMG +4%. | |
| When retaliating, DMG +6%. | |
| When retaliating, DMG +8%. | |
| When retaliating, DMG +10%. | |
| When retaliating, DMG +12%. | |
| When retaliating, DMG +14%. | |
| When retaliating, DMG +18%. Additionally, [Quick Draw] trigger chances per turn +1. | |
| When HP is below 40%, DMG +3%. | |
| When HP is below 40%, DMG +4%. | |
| When HP is below 40%, DMG +6%. | |
| When HP is below 50%, DMG +8%. | |
| When HP is below 50%, DMG +10%. | |
| When HP is below 60%, DMG +12%. | |
| When HP is below 60%, DMG +14%. | |
| When HP is below 60%, DMG +18%. Body is not destroyed when taking overdamage. This effect has a trigger interval of 5 turns. | |
| When HP is below 50%, DMG Taken -3%. | |
| When HP is below 50%, DMG Taken -4%. | |
| When HP is below 50%, DMG Taken -6%. | |
| When HP is below 50%, DMG Taken -8%. | |
| When HP is below 50%, DMG Taken -10%. | |
| When HP is below 50%, DMG Taken -12%. | |
| When HP is below 50%, DMG Taken -14%. | |
| When HP is below 50%, DMG Taken -18%. When HP is above 50%, DMG +20%. | |
| When HP is full, DMG +1.5% and DMG Taken -1.5%. | |
| When HP is full, DMG +2% and DMG Taken -2%. | |
| When HP is full, DMG +3% and DMG Taken -3%. | |
| When HP is greater than or equal to 90%, DMG +4% and DMG Taken -4%. | |
| When HP is greater than or equal to 90%, DMG +5% and DMG Taken -5%. | |
| When HP is greater than or equal to 80%, DMG +6% and DMG Taken -6%. | |
| When HP is greater than or equal to 80%, DMG +7% and DMG Taken -7%. | |
| When HP is greater than or equal to 80%, DMG +9% and DMG Taken -9%. At start of action, restores 8% of HP. | |
| When there are no enemies within 2 adjacent tiles, DMG +3%. | |
| When there are no enemies within 2 adjacent tiles, DMG +4%. | |
| When there are no enemies within 2 adjacent tiles, DMG +6%. | |
| When there are no enemies within 2 adjacent tiles, DMG +8%. | |
| When there are no enemies within 2 adjacent tiles, DMG +10%. | |
| When there are no enemies within 2 adjacent tiles, DMG +12%. | |
| When there are no enemies within 2 adjacent tiles, DMG +14%. | |
| When there are no enemies within 2 adjacent tiles, DMG +18%. Aura: Grants Hit Rate +8% to other allies within 2 adjacent tiles. | |
| When there are 3 or more enemies within 2 adjacent tiles, DMG Taken -3%. | |
| When there are 3 or more enemies within 2 adjacent tiles, DMG Taken -4%. | |
| When there are 3 or more enemies within 2 adjacent tiles, DMG Taken -6%. | |
| When there are 3 or more enemies within 2 adjacent tiles, DMG Taken -8%. | |
| When there are 3 or more enemies within 2 adjacent tiles, DMG Taken -10%. | |
| When there are 3 or more enemies within 2 adjacent tiles, DMG Taken -12%. | |
| When there are 3 or more enemies within 2 adjacent tiles, DMG Taken -14%. | |
| When there are 3 or more enemies within 2 adjacent tiles, DMG Taken -18%. Aura: Inflicts Hit Rate -8% on enemies within 2 adjacent tiles. | |
| If unable to retaliate in combat, Dodge Rate +3%. | |
| If unable to retaliate in combat, Dodge Rate +4%. | |
| If unable to retaliate in combat, Dodge Rate +6%. | |
| If unable to retaliate in combat, Dodge Rate +8%. | |
| If unable to retaliate in combat, Dodge Rate +10%. | |
| If unable to retaliate in combat, Dodge Rate +12%. | |
| If unable to retaliate in combat, Dodge Rate +14%. | |
| If unable to retaliate in combat, Dodge Rate +18%. After performing a perfect dodge, gains [Movement UP], lasting for 1 turn. | |
| If unable to retaliate in combat, DMG Taken -3%. | |
| If unable to retaliate in combat, DMG Taken -4%. | |
| If unable to retaliate in combat, DMG Taken -6%. | |
| If unable to retaliate in combat, DMG Taken -8%. | |
| If unable to retaliate in combat, DMG Taken -10%. | |
| If unable to retaliate in combat, DMG Taken -12%. | |
| If unable to retaliate in combat, DMG Taken -14%. | |
| If unable to retaliate in combat, DMG Taken -18%. Also gains DMG +8% after combat. Stacks up to 3 times. Lasts for 1 turn. | |
| When subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -3%. | |
| When subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -4%. | |
| When subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -6%. | |
| When subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -8%. | |
| When subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -10%. | |
| When subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -12%. | |
| When subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -14%. | |
| When subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -18%. Restores 10% of HP after being hit by AoE attacks. | |
| When performing active repairs on the part with the lowest HP, Repair AMT +6%. | |
| When performing active repairs on the part with the lowest HP, Repair AMT +8%. | |
| When performing active repairs on the part with the lowest HP, Repair AMT +12%. | |
| When performing active repairs on the part with the lowest HP, Repair AMT +16%. | |
| When performing active repairs on the part with the lowest HP, Repair AMT +20%. | |
| When performing active repairs on the part with the lowest HP, Repair AMT +24%. | |
| When performing active repairs on the part with the lowest HP, Repair AMT +28%. | |
| When performing active repairs on a part with the lowest HP, Repair AMT +36%. When performing active repairs, can repair 1 additional destroyed part. | |
| When performing active repairs, if the target's HP is below 40%, Repair AMT +3%. | |
| When performing active repairs, if the target's HP is below 40%, Repair AMT +4%. | |
| When performing active repairs, if the target's HP is below 40%, Repair AMT +6%. | |
| When performing active repairs, if the target's HP is below 50%, Repair AMT +8%. | |
| When performing active repairs, if the target's HP is below 50%, Repair AMT +10%. | |
| When performing active repairs, if the target's HP is below 60%, Repair AMT +12%. | |
| When performing active repairs, if the target's HP is below 60%, Repair AMT +14%. | |
| When performing active repairs, if the target's HP is below 60%, Repair AMT +18%. After performing active repairs, dispels 1 debuff. | |
| When executing mass repair skills, Repair AMT +3%. | |
| When executing mass repair skills, Repair AMT +4%. | |
| When executing mass repair skills, Repair AMT +6%. | |
| When executing mass repair skills, Repair AMT +8%. | |
| When executing mass repair skills, Repair AMT +10%. | |
| When executing mass repair skills, Repair AMT +12%. | |
| When executing mass repair skills, Repair AMT +14%. | |
| When executing mass repair skills, Repair AMT +18%. Immune to [Active Skill Disabled]. | |
| When there are 2 or more allies within 2 adjacent tiles, DMG +1.5% and DMG Taken -1.5%. | |
| When there are 2 or more allies within 2 adjacent tiles, DMG +2% and DMG Taken -2%. | |
| When there are 2 or more allies within 2 adjacent tiles, DMG +3% and DMG Taken -3%. | |
| When there are 2 or more allies within 2 adjacent tiles, DMG +4% and DMG Taken -4%. | |
| When there are 2 or more allies within 2 adjacent tiles, DMG +5% and DMG Taken -5%. | |
| When there are 2 or more allies within 2 adjacent tiles, DMG +6% and DMG Taken -6%. | |
| When there are 2 or more allies within 2 adjacent tiles, DMG +7% and DMG Taken -7%. | |
| When there are 2 or more allies within 2 adjacent tiles, DMG +9% and DMG Taken -9%. Aura: Grants DMG +5% and DMG Taken -5% to allies within 2 adjacent tiles. | |
| When HP is at 100%, DMG +3%. | |
| When HP is at 100%, DMG +4%. | |
| When HP is at 100%, DMG +6%. | |
| When HP is greater than or equal to 90%, DMG +8%. | |
| When HP is greater than or equal to 90%, DMG +10%. | |
| When HP is greater than or equal to 80%, DMG +12%. | |
| When HP is greater than or equal to 80%, DMG +14%. | |
| When HP is greater than or equal to 80%, DMG +18%. Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns. | |
| When there are no allies within 2 adjacent tiles, DMG +3%. | |
| When there are no allies within 2 adjacent tiles, DMG +4%. | |
| When there are no allies within 2 adjacent tiles, DMG +6%. | |
| When there are no allies within 2 adjacent tiles, DMG +8%. | |
| When there are no allies within 2 adjacent tiles, DMG +10%. | |
| When there are no allies within 2 adjacent tiles, DMG +12%. | |
| When there are no allies within 2 adjacent tiles, DMG +14%. | |
| When there are no allies within 2 adjacent tiles, DMG +18%. At start of action, if there are no allies within 2 adjacent tiles, AP cost of the first attack initiated this turn -1, down to a minimum of 1 AP. | |
| When there are enemies within 2 adjacent tiles, DMG +1.5% and DMG Taken -1.5%. | |
| When there are enemies within 2 adjacent tiles, DMG +2% and DMG Taken -2%. | |
| When there are enemies within 2 adjacent tiles, DMG +3% and DMG Taken -3%. | |
| When there are enemies within 2 adjacent tiles, DMG +4% and DMG Taken -4%. | |
| When there are enemies within 2 adjacent tiles, DMG +5% and DMG Taken -5%. | |
| When there are enemies within 2 adjacent tiles, DMG +6% and DMG Taken -6%. | |
| When there are enemies within 2 adjacent tiles, DMG +7% and DMG Taken -7%. | |
| When there are enemy units within 2 adjacent tiles, DMG +9% and DMG Taken -9%. Immune to [Percentage-Based Fixed DMG]. | |
| When attacking with two weapons of the same type simultaneously, DMG +3%. | |
| When attacking with two weapons of the same type simultaneously, DMG +4%. | |
| When attacking with two weapons of the same type simultaneously, DMG +6%. | |
| When attacking with two weapons of the same type simultaneously, DMG +8%. | |
| When attacking with two weapons of the same type simultaneously, DMG +10%. | |
| When attacking with two weapons of the same type simultaneously, DMG +12%. | |
| When attacking with two weapons of the same type simultaneously, DMG +14%. | |
| When attacking with two weapons of the same type simultaneously, DMG +18%. Assault Weapon Range +1 when retaliating. | |
| When in combat against enemies within 2 tiles, DMG +3%. | |
| When in combat against enemies within 2 tiles, DMG +4%. | |
| When in combat against enemies within 2 tiles, DMG +6%. | |
| When in combat against enemies within 2 tiles, DMG +8%. | |
| When in combat against enemies within 2 tiles, DMG +10%. | |
| When in combat against enemies within 2 tiles, DMG +12%. | |
| When in combat against enemies within 2 tiles, DMG +14%. | |
| When in combat against enemies within 2 tiles, DMG +18%. When initiating combat, if the target is hit, steals 1 AP from the target after combat. Can only trigger 1 time per turn. | |
| When there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -2%. | |
| When there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -3%. | |
| When there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -4%. | |
| When there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -5%. | |
| When there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -7%. | |
| When there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -8%. | |
| When there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -9%. | |
| When allies within 2 adjacent tiles have over 50% HP, DMG Taken -12%. After performing active repairs, can trigger [Re-ATK]. Cannot move before attacking. Can only trigger 1 time per turn. | |
| When in combat with a target at [Ideal Range], DMG +3%. | |
| When in combat with a target at [Ideal Range], DMG +4%. | |
| When in combat with a target at [Ideal Range], DMG +6%. | |
| When in combat with a target at [Ideal Range], DMG +8%. | |
| When in combat with a target at [Ideal Range], DMG +10%. | |
| When in combat with a target at [Ideal Range], DMG +12%. | |
| When in combat with a target at [Ideal Range], DMG +14%. | |
| When in combat with a target at [Ideal Range], DMG +18%. When in combat with a target at [Ideal Range], Bullets +1. | |
| When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +3%. | |
| When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +4%. | |
| When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +6%. | |
| When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +8%. | |
| When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +10%. | |
| When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +12%. | |
| When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +14%. | |
| When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +18%. Enters the [Restriction Removal] state, activating the extra module effect integrated within the part. | |
| If this unit doesn't move before actively attacking, Crit Rate +4%. | |
| If this unit doesn't move before actively attacking, Crit Rate +6%. | |
| If this unit doesn't move before actively attacking, Crit Rate +8%. | |
| If this unit doesn't move before actively attacking, Crit Rate +10%. | |
| If this unit doesn't move before actively attacking, Crit Rate +14%. | |
| If this unit doesn't move before actively attacking, Crit Rate +16%. | |
| If this unit doesn't move before actively attacking, Crit Rate +18%. | |
| If this unit doesn't move before actively attacking, Crit Rate +24%. If a critical hit occurs when attacking, Crit DMG +3% after combat. This effect can stack up to a maximum increase of 15%. | |
| When executing code attacks, DMG +3%. | |
| When executing code attacks, DMG +4%. | |
| When executing code attacks, DMG +6%. | |
| When executing code attacks, DMG +8%. | |
| When executing code attacks, DMG +10%. | |
| When executing code attacks, DMG +12%. | |
| When executing code attacks, DMG +14%. | |
| When executing code attacks, DMG +18%. When actively attacking with a Tactical Weapon, if 3 or more targets are hit, randomly reloads 1 Ammo after combat, up to 1 time per turn. | |
| When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 4%. | |
| When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 6%. | |
| When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 8%. | |
| When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 10%. | |
| When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 14%. | |
| When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 16%. | |
| When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 18%. | |
| When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 24%. When attacked in battle, if possessing Temporary HP, triggers [Quick Draw]. | |
| When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +3%. If the attack is not an active attack, DMG is further increased by 2%. | |
| When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +4%. If the attack is not an active attack, DMG is further increased by 3%. | |
| When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +6%. If the attack is not an active attack, DMG is further increased by 4%. | |
| During combat, if this unit's HP percentage is greater than or equal to the target's, DMG +8%. If the attack is not an active attack, DMG is further increased by 5%. | |
| When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +10%. If the attack is not an active attack, DMG is further increased by 7%. | |
| When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +12%. If this attack is not an active attack, DMG is further increased by 8%. | |
| When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +14%. If the attack is not an active attack, DMG is further increased by 9%. | |
| When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +18%. If the attack is not an active attack, DMG is additionally +12%. When actively attacking, if consuming greater than or equal to 5 AP, recovers 1 AP, can be triggered up to 1 time per turn. | |
| When attacking, if this unit's HP percentage is lower than 40%, ignores 6% of the target's Armor and 3% Dodge. | |
| When attacking, if this unit's HP percentage is lower than 40%, ignores 8% of the target's Armor and 4% Dodge. | |
| When attacking, if this unit's HP percentage is lower than 40%, ignores 12% of the target's Armor and 6% Dodge. | |
| When attacking, if this unit's HP percentage is lower than 50%, ignores 16% of the target's Armor and 8% Dodge. | |
| When attacking, if this unit's HP percentage is lower than 50%, ignores 19% of the target's Armor and 10% Dodge. | |
| When attacking, if this unit's HP percentage is lower than 60%, ignores 23% of the target's Armor and 12% Dodge. | |
| When attacking, if this unit's HP percentage is lower than 60%, ignores 27% of the target's Armor and 14% Dodge. | |
| When attacking, if this unit's HP percentage is below 60%, ignores 35% of the target's Armor and 18% of Dodge. ST Movement increased by 1 tile. Ignores unit obstruction when moving, and when attacking enemy STs along the movement path, its triggered [Flurry Strike] effect is replaced with [Gusty Strike]. | |
| When attacking a target on any terrain effect, DMG +3%. | |
| When attacking a target on any terrain effect, DMG +4%. | |
| When attacking a target on any terrain effect, DMG +6%. | |
| When attacking a target on any terrain effect, DMG +8%. | |
| When attacking a target on any terrain effect, DMG +10%. | |
| When attacking a target on any terrain effect, DMG +12%. | |
| When attacking a target on any terrain effect, DMG +14%. | |
| When attacking a target on any terrain effect, DMG +18%. [Fixed DMG] dealt is increased by 25%. | |
| When attacking a part with full HP, DMG +3%. | |
| When attacking a part with full HP, DMG +4%. | |
| When attacking a part with full HP, DMG +6%. | |
| When attacking a part with HP above 80%, DMG +8%. | |
| When attacking a part with HP above 80%, DMG +10%. | |
| When attacking a part with HP above 60%, DMG +12%. | |
| When attacking a part with HP above 60%, DMG +14%. | |
| When attacking a part with HP above 60%, DMG +18%. CP +3 in the lowest unlocked Neural Drive Sector. | |
| When performing active repairs, Repair AMT increases by 2%. Repair AMT on the part with the lowest HP is additionally increased by 4%. | |
| When performing active repairs, Repair AMT increases by 3%. Repair AMT on the part with the lowest HP is additionally increased by 6%. | |
| When performing active repairs, Repair AMT increases by 4%. Repair AMT on the part with the lowest HP is additionally increased by 8%. | |
| When performing active repairs, Repair AMT increases by 5%. Repair AMT on the part with the lowest HP is additionally increased by 10%. | |
| When performing active repairs, Repair AMT increases by 7%. Repair AMT on the part with the lowest HP is additionally increased by 14%. | |
| When performing active repairs, Repair AMT increases by 8%. Repair AMT on the part with the lowest HP is additionally increased by 16%. | |
| When performing active repairs, Repair AMT increases by 9%. Repair AMT on the part with the lowest HP is additionally increased by 18%. | |
| When performing active repairs, Repair AMT increases by 12%, with an additional increase of 24% to the part with the lowest HP. This unit and the first summoned unit will not be destroyed when taking fatal damage. After battle, repairs all destroyed parts and restores 30% of Max HP to all allies within a 2-block range. This effect can be activated 1 time per deployment. | |
| When actively attacking, Crit Rate +3%. If a critical hit does not occur, Crit Rate increases by 3% for the next active attack. This effect can stack and is cleared upon landing a critical hit. | |
| When actively attacking, Crit Rate +5%. If a critical hit does not occur, Crit Rate increases by 4% for the next active attack. This effect can stack and is cleared upon landing a critical hit. | |
| When actively attacking, Crit Rate +7%. If a critical hit does not occur, Crit Rate increases by 5% for the next active attack. This effect can stack and is cleared upon landing a critical hit. | |
| When actively attacking, Crit Rate +9%. If a critical hit does not occur, Crit Rate increases by 6% for the next active attack. This effect can stack and is cleared upon landing a critical hit. | |
| When actively attacking, Crit Rate +11%. If a critical hit does not occur, Crit Rate increases by 8% for the next active attack. This effect can stack and is cleared upon landing a critical hit. | |
| When actively attacking, Crit Rate +13%. If a critical hit does not occur, Crit Rate increases by 10% for the next active attack. This effect can stack and is cleared upon landing a critical hit. | |
| When actively attacking, Crit Rate +16%. If a critical hit does not occur, Crit Rate increases by 12% for the next active attack. This effect can stack and is cleared upon landing a critical hit. | |
| When actively attacking, Crit Rate +20%. If a critical hit does not occur, Crit Rate increases by 15% for the next active attack. This effect can stack and is cleared upon landing a critical hit. When entering [Aiming] Mode, skill multiplier +0.1. | |
| When actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 30%, gains a shield equal to 3% of its Max HP after combat. This shield lasts until it is broken. | |
| When actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 30%, gains a shield equal to 4% of its Max HP after combat. This shield lasts until it is broken. | |
| When actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 30%, gains a shield equal to 5% of its Max HP after combat. This shield lasts until it is broken. | |
| When actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 50%, gains a shield equal to 6% of its Max HP after combat. This shield lasts until it is broken. | |
| When actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 50%, gains a shield equal to 8% of its Max HP after combat. This shield lasts until it is broken. | |
| When actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 70%, gains a shield equal to 10% of its Max HP after combat. This shield lasts until it is broken. | |
| When actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 70%, gains a shield equal to 12% of its Max HP after combat. This shield lasts until it is broken. | |
| When actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 70%, gains a shield equal to 15% of its Max HP after combat. This shield lasts until it is broken. Upon gaining a shield, applies [DMG UP III] and [Hit Rate UP III] to self and 1 random ally within a diamond-shaped 2-tile range. Lasts for 2 turns. | |
| When attacking, if there are other allies within 4 tiles of the target, DMG +3%. | |
| When attacking, if there are other allies within 4 tiles of the target, DMG +4%. | |
| When attacking, if there are other allies within 4 tiles of the target, DMG +6%. | |
| When attacking, if there are other allies within 4 tiles of the target, DMG +8%. | |
| When attacking, if there are other allies within 4 tiles of the target, DMG +10%. | |
| When attacking, if there are other allies within 4 tiles of the target, DMG +12%. | |
| When attacking, if there are other allies within 4 tiles of the target, DMG +14%. | |
| When attacking, if there are other allies within 4 tiles of the target, DMG +18%. At end of action, if 2 attacks or Code skills were used this turn, regens 1 AP. | |
| When attacked, if the attacker's Hit Rate is less than or equal to 50%, Retaliation DMG Dealt +4%. | |
| When attacked, if the attacker's Hit Rate is less than or equal to 50%, Retaliation DMG Dealt +6%. | |
| When attacked, if the attacker's Hit Rate is less than or equal to 50%, Retaliation DMG Dealt +8%. | |
| When attacked, if the attacker's Hit Rate is less than or equal to 60%, Retaliation DMG Dealt +10%. | |
| When attacked, if the attacker's Hit Rate is less than or equal to 60%, Retaliation DMG Dealt +14%. | |
| When attacked, if the attacker's Hit Rate is less than or equal to 70%, Retaliation DMG Dealt +16%. | |
| When attacked, if the attacker's Hit Rate is less than or equal to 70%, Retaliation DMG Dealt +18%. | |
| When attacked, if the attacker's Hit Rate is less than or equal to 70%, Retaliation DMG Dealt +24%. After each Retaliation, increases own skill multiplier by +0.05, up to +0.15. Resets at end of action. | |
| Hit Rate +3%. | |
| Hit Rate +5%. | |
| Hit Rate +7%. | |
| Hit Rate +10%. | |
| Hit Rate +6%. | |
| Hit Rate +8%. | |
| Hit Rate +12%. | |
| Crit Rate +3%. | |
| Crit Rate +5%. | |
| Crit Rate +7%. | |
| Crit Rate +10%. | |
| Crit Rate +6%. | |
| Crit Rate +8%. | |
| Crit Rate +12%. | |
| Crit DMG +3%. | |
| Crit DMG +5%. | |
| Crit DMG +7%. | |
| Crit DMG +10%. | |
| Crit DMG +6%. | |
| Crit DMG +8%. | |
| Crit DMG +12%. | |
| Dodge Rate +3%. | |
| Dodge Rate +5%. | |
| Dodge Rate +7%. | |
| Dodge Rate +10%. | |
| Dodge Rate +6%. | |
| Dodge Rate +8%. | |
| Dodge Rate +12%. | |
| HP +3%. | |
| HP +5%. | |
| HP +7%. | |
| HP +10%. | |
| HP +6%. | |
| HP +8%. | |
| HP +12%. | |
| Armor +10%. | |
| Armor +17%. | |
| Armor +25%. | |
| Armor +35%. | |
| Armor +22%. | |
| Armor +28%. | |
| Armor +42%. | |
| DMG Taken -3%. | |
| DMG Taken -5%. | |
| DMG Taken -7%. | |
| DMG Taken -10%. | |
| DMG Taken -6%. | |
| DMG Taken -8%. | |
| DMG Taken -12%. | |
| Crit RES +3%. | |
| Crit RES +5%. | |
| Crit RES +7%. | |
| Crit RES +10%. | |
| Crit RES +6%. | |
| Crit RES +8%. | |
| Crit RES +12%. | |
| Repair AMT Received +3%. | |
| Repair AMT Received +5%. | |
| Repair AMT Received +7%. | |
| Repair AMT Received +10%. | |
| Repair AMT Received +6%. | |
| Repair AMT Received +8%. | |
| Repair AMT Received +12%. | |
| Pile Bunker DMG +3%. | |
| Pile Bunker DMG +5%. | |
| Pile Bunker DMG +7%. | |
| Pile Bunker DMG +10%. | |
| Pile Bunker DMG +6%. | |
| Pile Bunker DMG +8%. | |
| Pile Bunker DMG +12%. | |
| Knuckles DMG +3%. | |
| Knuckles DMG +5%. | |
| Knuckles DMG +7%. | |
| Knuckles DMG +10%. | |
| Knuckles DMG +6%. | |
| Knuckles DMG +8%. | |
| Knuckles DMG +12%. | |
| Polearm DMG +3%. | |
| Polearm DMG +5%. | |
| Polearm DMG +7%. | |
| Polearm DMG +10%. | |
| Polearm DMG +6%. | |
| Polearm DMG +8%. | |
| Polearm DMG +12%. | |
| Shotgun DMG +3%. | |
| Shotgun DMG +5%. | |
| Shotgun DMG +7%. | |
| Shotgun DMG +10%. | |
| Shotgun DMG +6%. | |
| Shotgun DMG +8%. | |
| Shotgun DMG +12%. | |
| Machine Gun DMG +3%. | |
| Machine Gun DMG +5%. | |
| Machine Gun DMG +7%. | |
| Machine Gun DMG +10%. | |
| Machine Gun DMG +6%. | |
| Machine Gun DMG +8%. | |
| Machine Gun DMG +12%. | |
| Heavy Machine Gun DMG +3%. | |
| Heavy Machine Gun DMG +5%. | |
| Heavy Machine Gun DMG +7%. | |
| Heavy Machine Gun DMG +10%. | |
| Heavy Machine Gun DMG +6%. | |
| Heavy Machine Gun DMG +8%. | |
| Heavy Machine Gun DMG +12%. | |
| Sniper Rifle DMG +3%. | |
| Sniper Rifle DMG +5%. | |
| Sniper Rifle DMG +7%. | |
| Sniper Rifle DMG +10%. | |
| Sniper Rifle DMG +6%. | |
| Sniper Rifle DMG +8%. | |
| Sniper Rifle DMG +12%. | |
| Light Rifle DMG +3%. | |
| Light Rifle DMG +5%. | |
| Light Rifle DMG +7%. | |
| Light Rifle DMG +10%. | |
| Light Rifle DMG +6%. | |
| Light Rifle DMG +8%. | |
| Light Rifle DMG +12%. | |
| Missile Launcher DMG +3%. | |
| Missile Launcher DMG +5%. | |
| Missile Launcher DMG +7%. | |
| Missile Launcher DMG +10%. | |
| Missile Launcher DMG +6%. | |
| Missile Launcher DMG +8%. | |
| Missile Launcher DMG +12%. | |
| Rocket Launcher DMG +3%. | |
| Rocket Launcher DMG +5%. | |
| Rocket Launcher DMG +7%. | |
| Rocket Launcher DMG +10%. | |
| Rocket Launcher DMG +6%. | |
| Rocket Launcher DMG +8%. | |
| Rocket Launcher DMG +12%. | |
| Rail Gun DMG +3%. | |
| Rail Gun DMG +5%. | |
| Rail Gun DMG +7%. | |
| Rail Gun DMG +10%. | |
| Rail Gun DMG +6%. | |
| Rail Gun DMG +8%. | |
| Rail Gun DMG +12%. | |
| Manipulator Repair AMT +3%. | |
| Manipulator Repair AMT +5%. | |
| Manipulator Repair AMT +7%. | |
| Manipulator Repair AMT +10%. | |
| Manipulator Repair AMT +6%. | |
| Manipulator Repair AMT +8%. | |
| Manipulator Repair AMT +12%. | |
| DMG Taken (Assault) -3%. | |
| DMG Taken (Assault) -5%. | |
| DMG Taken (Assault) -7%. | |
| DMG Taken (Assault) -10%. | |
| DMG Taken (Assault) -6%. | |
| DMG Taken (Assault) -8%. | |
| DMG Taken (Assault) -12%. | |
| DMG Taken (Assault) -500%. | |
| DMG Taken (Melee) -3%. | |
| DMG Taken (Melee) -5%. | |
| DMG Taken (Melee) -7%. | |
| DMG Taken (Melee) -10%. | |
| DMG Taken (Melee) -6%. | |
| DMG Taken (Melee) -8%. | |
| DMG Taken (Melee) -12%. | |
| DMG Taken (Ranged) -3%. | |
| DMG Taken (Ranged) -5%. | |
| DMG Taken (Ranged) -7%. | |
| DMG Taken (Ranged) -10%. | |
| DMG Taken (Ranged) -6%. | |
| DMG Taken (Ranged) -8%. | |
| DMG Taken (Ranged) -12%. | |
| DMG Taken (AoE) -3%. | |
| DMG Taken (AoE) -5%. | |
| DMG Taken (AoE) -7%. | |
| DMG Taken (AoE) -10%. | |
| DMG Taken (AoE) -6%. | |
| DMG Taken (AoE) -8%. | |
| DMG Taken (AoE) -12%. | |
| ST Power +25. | |
| ST Power +50. | |
| ST Power +75. | |
| ST Power +100. | |
| Firepower +3%. | |
| Firepower +5%. | |
| Firepower +7%. | |
| Firepower +10%. | |
| Flamethrower DMG +3%. | |
| Flamethrower DMG +5%. | |
| Flamethrower DMG +7%. | |
| Flamethrower DMG +10%. | |
| Chainsaw DMG +3%. | |
| Chainsaw DMG +5%. | |
| Chainsaw DMG +7%. | |
| Chainsaw DMG +10%. | |
| Alter-Blade DMG +3%. | |
| Alter-Blade DMG +5%. | |
| Alter-Blade DMG +7%. | |
| Alter-Blade DMG +10%. | |
| HP +1%, Firepower +1%. | |
| Cutter DMG +3%. | |
| Cutter DMG +5%. | |
| Cutter DMG +7%. | |
| Cutter DMG +10%. | |
| When equipped on the same arm as a Tactical Weapon, this skill reduces the probability of that Arm being hit. Also increases shield HP by 50%, while reducing DMG Taken by 5%. | |
| When a Large Shield triggers the [Guts] effect, it restores an additional 25% HP. | |
| When attacking with Knuckles, Dodge Rate +15%. | |
| When using a Pile Bunker to destroy a part, active attack DMG increases by 10%. Can trigger 1 time. | |
| When using a Polearm to attack a diagonal (1 tile) target, DMG increases by 10%. | |
| When using a Shotgun to attack a target within 1 adjacent tile, DMG increases by 10%. | |
| When attacking with a Shotgun, DMG dealt to Body parts increases by 24%. | |
| When attacking with a Machine Gun, DMG increases by 2.5% for each hit, up to 25%. | |
| When executing a Normal Attack with a Machine Gun, DMG increases by 15%. | |
| When attacking with a Heavy Machine Gun, for each 1 AP consumed, DMG +2.5%, up to 12.5%. | |
| When attacking with a Light Rifle, increases DMG Taken by the part hit by 18%. Lasts for 1 turn. | |
| When attacking with a Light Rifle, reduces Repair AMT received by the part hit by 20%. Lasts for 1 turn. | |
| When attacking with a Sniper Rifle, if the Hit Rate exceeds 90%, every additional 1% increases DMG by 1%, capped at 10%. | |
| When attacking with a Missile Launcher, chance to hit the part with the lowest HP +50%. | |
| When attacking with a Missile Launcher, Hit Rate increases by 5%, and minimum Range is reduced by 1. | |
| When attacking with a Rocket Launcher, DMG Dealt increases by 25% against enemies located within 1 tile of the center of the selected area. | |
| When attacking with a Rail Gun, DMG Dealt increases by 20% against the 1st target hit. | |
| Final DMG, Hit Rate, and Max HP +1%. | |
| Final DMG +6%, Hit Rate and Max HP +1%. | |
| When actively attacking, for every 1 enemy unit hit, gains 1 stack of [Fugue]. Final DMG +30%. | |
| Rail Guns deals Splash DMG equal to 50% of the damage dealt to all parts except the part hit. Flamethrower Bullets +4. | |
| After actively attacking, inflicts 1 powerful random debuff on all enemy units hit. Can only trigger 2 times per turn. | |
| Increases RD 5 Rail Gun Splash DMG effect. Rail Guns now deal 85% Splash DMG to parts other than the part hit. Damage multiplier after T-Sphere redirection +0.2. | |
| Increases RD 10 powerful random debuff trigger times. Can now trigger 3 times per turn. | |
| When actively attacking, Crit Rate and Final DMG +25%. For every 1 enemy unit within skill range, Crit Rate and Final DMG +5%, up to 25%. | |
| When actively attacking, for each 1 enemy unit destroyed, recovers 1 round of Rail Gun Ammo. When actively attacking with a Rail Gun, can enter [Aiming] Mode. | |
| When Overall HP is greater than or equal to 50%, Rail Gun Range +2 and Crit Rate +30%. | |
| When actively attacking with a Rail Gun, each critical hit on 1 enemy unit grants 1 stack of [Electromagnetic Focus]. Can stack up to 5 times. | |
| After attacking with a Rail Gun, can [Re-Act] with full Movement. Can only trigger 1 time per turn. Final DMG +10%. | |
| When other ally units destroy an enemy units, if located within [Defense Field], gains 30% of the experience from destroyed enemy units. When all ally units are within [Defense Field], Final DMG and Crit Rate increase by 15%. When within [Defense Field], Machine Gun Bullets +5, Final DMG Taken -10%, and Armor +30%. [Guard] can additionally block Melee attacks. | |
| When allied units initiate or withstand an active attack and end action within [Defense Field], [Tiphys] gains 1 stack of [Battle Analysis]. Stacks up to 50 times. | |
| When actively attacking, if located within [Defense Field], can trigger [Re-Act] and regen 4 AP. Can only trigger 1 time per turn. Each stack of [Battle Analysis] additionally reduces Final DMG Taken by 0.4%. | |
| Each stack of [Battle Analysis] additionally increases Final DMG and Hit Rate by 0.5%. When possessing 40 stacks of [Battle Analysis], ignores 100% of enemy Armor when attacking. When gaining [Battle Analysis], gains an additional 1 stack. | |
| When all allied units are within [Defense Field], Final DMG and Crit Rate increase by 10%. When possessing 50 stacks of [Battle Analysis], gains [Tactical Advantage]. | |
| Final DMG +30%. Can use the [Combat Maneuver] Code. Before actively attacking, if this unit has not moved, gains 1 stack of [Assess Situation]. Stacks up to 3 times. | |
| When in [Rack] Mode, Sniper Rifle Hit Rate and Crit Rate +15%. At end of action, if in [Rack] Mode, gains 1 stack of [Concentrated Focus]. Can stack 3 times. | |
| When in [Rack] Mode, Sniper Rifle Range +1. When actively attacking, for each 1 AP consumed, DMG and Crit Rate +5%. | |
| [Assess Situation] is upgraded to [Assess Situation II]. When 3 stacks are triggered, the [Re-ATK] effect can restore AP to its maximum value and grant [Penetrate]. The [Concentrated Focus] stack cap is increased to 5 stacks. | |
| When exiting [Rack] Mode, no longer loses stacks of [Concentrated Focus]. When possessing 3 or more stacks of [Concentrated Focus], AP Regen +1, and [Vigilant Shot] has no usage limit. [RD 1] reduces the cooldown of [Combat Maneuver] to 2 turns. | |
| After actively attacking, if a part is destroyed, moves an additional 2 tiles after combat. Effective only with the current weapon. | |
| Machine Gun Bullets +1. This effect does not stack. When equipped with two Machine Guns, upgrades [Link Attack] to [Twin-Gun Link Attack]. | |
| Enhanced [Prototype]: When executing a dual machine gun skill to initiate combat, gains [Hit Rate UP II] and [Crit Rate UP II] before combat, lasting for 2 turns. Also triggers [Flurry Strike] with the opposite Arm after the enemy retaliates, dealing 0.4 (0.5)x DMG. | |
| Wielding a Polearm one-handed will not affect Hit Rate. | |
| When attacking with a Polearm, for every 6 targets hit, restores 1 AP after combat. | |
| Enhanced [Unto Death]: When triggered by [Pursuit], [Cleave] damage multiplier +0.2. The unit returns to its original position after attacking. | |
| When attacked, the weighting of the DMG Shift effect increases by 50, and DMG Reduction increases to 15%. | |
| When triggering [Link Repair], can repair 1 additional destroyed part. | |
| Enhanced [Pochy!]: Pochy can also execute the [Wide-Range Repair] Code. | |
| Before a Normal Attack, if no movement has occurred this action, enters [Aiming] Mode for this attack. Can trigger up to 3 times per turn. | |
| When using a Sniper Rifle to engage in combat against targets 3 or more tiles away, Hit Rate +10% and DMG +10%. For each additional tile, both effects increase by 5%, up to 25% each. | |
| Enhanced [Intel Collection]: [Intel Collection] additionally restores 1 AP. When an ST is destroyed within range, gains 5% additional Crit Rate, up to 25%. | |
| After dealing damage, inflicts [Fixed DMG] equal to 15% of Weapon ATK on parts hit. | |
| When attacking with two Pile Bunkers, DMG Dealt +20% and DMG Taken -20%. | |
| Enhanced [Solitary]: After sortie, gains 3 stacks of [Magnetic Armor], lasting for 1 turn. When an Arm suffers overdamage, triggers [Guts] if possessing [Magnetic Armor]. After triggering, removes all stacks of [Magnetic Armor]. | |
| Shield DMG Reduction effect is increased to 20%. | |
| Gains 1 stack of [Retaliation DMG UP] each time Shield loses 33% of Max HP. Stacks up to 5 times. | |
| Enhanced [Initiative]: [Quick Draw] and [Add Strike] have no trigger limit. After combat, restores HP to a single Arm—prioritizing the Arm with the shield—equal to 25% of damage dealt. | |
| When a Missile Launcher runs out of Ammo, it automatically reloads all Ammo. This effect can only trigger 1 time per battle. | |
| Before attacking with a Missile Launcher, if no movement has occurred this action, DMG +30%. | |
| Enhanced [Elite Hacker]: When executing [Salvo]-style skills, Splash DMG +25%. Gains [Energy Optimization]. Can trigger 1 time per turn. | |
| Wielding a Heavy Machine Gun one-handed does not affect Hit Rate. | |
| When Heavy Machine Gun's range increases, Ideal Range expands by that same distance. | |
| Enhanced [Fearless Army]: For every enemy within range, gains Bullets +1, up to 4. When an Arm is destroyed, does not exit [Rack] Mode. | |
| When initiating combat, if the target cannot retaliate, gains Hit Rate +10% and Crit Rate +10% for this attack. | |
| Increases [Vigilant Shot] damage multiplier by 0.35. If a part is destroyed by [Vigilant Shot], restores 1 AP after combat. Can only trigger 1 time per turn. | |
| Enhanced [Epiphyllum Move]: When in [Aiming] Mode, DMG +20%. If the target part is undestroyed, DMG is further increased by 10%. When equipped with a Small Shield, can move with full Movement after destroying the target. | |
| When attacking with the first Ammo shell in the Magazine, Hit Rate +10% and DMG +10%. | |
| When actively attacking with both Rocket Launchers, Crit Rate +50%. | |
| Enhanced [Unceasing Thunderfire]: When attacking with a Rocket Launcher, the effect triggers when hitting 2 or more targets. When actively attacking with a Rocket Launcher, DMG +25% against parts with HP greater than or equal to 50%. | |
| When actively attacking with a Rail Gun, if a part is destroyed, reloads 1 Ammo after combat. This effect can trigger again after an interval of 1 turn. | |
| When attacking with a Rail Gun, for every 1 Ammo in the Magazine, DMG +6%, up to 30%. | |
| Enhanced [Dawnstar Tech]: When enemy units ends their action, can use a Rail Gun to trigger [Vigilant Shot], dealing 0.35x DMG to all targets within attack range. Unlocking [Forbidden Zone 2] increases the same number of times. When using Rail Gun for consecutive attacks, DMG +10%. Stacks up to 3 times. Resets after taking action. | |
| When actively attacking, if retaliated against, DMG Taken -20%. | |
| When moving 4 or more tiles before initiating combat, Shotgun Bullets +3. | |
| Enhanced [Brave Advance]: When triggering [Re-ATK] or using [Chaser], can move an extra 2 tiles. DMG +35% during [Re-ATK]. | |
| When initiating combat, the trail of [Flame DMG] is extended by 1 tile. | |
| When attacking with a Flamethrower, DMG +20% against targets on [Burning Terrain]. | |
| Enhanced [Hot! Hot! Hot!] Effect: At end of action, applies [Burning Terrain] to tiles along the path of this action, lasting for 2 turns. For each 1 tile of [Burning Terrain] applied, gains 1 stack of [Heating Up]. Can stack up to 15 times. If on [Burning Terrain], Flamethrower Bullets +1 and Flame DMG multiplier +10%. | |
| When in combat with a target in a diagonal direction, Hit Rate and Crit Rate +12%. | |
| When actively attacking with a Polearm, DMG increases by 7.5% for each debuff on the target, up to 30%. | |
| Enhanced [Lunar Snare]: At start of action, if there are 3 or more enemy units within aura range, this unit gains 1 AP. If there are enemies within aura range affected by [Crash] or [Intimidation], DMG +15%, DMG Taken -15%. | |
| When attacking a part with 60% HP or higher, DMG Dealt +15%. | |
| When attacking with a Pile Bunker and landing a critical hit, gains 1 AP. Can trigger 1 time per turn. | |
| Enhanced [Extreme Will]: [Euphoria] stack cap increased by 2. At start of action, gains 1 stack of [Euphoria]. When possessing 3 or more stacks of [Euphoria], the [Flurry Strike] effect triggered by this unit is replaced with [Gusty Strike], and [Gusty Strike] DMG +35%. | |
| When attacked, damage shift weighting is increased by an additional 50. After being attacked, restores 20% HP to equipped Arm parts. Cannot repair destroyed parts. | |
| Salvage Repair Repair AMT is further increased by 0.35x Manipulator Repair AMT. | |
| Enhanced [Stay Lit!]: After executing a single-target repair skill, grants the target [Crit Rate UP I] and [Hit Rate UP II], lasting for 1 turn. If there is AP remaining, transfers 1 AP to the target. | |
| While in [Aiming] Mode, DMG Dealt +15%. | |
| After landing a critical hit with a Sniper Rifle active attack, the next active attack's AP Cost -1, down to a minimum of 1. Can only trigger 1 time per turn. | |
| Enhanced [White Stork] Effect: When possessing [Improved Fire], the skill multiplier during attacks is increased from 0.15 to 0.2. Before using normal attacks, [Tracking Shot], and [Shower], can enter [Aiming] Mode. When actively attacking with a Sniper Rifle, if this unit has not moved before attacking, the Crit Rate of this attack is increased by 15%. | |
| When the shield Arm's HP is below 60%, Repair AMT Received +25%. | |
| When retaliating, DMG increased by current DMG Taken Down effect, gaining 1.5% Retaliation DMG UP for every 1% DMG Taken Down, up to 100%. | |
| Enhanced [Stand Behind Me!]: When triggering [Selfless Guard], also triggers [Reckless Retaliation], and balances the percentage HP of all undestroyed parts after combat with [Balance]. Gains 1 stack of [Standing Tall] before retaliation, stacking up to 3 times. Removed at the start of the next action. | |
| When initiating combat, ignores 30% of the target's Armor. | |
| When using a Shotgun to initiate combat with a target within 1 adjacent tile, DMG increases by 25%. | |
| Enhanced [Secret Execution] Effect: Upgrades [Instability II] inflicted on the target to [Instability III]. Each stack also reduces the target's DMG by 3%. When using a Shotgun to initiate combat, if the target has 3 or more stacks of [Instability], all Shotguns will trigger [Flurry Strike], dealing 0.15x damage. | |
| Maximum Cutter Ammo +1. When using Cutter to actively attack 4 or more targets, recovers 1 round of Ammo after combat. Can only trigger 1 time every 2 turns. | |
| When equipped by a pilot with [Hyper-Aptamer] Suitability, Cutter Weapon Range +1 and DMG +20%. | |
| Enhanced [Valkyrie] Effect: Activates flight functionality, ignoring low obstacles and enemy unit obstruction while moving. [Valhalla's Call] duration +1 turn. In [Valhalla's Call] Mode, Cutter Ammo +2. | |
| When attacking, if the part hit is not at full HP, it takes +20% DMG. | |
| When attacking with a Chainsaw, for every 1 part destroyed, gains 1 stack of [Chainsaw Heating Up]. Stacks up to 3 times. At end of action, loses 1 stack. | |
| Enhanced [Courage Burst] Effect: Max [Vigor] stacks +5. At start of combat, gains 5 stacks of [Vigor]. After actively attacking, if [Vigor] stacks are greater than or equal to 10, recovers 1 AP after combat. Can only trigger 1 time per turn. | |
| Shield base HP +100%. | |
| After combat, if the shield Arm is destroyed, immediately restores the shield Arm and recovers 50% of its HP. This effect can trigger again after an interval of 3 turns. | |
| Enhanced [EVA-00 Pilot] Effect: Allies within [Guard] range take 25% less DMG from code and AoE attack damage. When [Sync Ratio] is above 65%, DMG and [Fixed DMG] are increased by 25%. | |
| When actively attacking a target with a Rail Gun and hitting 3 or more targets, recovers 1 round of Ammo after combat. Can trigger a maximum of 1 time every 2 turns. | |
| When actively attacking with a Rail Gun, DMG +20% against targets with debuff effects. | |
| Enhanced [Perfectionism] Effect: When deploying [Tokamak Spheres], the Redirection direction will change to the selected direction and the adjacent 2 directions, with the redirected attack increased by 0.2x. When actively attacking, if the target is afflicted with 5 or more debuffs, inflicts [Intimidation] on the target after combat, lasting for 1 turn. When actively attacking, for every 15 debuffs applied, immediately gains 1 AP. | |
| After triggering [Re-ATK], DMG and Hit Rate +10%. | |
| After triggering the [Execution] effect, inflicts [DMG Down II] and [DMG Taken UP II] on the target and enemy units within 1 ring, lasting for 1 turn. | |
| Enhanced [∑-04] Effect: When using an Alter-Blade to perform a Gusty Strike on the same target, increases the Hit Weighting of the first part hit by 50. This effect is removed at the end of the target's action. At start of action, only removes 1 stack of [Critical Sense]. When possessing 3 stacks of [Critical Sense], DMG +15% and DMG Taken -15%. | |
| When retaliating, Crit Rate and Hit Rate +15%. | |
| After retaliating with a Machine Gun, gains [Locked & Reloaded]. | |
| Enhanced [Veiled Razor] Effect: When [Retaliation Enhancement] is active and both Arms are undestroyed, [Guard] can be triggered, protecting allies within 1 adjacent tile from Assault, Ranged, and Melee Weapon attacks. If [Turning Point] is also active, [Guard] range increases to 2 adjacent tiles. If equipped with two Machine Guns, when triggering [Retaliation] or [Quick Draw], for each 1 stack of [Retaliation Enhancement], has a 20% chance to use all Machine Guns simultaneously to trigger [Add Strike], dealing 0.35x damage. | |
| When actively attacking, DMG +15%. Starting from a distance of 1 tile, DMG +5% for every additional tile from the target, up to 25%. | |
| When actively attacking with a Heavy Machine Gun, if an enemy part is destroyed, gains 1 random buff after combat, lasting for 2 turns. Can trigger up to 3 times per turn. | |
| Enhanced [EVA-01 Pilot] Effect: Heavy Machine Gun Range +1, [Sync Ratio] correction effect +25%. Each time [Re-ATK] is activated, [Sync Ratio] +3%. After actively attacking, gains [Synchronized Miracle]. Can only take effect 1 time per turn. | |
| When the shield-bearing Arm is attacked, inflicts [Hit Rate Down II] and [Crit Rate Down II] on the enemy unit after combat, lasting for 1 turn. | |
| After performing 3 active repairs, gains 1 AP and [Reconstruction II], lasting for 1 turn. | |
| Enhanced [Sentinel Ward] Effect: [Repair Synergy] and [Full-Line Maintenance] can dispel 1 additional debuff from the repair target. [Regular Repair] dispels 1 debuff each time it is triggered. | |
| When the shield-bearing Arm takes damage, DMG Taken -10%, and Crit DMG Taken -20%. | |
| Before being actively attacked, if located on allied terrain, immediately restores 1 AP. Can only trigger 1 time per turn. | |
| Enhanced [Battle-Hardened] Effect: Expands [Defense Field] range to the designated tile and its surrounding 2-ring area. When moving within [Defense Field], Movement consumption is reduced by 50%. All allied units within [Defense Field] gain DMG Dealt +20%, and when subjected to active attacks, no part can take DMG exceeding 85% of its Max HP. | |
| After actively attacking with a Missile Launcher, randomly reloads Ammo to the equipped Missile Launcher, with the reload amount equal to the AP Cost of that attack. This effect can trigger again after an interval of 1 turn. | |
| When using a Missile Attack, if the distance to the target is greater than or equal to 4 tiles, DMG increases by 30%. | |
| Enhanced [Fiery Will] Effect: When deployed, gains 5 stacks of [Scorching Intent]. After a [Link Attack] is triggered via talent or after each active attack, for every 1 Ammo consumed, gains 1 stack of [Scorching Intent]. Can stack up to 15 times. When possessing 10 or more stacks, AP recovery +1. [Lock] increases the damage multiplier of Arthur's active attacks and all [Link Attacks] against the target by 0.1. | |
| Crit Rate +10%, Crit Multiplier +0.1. | |
| When executing skills that cost 3 or more AP, guaranteed to hit and land critical hits. | |
| Gains an extra [Link Attack] each turn. [Link Attack] damage multiplier +0.1. | |
| When attacking, ignores 50% of the target's Armor. | |
| Gains an extra [Vigilant Shot] each turn. [Vigilant Shot] damage multiplier +0.1. | |
| After triggering [Re-ATK], grants [Aiming] and DMG +10%. | |
| Halves the weight of equipment. | |
| If distance moved before actively attacking is greater than or equal to 3 tiles, the enemy cannot retaliate. | |
| After hitting a target, deals 20% of the damage dealt to another random part (can stack with similar effects). | |
| Grants an extra tile of [Ideal Range]. | |
| Maximum Range +1. | |
| After each [Link Attack], gains 1 AP. Can trigger up to 3 times per turn. | |
| AoE Range +1. | |
| Minimum Range -1. | |
| When detecting an incoming missile at maximum range, has a 30% chance to intercept it with a Sniper Rifle. Each successful interception restores 1 AP. | |
| After triggering [Re-ATK], skill AP Cost -1 (minimum 1 AP). | |
| The first attack each turn is guaranteed to hit and land a critical hit. | |
| Missile Splash DMG Multiplier +25%. | |
| AP Cost -1. | |
| The closer to the explosion's center, the more damage taken, up to 30% extra. | |
| Unlocks the [Diagonal Shot] ability for the Rail Gun, and increased Hit Rate by 10%. | |
| No ST type restriction. Weight -20%. When attacking, damage is based on the highest attribute among the pilot's six main attributes. | |
| If unable to retaliate in combat, triggers [Pursuit] and moves 3 tiles toward the attacker after combat. When successfully reaching the target, executes [Pursuit Retaliation], prioritizing the attacker as the target and dealing 1x DMG, and then returns to the original position. | |
| When using a Polearm to execute an AoE skill, Range and Effect Range +1. | |
| When actively attacking with a Polearm, if a part is destroyed, triggers [Whirlwind Slash], dealing 0.3x DMG to enemies within a 1-ring area. | |
| Bullets +2. When equipped with two machine guns, [Link Attack] upgrades to [Twin-gun Link Attack]. | |
| After initiating combat with a Shotgun, switches to [Sabot Slug] mode and triggers [Flurry Strike] once, dealing 0.5x DMG. | |
| After triggering [Link Attack] 3 times, gains the effect: "The next active attack is guaranteed to hit." | |
| After defeating a target, gains [Stealth I], lasting for 2 turns. While in [Stealth] status, Hit Rate +15% and Crit Rate +15%. When actively attacking, remains in [Stealth] after combat as long as not retaliated against. | |
| Maximum Range +1. For every additional 1 tile from the target, Crit Rate +15%. | |
| For every 2 AP spent, Max Range +1, up to 4. | |
| This attack is guaranteed to hit and enables direct attacks on targets within 1 tile around allies. | |
| Enables STs to engage in [Link Attacks] using Missile Launchers without consuming ammo. Can trigger up to 2 times per turn. | |
| Has a 50% chance to not consume AP and Ammo. Can only trigger 1 time per turn. | |
| Rocket Launcher Effect Range +1. | |
| AP Cost +1. Switches to Irradiation Mode. Deals 1x DMG to the target twice. | |
| No ST type restriction. HP provided by Shield is increased by 200%. | |
| After actively attacking, if the target is destroyed, refunds the AP consumed by this attack. Can trigger 1 time per turn. | |
| Hit Rate +10%. Each attack hits the target with at least 6 bullets. | |
| After actively attacking, if the part hit has HP below 20%, directly destroys that part. | |
| Inflicts [Buff Failure] on targets hit, lasting for 2 turns. | |
| Ammo Capacity +1. Reload Cooldown -1. | |
| When an attack misses, deals 30% DMG. After triggering, the next active attack is guaranteed to hit. | |
| When initiating combat with both arms, knocks the target back 2 tiles if they are in the same line. If the path is blocked, applies the [Crash] effect. | |
| During a single attack, Crit Rate +10% for each bullet that hits. | |
| The basic bullets has been changed to 8, with each bullet dealing 65% extra DMG. | |
| When executing an AoE skill, for each ally within 1 adjacent tile, AP Cost -1, up to -3. | |
| After actively attacking, deals [Fixed DMG] equal to 0.25x DMG to the target and enemies 1 tile adjacent to them. | |
| Hitting a target with Vigilant Shot directly interrupts their attack and inflicts [Crash]. | |
| Before actively attacking without having moved, this attack is guaranteed to hit and deals 10% extra DMG. | |
| After actively attacking, deals 0.5x DMG to a random enemy within range. | |
| Uses a Rocket Launcher to attack all targets within the selected area, randomly dealing between 0.85x to 1.5x DMG. | |
| Direction of fire is no longer restricted. Removes the Penetration effect. This attack now deals 1x DMG to the target and targets 1 tile adjacent to them. When attacking, DMG Dealt +10%. | |
| When shield is attacked, deals Fixed DMG equal to 1.25x DMG to all enemies within 2 adjacent tiles. | |
| After initiating combat with a shield, immediately inflicts [Crash] on targets hit. | |
| After actively attacking with a shield, uses other weapon to launch a Flurry Strike, dealing 1x DMG. | |
| When Small Shield is attacked, it cannot be destroyed if Overall HP is greater than or equal to 60%. | |
| When Large Shield is attacked, it cannot be destroyed if the Body's HP is greater than or equal to 50%. If this effect is triggered, the Body loses 20% of its Max HP. | |
| When initiating combat, if the target cannot retaliate, this attack cannot be dodged. | |
| After Vigilant Shot hits a target, if the part's HP is below 40%, directly destroys that part. | |
| When triggering [Re-ATK], does not consume any Ammo. Can only trigger 1 time per turn. | |
| When initiating combat, if hitting 10 times or more, inflicts [System Failure] on the target after combat. Can only trigger 1 time per turn. | |
| When attacking, if the enemy's part is destroyed, gains Bullets +1, up to 5. | |
| Before actively attacking, enters [Aiming] mode. | |
| When attacking with a Rail Gun, if 2 or more enemies are hit, triggers [Re-ATK]. Can move 2 tiles before attacking. | |
| [Flame DMG] Multiplier +30%. | |
| After initiating combat, applies [Burning Terrain] to tiles along the path, lasting for 2 turns. | |
| When actively attacking, if the attacked part's HP is greater than or equal to 80%, this attack is guaranteed to crit, and Crit DMG increases by 20%. | |
| When actively attacking, if the target is destroyed, deals [Fixed DMG] equal to 100% of Weapon ATK to all parts of enemies within 2 tiles of the target. | |
| Executes [Reaction Attack] against enemies within attack range, dealing 1x DMG and prioritizing attacking the part with the lowest HP. Can only trigger 1 time per turn. | |
| When initiating combat, if the number of Hits is 16 or more, triggers [Re-Act], allowing the unit to move using full Movement. Can only trigger 1 time per turn. | |
| Bullets +1. When initiating combat and landing 10 or more hits, gains 1 AP after combat. | |
| After initiating combat, for each bullet that hits the target, deals [Fixed DMG] equal to 4% of Weapon ATK to all parts of the target in total. | |
| When attacking with a skill that costs 4 AP or more, Hit Rate and DMG +15%. Gains 1 AP after combat. | |
| When initiating combat, if the target is in a straight line, can trigger [Gusty Strike], dealing 0.7x damage and prioritizing the part with the lowest HP. | |
| When actively attacking, if a critical hit is dealt to the target, after combat, deals [Fixed DMG] to all parts of the target equal to 1x Weapon ATK multiplied by the number of Hits the target received during this attack. | |
| Triggers [Vigilant Shot] before an enemy within range launches an attack or enters standby, dealing 0.8x DMG to the part hit and 50% Splash DMG to other parts. Can trigger up to 2 times per turn. | |
| After actively attacking, all allies within the skill's strike range gain 1 AP. Can only trigger 1 time per turn. | |
| When actively attacking, can enter [Aiming] Mode, and gains DMG Dealt +20%. | |
| When initiating combat, uses the weapon equipped on the opposite Arm to trigger [Flurry Strike], dealing 0.7x DMG. | |
| Weapon Range and Skill Effect Range +1. | |
| When actively attacking, steals 1 AP from the target hit after combat. Can only trigger 1 time per turn. | |
| For each 1 buff possessed, Hits +1, up to +8. | |
| When actively attacking, if a target is destroyed, reduces the cooldown of 1 random Code skill by 1 turn. | |
| When initiating combat, if the number of hits is greater than or equal to 10, the target cannot retaliate. | |
| When initiating combat, if a critical hit is landed, the target cannot retaliate. | |
| AP Cost -1 for AoE skills. | |
| When a part is destroyed, deals [Fixed DMG] to other parts equal to 25% of the destroyed part's Max HP. | |
| No installation restriction. Weight -20%. When attacking, Applied DMG is based on the highest attribute among the pilot's six main stats. | |
| After attacking with a Cutter, reduces ATK of each target hit by 3%, and increases own ATK by 6%, stacking up to 6 times. | |
| Can repeatedly lock onto the same target, with additional locked-on attacks only dealing 0.6x DMG. | |
| ST gains an extra 200 Power. ST Body HP +4%. | |
| ST gains an extra 200 Power. ST Body HP +6% and DMG +2%. | |
| ST gains an extra 250 Power. ST Body HP +8% and DMG +3%. | |
| ST gains an extra 300 Power. ST Body HP +10% and DMG +5%. | |
| After triggering [Re-ATK], Hit Rate +4% and Crit Rate +2%. ST Body HP +6%. | |
| After triggering [Re-ATK], Hit Rate +6% and Crit Rate +3%. ST Body HP +8%. | |
| After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10%. | |
| When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +6% and Crit Rate +4%. ST Body HP +6%. | |
| When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +9% and Crit Rate +6%. ST Body HP +8%. | |
| When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10%. | |
| When triggering Vigilant Shot, Hit Rate +6% and Crit Rate +4%. ST Body HP +6%. | |
| When triggering Vigilant Shot, Hit Rate +9% and Crit Rate +6%. ST Body HP +8%. | |
| When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10%. | |
| When initiating combat for the first time each turn: DMG +3% and Crit Rate +2%. ST Body HP +6%. | |
| When initiating combat for the first time each turn: DMG +5% and Crit Rate +3%. ST Body HP +8%. | |
| When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%. | |
| When retaliating, DMG +6% and Crit Rate +4%. ST Body HP +6%. | |
| When retaliating, Hit Rate +9% and Crit Rate +6%. ST Body HP +8%. | |
| When retaliating, Hit Rate +15% and Crit Rate +10%. ST Body HP +10%. | |
| When engaging in combat with a target at Ideal Range, DMG +4% and Crit Rate +2%. ST Body HP +6%. | |
| When engaging in combat with a target at Ideal Range, DMG +6% and Crit Rate +3%. ST Body HP +8%. | |
| When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10%. | |
| When engaging in Link Attacks, DMG +6% and Crit Rate +4%. ST Body HP +6%. | |
| When engaging in Link Attacks, DMG +9% and Crit Rate +6%. ST Body HP +8%. | |
| When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10%. | |
| When performing Guard, Crit RES +6% and Crit DMG RES +4%. ST Body HP +6%. | |
| When performing Guard, Crit RES +9% and Crit DMG RES +6%. ST Body HP +8%. | |
| When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10%. | |
| In combat, Enemy DMG -4%. ST Body HP +6%. | |
| In combat, Enemy DMG -6%. ST Body HP +8%. | |
| In combat, Enemy DMG -10%. ST Body HP +10%. | |
| In combat, Enemy Hit Rate -4%. ST Body HP +6%. | |
| In combat, Enemy Hit Rate -6%. ST Body HP +8%. | |
| In combat, Enemy Hit Rate -10%. ST Body HP +10%. | |
| In combat, Enemy Dodge Rate -4%. ST Body HP +6%. | |
| In combat, Enemy Dodge Rate -6%. ST Body HP +8%. | |
| In combat, Enemy Dodge Rate -10%. ST Body HP +10%. | |
| In combat, Enemy Crit Rate -4%. ST Body HP +6%. | |
| In combat, Enemy Crit Rate -6%. ST Body HP +8%. | |
| In combat, Enemy Crit Rate -10%. ST Body HP +10%. | |
| In combat, Enemy Crit DMG -4%. ST Body HP +6%. | |
| In combat, Enemy Crit DMG -6%. ST Body HP +8%. | |
| In combat, Enemy Crit DMG -10%. ST Body HP +10%. | |
| In combat, Enemy Armor -20%. ST Body HP +6%. | |
| In combat, Enemy Armor -30%. ST Body HP +8%. | |
| In combat, Enemy Armor -50%. ST Body HP +10%. | |
| In combat, Enemy DMG Taken +4%. ST Body HP +6% | |
| In combat, Enemy DMG Taken +6%. ST Body HP +8%. | |
| In combat, Enemy DMG Taken +10%. ST Body HP +10%. | |
| Intervene Mod - Repair | In combat, Enemy Repair AMT Received -4%. |
| Intervene Mod - Repair | In combat, Enemy Repair AMT Received -6%. |
| Intervene Mod - Repair | In combat, Enemy Repair AMT Received -10%. |
| When attacked by a Tactical Weapon, DMG Taken -15%. ST Body HP +8%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. ST Body HP +10%. | |
| Enables the ST's adjacent 1-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. ST Body HP +8% and DMG +3%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. ST Body HP +10% and DMG +5%. | |
| Tactical Weapon Ammo Capacity +1. ST Body HP +8% and DMG +3%. | |
| Tactical Weapon Ammo Capacity +2. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. ST Body HP +10% and DMG +5%. | |
| At start of action, repairs self once, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. | |
| ST gains an extra 300 Power. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST's Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. When retaliating, DMG +15%, Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%. | |
| ST gains an extra 300 Power. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Hit Rate -10%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Dodge Rate -10%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Armor -50%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy DMG Taken +10%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%, | |
| When attacked by a Tactical Weapon, DMG Taken -25%. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10%. | |
| Tactical Weapon Ammo Capacity +2. After triggering [Re-ATK], Hit Rate +10%, Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Tactical Weapon Ammo Capacity +2. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Crit Rate -10%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Crit DMG -10%. ST Body HP +10%. | |
| When attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy DMG -10%. ST Body HP +10%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. After triggering [Re-ATK], Hit Rate +10%, Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. After triggering [Re-ATK], Hit Rate +10%, Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. When engaging in combat with a target at Ideal Range, DMG +10%, Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. When engaging in Link Attacks, DMG +15%, Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| At start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. | |
| At start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Hit Rate -10%. | |
| At start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Dodge Rate -10%. | |
| At start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Armor -50%. | |
| At start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy DMG Taken +10%. | |
| ST Movement +1. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. In combat, Enemy Crit Rate -10%. ST Body's HP +10% and DMG +5%. | |
| ST Movement +1. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%. | |
| At start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. When retaliating, DMG +15% and Crit Rate +10%. | |
| At start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Crit Rate -10%. | |
| At start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Crit DMG -10%. | |
| At start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy DMG -10%. | |
| When actively attacking for the first time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. During Re-ATK, Hit Rate +10% and Crit Rate +5%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. DMG +7.5% and Crit Rate +5% for the first active attack each turn. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. When battling targets at Ideal Range, DMG is increased by 10% and Crit Rate is increased by 5%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. During Flurry Strike and Gusty Strike, Hit Rate +15% and Crit Rate +10%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. During Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Hit Rate -10%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Dodge Rate -10%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Armor -50%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy DMG Taken +10%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. When Retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Crit Rate -10%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Crit DMG -10%. ST Body HP +10%. | |
| Activates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy DMG -10%. ST Body HP +10%. | |
| No ST type restriction. ST Movement +1. After triggering [Re-ATK], Hit Rate +10%, Crit Rate +5%. ST Body HP +10%, DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. In combat, Enemy Armor -50%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. In combat, Enemy Crit DMG Dealt -10%. ST Body HP +10% and DMG Dealt +5%. | |
| No ST type restriction. ST Movement +1. In combat, Enemy DMG Dealt -10%. ST Body HP +10% and DMG Dealt +5%. | |
| At end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. At start of action, if in the [Stealth] state, immediately recovers 1 AP. When in combat, enemy DMG Taken +10%. ST Body HP +10% and DMG Dealt +5%. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. Before initiating combat with an active attack, if the target is on the movement path, guaranteed to Dodge when retaliated against, up to 1 time per turn. When initiating combat for the first time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| At start of action, repairs self and allies within 1 ring 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy DMG -10%. | |
| Can use the [Weapon Switch] code up to 1 time per turn. After taking action, if both Arms are undestroyed, can use the [Weapon Switch] code an additional 1 time every 2 turns. In combat, Enemy DMG Taken +10%. ST gains an extra 300 Power, Body HP +10%, and DMG +5%. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. Hit Rate +25% for attacks induced by Backpack effects. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Tactical Weapon Ammo Capacity +2. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. Can use the [Quick Load] Code, sharing cooldown turns with other Tactical Weapon loading skills. ST Body HP +10% and DMG +5%. | |
| No ST type restriction. DMG Taken -25% from Tactical Attacks. Effects of the same type cannot stack. When any enemy actively uses Tactical Weapons to attack, gains 1 stack of [Countercharge] before combat. If this unit is the target, gains an additional 1 stack. Upon gaining 6 stacks of [Countercharge], restores 15% HP to all parts and regens 1 AP after combat. All stacks are removed after triggering, and no more [Countercharge] stacks can be gained this turn. In combat, enemy DMG -10%. ST Body HP +10%. | |
| Upon deployment, immediately gains [Stealth II] for 2 turns. At end of action, if there are no enemies within 1 adjacent tile, gains [Stealth II] for 2 turns. This effect has a 3-turn trigger interval. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Before actively attacking, if distance moved is greater than or equal to 4 tiles, gains [Movement UP] for 1 turn. ST Movement +1. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| ST Movement +1. ST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG Dealt +5%. | |
| ST gains an extra 300 Power. For every remaining 50 Power, grants a 5% DMG Bonus, up to 50%. | |
| ST gains an extra 500 Power. | |
| At start of action, repairs self once, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. The ST is immune to all dispellable debuffs. | |
| At start of action, repairs self once, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. Repair Code Range +1. | |
| No ST type restriction. After destroying a part with an active attacks, restores 20% of Overall HP. At start of action, repairs self once, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. | |
| Gains Overloaded Code: Inflicts the [Ammo Overheat] effect on all enemies on the battlefield, lasting for 2 turns. This effect has a 3-turn trigger interval. | |
| When an enemy inflicts a debuff, applies that debuff directly to the respective enemy (ineffective against non-dispellable debuffs). | |
| When pilot gains buffs, their duration increases by 1. | |
| For the first active attack each turn, AP Cost -1. | |
| ST Movement +2. | |
| ST Movement +1. Maximum straight-line Movement increases by 4, but can be blocked by obstacles. | |
| No ST type restriction. ST Movement +1. Ignores enemy obstruction when moving. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. Gains Jet Code: Flies to the designated location and then continues attacking in place. This effect has a 3-turn trigger interval. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. No ST type restriction. Max Movement +1. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for allied Missile and Rocket attacks. Also allows Ranged Weapons to attack directly, though they can still be blocked by obstacles. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for allied Missile and Rocket attacks. Attacks guided by this backpack effect are guaranteed to hit. | |
| At start of action, automatically reloads all Tactical Weapon Ammo. | |
| Assault Weapon Bullets +4. No ST type restriction. | |
| At end of action, if there are no enemies within 1 adjacent tile, gains [Stealth II]. This effect has a 2-turn trigger interval. | |
| Protects allies within 2 adjacent tiles from missile attacks, guaranteeing that all projectiles of the next missile attack will miss. Can only trigger 1 time per turn. | |
| Gains the Tango Hook Code: Pulls the target face-to-face and inflicts [Movement Inhibition II] for 2 turns. After this, continues attacking in place. This skill has a 3-turn trigger interval. | |
| After performing active repairs, grants 2 random buffs to the target. | |
| When initiating combat, inflicts [AP Regen Down] on the target, lasting for 2 turns. | |
| Reduces Hit Rate of enemies in 2 adjacent tiles by 10%. | |
| Unrepairable, but all of ST's attributes are increased by 25%. | |
| At start of action, all allies within 2 adjacent tiles gain 1 AP. | |
| ST Movement +1. Remaining Movement for this turn can be carried over to the next turn, up to 3. | |
| ST movement type changes to Levitating, enabling ST to pass over low obstacles. When attacked, triggers Jet Evasion to perfectly dodge the attack. Can only trigger 1 time per turn. | |
| Enables the ST's adjacent 2-tile area to become a valid attack zone for allied Missile and Rocket attacks. Allies within this 2-tile area gain Hit Rate +10%. | |
| At start of action, has a 30% chance for all allies to gain [Sufficient Ammo], lasting until the action ends. No ST type restriction. | |
| Gains Concealment Code: Grants the selected ally [Stealth II]. This unit then triggers [Re-Act] and can move with full Movement. This effect has a 3-turn trigger interval. | |
| Becomes unselectable by enemies. | |
| Gains the Traction Hook Code: Pulls in to the target, then continues attacking in place. This effect has a 3-turn trigger interval. | |
| When initiating combat, if the target is destroyed, a Mirror Image of the opponent is created. Can only trigger 1 time per battle. Ineffective against certain special targets. | |
| At end of action or after actively attacking, deals [Fixed DMG] equal to 3% of Max HP to all parts of enemies within 4 adjacent tiles. | |
| Gains the Strong Magnetic Field Code, allowing any 1 tile within range to be selected. Pulls all enemy units within 3 rings toward the selected tile by 2 tiles. | |
| Grants the [Struct Factory II] Code: Deploys a Struct around self, equipped with the skills Self-destruction and Replace. | |
| When actively performing a single-target repair, gains corresponding buffs according to the target's weapon type. | |
| Gains the Quick Reboot Code: Refreshes all Code skill cooldowns. | |
| After being actively attacked and drawn into battle, swaps positions with the target ST, then deals [Fixed DMG] to the target equal to 5% of Max HP multiplied by the number of tiles between this unit and the target, up to 30%. | |
| Gains the [Struct Factory I] Code: Deploys a Struct around self. The area within 4 tiles around the Struct becomes an attackable area for allied Sniper and Tactical Weapons. Starts with [Invisibility II] and 1 stack of [DMG Immunity]. | |
| Gains the Link Device Code: Designates an enemy unit and places 4 [Link Devices] around it. After actively attacking the devices, deals [Fixed DMG] equal to 25% of the damage received this time to enemy units within 1 ring. | |
| Max HP +30%. | |
| Weapon Crit +60. | |
| Weapon Crit +70. | |
| Weapon Crit +80. | |
| Weapon Crit +95. | |
| Weapon Crit +110. | |
| Weapon Crit +125. | |
| Weapon Crit +145. | |
| Weapon Crit +185. | |
| Weapon Crit +245. | |
| Weapon Crit +285. | |
| Weapon Hit +65. | |
| Weapon Hit +75. | |
| Weapon Hit +85. | |
| Weapon Hit +100. | |
| Weapon Hit +115. | |
| Weapon Hit +135. | |
| Weapon Hit +155. | |
| Weapon Hit +195. | |
| Weapon Hit +265. | |
| Weapon Hit +305. | |
| When attacking Light STs, Firepower (FP) +95. | |
| When attacking Light STs, Firepower (FP) +115. | |
| When attacking Light STs, Firepower (FP) +140. | |
| When attacking Light STs, Firepower (FP) +170. | |
| When attacking Light STs, Firepower (FP) +210. | |
| When attacking Light STs, Firepower (FP) +255. | |
| When attacking Light STs, Firepower (FP) +310. | |
| When attacking Light STs, Firepower (FP) +420. | |
| When attacking Light STs, Firepower (FP) +625. | |
| When attacking Light STs, Firepower (FP) +760. | |
| When attacking Medium STs, Firepower (FP) +95. | |
| When attacking Medium STs, Firepower (FP) +115. | |
| When attacking Medium STs, Firepower (FP) +140. | |
| When attacking Medium STs, Firepower (FP) +170. | |
| When attacking Medium STs, Firepower (FP) +210. | |
| When attacking Medium STs, Firepower (FP) +255. | |
| When attacking Medium STs, Firepower (FP) +310. | |
| When attacking Medium STs, Firepower (FP) +420 | |
| When attacking Medium STs, Firepower (FP) +625 | |
| When attacking Medium STs, Firepower (FP) +760. | |
| When attacking Heavy STs, Firepower (FP) +95. | |
| When attacking Heavy STs, Firepower (FP) +115. | |
| When attacking Heavy STs, Firepower (FP) +140. | |
| When attacking Heavy STs, Firepower (FP) +170. | |
| When attacking Heavy STs, Firepower (FP) +210. | |
| When attacking Heavy STs, Firepower (FP) +255. | |
| When attacking Heavy STs, Firepower (FP) +310. | |
| When attacking Heavy STs, Firepower (FP) +420 | |
| When attacking Heavy STs, Firepower (FP) +625 | |
| When attacking Heavy STs, Firepower (FP) +760. | |
| When attacking a target with HP greater than or equal to 50%, ATK +12. | |
| When attacking a target with HP greater than or equal to 50%, ATK +14. | |
| When attacking a target with HP greater than or equal to 50%, ATK +18. | |
| When attacking a target with HP greater than or equal to 50%, ATK +21. | |
| When attacking a target with HP greater than or equal to 50%, ATK +26. | |
| When attacking a target with HP greater than or equal to 50%, ATK +32. | |
| When attacking a target with HP greater than or equal to 50%, ATK +39. | |
| When attacking a target with HP greater than or equal to 50%, ATK +53. | |
| When attacking a target with HP greater than or equal to 50%, ATK +78. | |
| When attacking a target with HP greater than or equal to 50%, ATK +95. | |
| When attacking a target with HP greater than or equal to 50%, ATK +10. | |
| When attacking a target with HP greater than or equal to 50%, ATK +12. | |
| When attacking a target with HP greater than or equal to 50%, ATK +16. | |
| When attacking a target with HP greater than or equal to 50%, ATK +19. | |
| When attacking a target with HP greater than or equal to 50%, ATK +23. | |
| When attacking a target with HP greater than or equal to 50%, ATK +28. | |
| When attacking a target with HP greater than or equal to 50%, ATK +34. | |
| When attacking a target with HP greater than or equal to 50%, ATK +46. | |
| When attacking a target with HP greater than or equal to 50%, ATK +68. | |
| When attacking a target with HP greater than or equal to 50%, ATK +83. | |
| When attacking a target with HP greater than or equal to 50%, ATK +27. | |
| When attacking a target with HP greater than or equal to 50%, ATK +33. | |
| When attacking a target with HP greater than or equal to 50%, ATK +41. | |
| When attacking a target with HP greater than or equal to 50%, ATK +50. | |
| When attacking a target with HP greater than or equal to 50%, ATK +61. | |
| When attacking a target with HP greater than or equal to 50%, ATK +74. | |
| When attacking a target with HP greater than or equal to 50%, ATK +90. | |
| When attacking a target with HP greater than or equal to 50%, ATK +122. | |
| When attacking a target with HP greater than or equal to 50%, ATK +181. | |
| When attacking a target with HP greater than or equal to 50%, ATK +220. | |
| When attacking a target with HP greater than or equal to 50%, ATK +9. | |
| When attacking a target with HP greater than or equal to 50%, ATK +10. | |
| When attacking a target with HP greater than or equal to 50%, ATK +13. | |
| When attacking a target with HP greater than or equal to 50%, ATK +16. | |
| When attacking a target with HP greater than or equal to 50%, ATK +19. | |
| When attacking a target with HP greater than or equal to 50%, ATK +24. | |
| When attacking a target with HP greater than or equal to 50%, ATK +29. | |
| When attacking a target with HP greater than or equal to 50%, ATK +39. | |
| When attacking a target with HP greater than or equal to 50%, ATK +57. | |
| When attacking a target with HP greater than or equal to 50%, ATK +70. | |
| When attacking a target with HP greater than or equal to 50%, ATK +16. | |
| When attacking a target with HP greater than or equal to 50%, ATK +20. | |
| When attacking a target with HP greater than or equal to 50%, ATK +25. | |
| When attacking a target with HP greater than or equal to 50%, ATK +30. | |
| When attacking a target with HP greater than or equal to 50%, ATK +37. | |
| When attacking a target with HP greater than or equal to 50%, ATK +45. | |
| When attacking a target with HP greater than or equal to 50%, ATK +54. | |
| When attacking a target with HP greater than or equal to 50%, ATK +73. | |
| When attacking a target with HP greater than or equal to 50%, ATK +109. | |
| When attacking a target with HP greater than or equal to 50%, ATK +132. | |
| When attacking a target with HP greater than or equal to 50%, ATK +13. | |
| When attacking a target with HP greater than or equal to 50%, ATK +16. | |
| When attacking a target with HP greater than or equal to 50%, ATK +20. | |
| When attacking a target with HP greater than or equal to 50%, ATK +25. | |
| When attacking a target with HP greater than or equal to 50%, ATK +30. | |
| When attacking a target with HP greater than or equal to 50%, ATK +37. | |
| When attacking a target with HP greater than or equal to 50%, ATK +45. | |
| When attacking a target with HP greater than or equal to 50%, ATK +60. | |
| When attacking a target with HP greater than or equal to 50%, ATK +90. | |
| When attacking a target with HP greater than or equal to 50%, ATK +109. | |
| When attacking a target with HP below 50%, ATK +12. | |
| When attacking a target with HP below 50%, ATK +14. | |
| When attacking a target with HP below 50%, ATK +18. | |
| When attacking a target with HP below 50%, ATK +21. | |
| When attacking a target with HP below 50%, ATK +26. | |
| When attacking a target with HP below 50%, ATK +32. | |
| When attacking a target with HP below 50%, ATK +39. | |
| When attacking a target with HP below 50%, ATK +53. | |
| When attacking a target with HP below 50%, ATK +78. | |
| When attacking a target with HP below 50%, ATK +95. | |
| When attacking a target with HP below 50%, ATK +10. | |
| When attacking a target with HP below 50%, ATK +12. | |
| When attacking a target with HP below 50%, ATK +16. | |
| When attacking a target with HP below 50%, ATK +19. | |
| When attacking a target with HP below 50%, ATK +23. | |
| When attacking a target with HP below 50%, ATK +28. | |
| When attacking a target with HP below 50%, ATK +34. | |
| When attacking a target with HP below 50%, ATK +46. | |
| When attacking a target with HP below 50%, ATK +68. | |
| When attacking a target with HP below 50%, ATK +27. | |
| When attacking a target with HP below 50%, ATK +33. | |
| When attacking a target with HP below 50%, ATK +41. | |
| When attacking a target with HP below 50%, ATK +50. | |
| When attacking a target with HP below 50%, ATK +61. | |
| When attacking a target with HP below 50%, ATK +74. | |
| When attacking a target with HP below 50%, ATK +90. | |
| When attacking a target with HP below 50%, ATK +122. | |
| When attacking a target with HP below 50%, ATK +181. | |
| When attacking a target with HP below 50%, ATK +9. | |
| When attacking a target with HP below 50%, ATK +10. | |
| When attacking a target with HP below 50%, ATK +13. | |
| When attacking a target with HP below 50%, ATK +16. | |
| When attacking a target with HP below 50%, ATK +19. | |
| When attacking a target with HP below 50%, ATK +24. | |
| When attacking a target with HP below 50%, ATK +29. | |
| When attacking a target with HP below 50%, ATK +39. | |
| When attacking a target with HP below 50%, ATK +57. | |
| When attacking a target with HP below 50%, ATK +16. | |
| When attacking a target with HP below 50%, ATK +20. | |
| When attacking a target with HP below 50%, ATK +25. | |
| When attacking a target with HP below 50%, ATK +30. | |
| When attacking a target with HP below 50%, ATK +37. | |
| When attacking a target with HP below 50%, ATK +45. | |
| When attacking a target with HP below 50%, ATK +54. | |
| When attacking a target with HP below 50%, ATK +73. | |
| When attacking a target with HP below 50%, ATK +109. | |
| When attacking a target with HP below 50%, ATK +13. | |
| When attacking a target with HP below 50%, ATK +16. | |
| When attacking a target with HP below 50%, ATK +20. | |
| When attacking a target with HP below 50%, ATK +25. | |
| When attacking a target with HP below 50%, ATK +30. | |
| When attacking a target with HP below 50%, ATK +37. | |
| When attacking a target with HP below 50%, ATK +45. | |
| When attacking a target with HP below 50%, ATK +60. | |
| When attacking a target with HP below 50%, ATK +90. | |
| When there are 2 or more allies within a 2-tile area, Crit +90. | |
| When there are 2 or more allies within a 2-tile area, Crit +105. | |
| When there are 2 or more allies within a 2-tile area, Crit +120. | |
| When there are 2 or more allies within a 2-tile area, Crit +140. | |
| When there are 2 or more allies within a 2-tile area, Crit +165. | |
| When there are 2 or more allies within a 2-tile area, Crit +190. | |
| When there are 2 or more allies within a 2-tile area, Crit +220. | |
| When there are 2 or more allies within a 2-tile area, Crit +255. | |
| When there are 2 or more allies within a 2-tile area, Crit +295. | |
| When there are 2 or more enemies within a 2-tile area, Crit +90. | |
| When there are 2 or more enemies within a 2-tile area, Crit +105. | |
| When there are 2 or more enemies within a 2-tile area, Crit +120. | |
| When there are 2 or more enemies within a 2-tile area, Crit +140. | |
| When there are 2 or more enemies within a 2-tile area, Crit +165. | |
| When there are 2 or more enemies within a 2-tile area, Crit +190. | |
| When there are 2 or more enemies within a 2-tile area, Crit +220. | |
| When there are 2 or more enemies within a 2-tile area, Crit +255. | |
| When there are 2 or more enemies within a 2-tile area, Crit +295. | |
| Deals 13 Fixed DMG to a random part, excluding the part hit. | |
| Deals 16 Fixed DMG to a random part, excluding the part hit. | |
| Deals 20 Fixed DMG to a random part, excluding the part hit. | |
| Deals 24 Fixed DMG to a random part, excluding the part hit. | |
| Deals 30 Fixed DMG to a random part, excluding the part hit. | |
| Deals 37 Fixed DMG to a random part, excluding the part hit. | |
| Deals 45 Fixed DMG to a random part, excluding the part hit. | |
| Deals 54 Fixed DMG to a random part, excluding the part hit. | |
| Deals 66 Fixed DMG to a random part, excluding the part hit. | |
| Deals 12 Fixed DMG to a random part, excluding the part hit. | |
| Deals 14 Fixed DMG to a random part, excluding the part hit. | |
| Deals 18 Fixed DMG to a random part, excluding the part hit. | |
| Deals 21 Fixed DMG to a random part, excluding the part hit. | |
| Deals 26 Fixed DMG to a random part, excluding the part hit. | |
| Deals 32 Fixed DMG to a random part, excluding the part hit. | |
| Deals 39 Fixed DMG to a random part, excluding the part hit. | |
| Deals 48 Fixed DMG to a random part, excluding the part hit. | |
| Deals 58 Fixed DMG to a random part, excluding the part hit. | |
| When attacking, ignores 15 points of the target's Armor. | |
| When attacking, ignores 20 points of the target's Armor. | |
| When attacking, ignores 30 points of the target's Armor. | |
| When attacking, ignores 40 points of the target's Armor. | |
| When attacking, ignores 50 points of the target's Armor. | |
| When attacking, ignores 65 points of the target's Armor. | |
| When attacking, ignores 85 points of the target's Armor. | |
| When attacking, ignores 105 points of the target's Armor. | |
| When attacking, ignores 130 points of the target's Armor. | |
| When an attack misses, deals 35 Fixed DMG. | |
| When an attack misses, deals 45 Fixed DMG. | |
| When an attack misses, deals 55 Fixed DMG. | |
| When an attack misses, deals 65 Fixed DMG. | |
| When an attack misses, deals 85 Fixed DMG. | |
| When an attack misses, deals 100 Fixed DMG. | |
| When an attack misses, deals 125 Fixed DMG. | |
| When an attack misses, deals 150 Fixed DMG. | |
| When an attack misses, deals 180 Fixed DMG. | |
| When an attack misses, deals 15 Fixed DMG. | |
| When an attack misses, deals 20 Fixed DMG. | |
| When an attack misses, deals 25 Fixed DMG. | |
| When an attack misses, deals 30 Fixed DMG. | |
| When an attack misses, deals 40 Fixed DMG. | |
| When an attack misses, deals 50 Fixed DMG. | |
| When an attack misses, deals 60 Fixed DMG. | |
| When an attack misses, deals 70 Fixed DMG. | |
| When an attack misses, deals 85 Fixed DMG. | |
| When an attack misses, deals 55 Fixed DMG. | |
| When an attack misses, deals 70 Fixed DMG. | |
| When an attack misses, deals 90 Fixed DMG. | |
| When an attack misses, deals 105 Fixed DMG. | |
| When an attack misses, deals 130 Fixed DMG. | |
| When an attack misses, deals 160 Fixed DMG. | |
| When an attack misses, deals 190 Fixed DMG. | |
| When an attack misses, deals 235 Fixed DMG. | |
| When an attack misses, deals 285 Fixed DMG. | |
| Armor +20. | |
| Armor +35. | |
| Armor +50. | |
| Armor +65. | |
| Armor +85. | |
| Armor +110. | |
| Armor +140. | |
| Armor +200. | |
| Armor +300. | |
| Armor +365. | |
| When attacked by a Melee Weapon, attacker's Base ATK -17. | |
| When attacked by a Melee Weapon, attacker's Base ATK -20. | |
| When attacked by a Melee Weapon, attacker's Base ATK -25. | |
| When attacked by a Melee Weapon, attacker's Base ATK -31. | |
| When attacked by a Melee Weapon, attacker's Base ATK -38. | |
| When attacked by a Melee Weapon, attacker's Base ATK -46. | |
| When attacked by a Melee Weapon, attacker's Base ATK -56. | |
| When attacked by a Melee Weapon, attacker's Base ATK -75. | |
| When attacked by a Melee Weapon, attacker's Base ATK -112. | |
| When attacked by a Melee Weapon, attacker's Base ATK -136. | |
| When attacked by an Assault Weapon, attacker's Base ATK -39. | |
| When attacked by an Assault Weapon, attacker's Base ATK -47. | |
| When attacked by an Assault Weapon, attacker's Base ATK -59. | |
| When attacked by an Assault Weapon, attacker's Base ATK -71. | |
| When attacked by an Assault Weapon, attacker's Base ATK -87. | |
| When attacked by an Assault Weapon, attacker's Base ATK -106. | |
| When attacked by an Assault Weapon, attacker's Base ATK -129. | |
| When attacked by an Assault Weapon, attacker's Base ATK -174. | |
| When attacked by an Assault Weapon, attacker's Base ATK -258. | |
| When attacked by an Assault Weapon, attacker's Base ATK -314. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -15. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -18. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -22. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -27. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -33. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -40. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -49. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -66. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -98. | |
| When attacked by a Ranged Weapon, attacker's Base ATK -119. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -18. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -22. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -28. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -33. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -41. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -50. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -61. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -82. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -122. | |
| When attacked by a Tactical Weapon, attacker's Base ATK -148. | |
| When in combat against Light STs, Crit RES +85. | |
| When in combat against Light STs, Crit RES +95. | |
| When in combat against Light STs, Crit RES +115. | |
| When in combat against Light STs, Crit RES +130. | |
| When in combat against Light STs, Crit RES +155. | |
| When in combat against Light STs, Crit RES +175. | |
| When in combat against Light STs, Crit RES +205. | |
| When in combat against Light STs, Crit RES +255. | |
| When in combat against Light STs, Crit RES +345. | |
| When in combat against Light STs, Crit RES increases by 400. | |
| When in combat against Medium STs, Crit RES +85. | |
| When in combat against Medium STs, Crit RES +95. | |
| When in combat against Medium STs, Crit RES +115. | |
| When in combat against Medium STs, Crit RES +130. | |
| When in combat against Medium STs, Crit RES +155. | |
| When in combat against Medium STs, Crit RES +175. | |
| When in combat against Medium STs, Crit RES +205. | |
| When in combat against Medium STs, Crit RES +255. | |
| When in combat against Medium STs, Crit RES +345. | |
| When in combat against Medium STs, Crit RES increases by 400. | |
| When in combat against Heavy STs, Crit RES +85. | |
| When in combat against Heavy STs, Crit RES +95. | |
| When in combat against Heavy STs, Crit RES +115. | |
| When in combat against Heavy STs, Crit RES +130. | |
| When in combat against Heavy STs, Crit RES +155. | |
| When in combat against Heavy STs, Crit RES +175. | |
| When in combat against Heavy STs, Crit RES +205. | |
| When in combat against Heavy STs, Crit RES +255. | |
| When in combat against Heavy STs, Crit RES +345. | |
| When in combat against Heavy STs, Crit RES increases by 400. | |
| Weapon Crit increases by 40-60. | |
| Weapon Crit increases by 45-70. | |
| Weapon Crit increases by 55-80. | |
| Weapon Crit increases by 60-95. | |
| Weapon Crit increases by 70-110. | |
| Weapon Crit increases by 85-125. | |
| Weapon Crit increases by 95-145. | |
| Weapon Crit increases by 120-185. | |
| Weapon Crit increases by 165-245. | |
| Weapon Crit increases by 190-285. | |
| Weapon Hit increases by 40-65. | |
| Weapon Hit increases by 50-75. | |
| Weapon Hit increases by 55-85. | |
| Weapon Hit increases by 65-100. | |
| Weapon Hit increases by 75-115. | |
| Weapon Hit increases by 90-135. | |
| Weapon Hit increases by 105-155. | |
| Weapon Hit increases by 130-195. | |
| Weapon Hit increases by 175-265. | |
| Weapon Hit increases by 205-305. | |
| When attacking Light STs, Firepower (FP) increases by 60-95. | |
| When attacking Light STs, Firepower (FP) increases by 75-115. | |
| When attacking Light STs, Firepower (FP) increases by 95-140. | |
| When attacking Light STs, Firepower (FP) increases by 115-170. | |
| When attacking Light STs, Firepower (FP) increases by 140-210. | |
| When attacking Light STs, Firepower (FP) increases by 170-255. | |
| When attacking Light STs, Firepower (FP) increases by 205-310. | |
| When attacking Light STs, Firepower (FP) increases by 275-420. | |
| When attacking Light STs, Firepower (FP) increases by 410-625. | |
| When attacking Light STs, Firepower (FP) increases by 500-760. | |
| When attacking Medium STs, Firepower (FP) increases by 60-95. | |
| When attacking Medium STs, Firepower (FP) increases by 75-115. | |
| When attacking Medium STs, Firepower (FP) increases by 95-140. | |
| When attacking Medium STs, Firepower (FP) increases by 115-170. | |
| When attacking Medium STs, Firepower (FP) increases by 140-210. | |
| When attacking Medium STs, Firepower (FP) increases by 170-255. | |
| When attacking Medium STs, Firepower (FP) increases by 205-310. | |
| When attacking Medium STs, Firepower (FP) increases by 275-420. | |
| When attacking Medium STs, Firepower (FP) increases by 410-625. | |
| When attacking Medium STs, Firepower (FP) increases by 500-760. | |
| When attacking Heavy STs, Firepower (FP) increases by 60-95. | |
| When attacking Heavy STs, Firepower (FP) increases by 75-115. | |
| When attacking Heavy STs, Firepower (FP) increases by 95-140. | |
| When attacking Heavy STs, Firepower (FP) increases by 115-170. | |
| When attacking Heavy STs, Firepower (FP) increases by 140-210. | |
| When attacking Heavy STs, Firepower (FP) increases by 170-255. | |
| When attacking Heavy STs, Firepower (FP) increases by 205-310. | |
| When attacking Heavy STs, Firepower (FP) increases by 275-420. | |
| When attacking Heavy STs, Firepower (FP) increases by 410-625. | |
| When attacking Heavy STs, Firepower (FP) increases by 500-760. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 8-12. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 9-14. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 12-18. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 14-21. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 17-26. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 21-32. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 26-39. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 35-53. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 52-78. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 63-95. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 7-10. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 8-12. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 10-16. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 12-19. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 15-23. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 19-28. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 23-34. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 30-46. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 45-68. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 55-83. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 18-27. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 22-33. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 27-41. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 33-50. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 40-61. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 49-74. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 60-90. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 80-122. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 119-181. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 145-220. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 6-9. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 7-10. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 9-13. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 10-16. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 13-19. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 16-24. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 19-29. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 25-39. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 38-57. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 46-70. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 11-16. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 13-20. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 16-25. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 20-30. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 24-37. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 29-45. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 36-54. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 48-73. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 72-109. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 87-132. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 9-13. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 11-16. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 13-20. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 16-25. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 20-30. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 24-37. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 30-45. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 40-60. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 59-90. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 72-109. | |
| When attacking a target with HP below 50%, ATK increases by 8-12. | |
| When attacking a target with HP below 50%, ATK increases by 9-14. | |
| When attacking a target with HP below 50%, ATK increases by 12-18. | |
| When attacking a target with HP below 50%, ATK increases by 14-21. | |
| When attacking a target with HP below 50%, ATK increases by 17-26. | |
| When attacking a target with HP below 50%, ATK increases by 21-32. | |
| When attacking a target with HP below 50%, ATK increases by 26-39. | |
| When attacking a target with HP below 50%, ATK increases by 35-53. | |
| When attacking a target with HP below 50%, ATK increases by 52-78. | |
| When attacking a target with HP below 50%, ATK increases by 63-95. | |
| When attacking a target with HP below 50%, ATK increases by 7-10. | |
| When attacking a target with HP below 50%, ATK increases by 8-12. | |
| When attacking a target with HP below 50%, ATK increases by 10-16. | |
| When attacking a target with HP below 50%, ATK increases by 12-19. | |
| When attacking a target with HP below 50%, ATK increases by 15-23. | |
| When attacking a target with HP below 50%, ATK increases by 19-28. | |
| When attacking a target with HP below 50%, ATK increases by 23-34. | |
| When attacking a target with HP below 50%, ATK increases by 30-46. | |
| When attacking a target with HP below 50%, ATK increases by 45-68. | |
| When attacking a target with HP below 50%, ATK increases by 55-83. | |
| When attacking a target with HP below 50%, ATK increases by 18-27. | |
| When attacking a target with HP below 50%, ATK increases by 22-33. | |
| When attacking a target with HP below 50%, ATK increases by 27-41. | |
| When attacking a target with HP below 50%, ATK increases by 33-50. | |
| When attacking a target with HP below 50%, ATK increases by 40-61. | |
| When attacking a target with HP below 50%, ATK increases by 49-74. | |
| When attacking a target with HP below 50%, ATK increases by 60-90. | |
| When attacking a target with HP below 50%, ATK increases by 80-122. | |
| When attacking a target with HP below 50%, ATK increases by 119-181. | |
| When attacking a target with HP below 50%, ATK increases by 145-220. | |
| When attacking a target with HP below 50%, ATK increases by 6-9. | |
| When attacking a target with HP below 50%, ATK increases by 7-10. | |
| When attacking a target with HP below 50%, ATK increases by 9-13. | |
| When attacking a target with HP below 50%, ATK increases by 10-16. | |
| When attacking a target with HP below 50%, ATK increases by 13-19. | |
| When attacking a target with HP below 50%, ATK increases by 16-24. | |
| When attacking a target with HP below 50%, ATK increases by 19-29. | |
| When attacking a target with HP below 50%, ATK increases by 25-39. | |
| When attacking a target with HP below 50%, ATK increases by 38-57. | |
| When attacking a target with HP below 50%, ATK increases by 46-70. | |
| When attacking a target with HP below 50%, ATK increases by 11-16. | |
| When attacking a target with HP below 50%, ATK increases by 13-20. | |
| When attacking a target with HP below 50%, ATK increases by 16-25. | |
| When attacking a target with HP below 50%, ATK increases by 20-30. | |
| When attacking a target with HP below 50%, ATK increases by 24-37. | |
| When attacking a target with HP below 50%, ATK increases by 29-45. | |
| When attacking a target with HP below 50%, ATK increases by 36-54. | |
| When attacking a target with HP below 50%, ATK increases by 48-73. | |
| When attacking a target with HP below 50%, ATK increases by 72-109. | |
| When attacking a target with HP below 50%, ATK increases by 97-132. | |
| When attacking a target with HP below 50%, ATK increases by 9-13. | |
| When attacking a target with HP below 50%, ATK increases by 11-16. | |
| When attacking a target with HP below 50%, ATK increases by 13-20. | |
| When attacking a target with HP below 50%, ATK increases by 16-25. | |
| When attacking a target with HP below 50%, ATK increases by 20-30. | |
| When attacking a target with HP below 50%, ATK increases by 24-37. | |
| When attacking a target with HP below 50%, ATK increases by 30-45. | |
| When attacking a target with HP below 50%, ATK increases by 40-60. | |
| When attacking a target with HP below 50%, ATK increases by 59-90. | |
| When attacking a target with HP below 50%, ATK increases by 72-109. | |
| Armor increases by 15-20. | |
| Armor increases by 25-35. | |
| Armor increases by 35-50. | |
| Armor increases by 45-65. | |
| Armor increases by 55-85. | |
| Armor increases by 75-110. | |
| Armor increases by 95-140. | |
| Armor increases by 135-200. | |
| Armor increases by 195-300. | |
| Armor increases by 240-365. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 11-17. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 13-20. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 17-25. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 20-31. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 25-38. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 30-46. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 37-56. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 50-75. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 74-112. | |
| When attacked by a Melee Weapon, attacker's Base ATK decreases by 90-136. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 25-39. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 31-47. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 39-59. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 47-71. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 57-87. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 70-106. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 85-129. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 115-174. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 170-258. | |
| When attacked by an Assault Weapon, attacker's Base ATK decreases by 208-314. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 10-15. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 12-18. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 15-22. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 18-27. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 22-33. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 26-40. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 32-49. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 43-66. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 65-98. | |
| When attacked by a Ranged Weapon, attacker's Base ATK decreases by 79-119. | |
| When attacked by a Tactical Weapon, attacker's Base ATK decreases by 12-18. | |
| When attacked by a Tactical Weapon, attacker's Base ATK decreases by 15-22. | |
| When attacked by a Tactical Weapon, attacker's Base ATK decreases by 18-28. | |
| When attacked by a Tactical Weapon, attacker's Base ATK decreases by 22-33. | |
| When attacked by a Tactical Weapon, attacker's Base ATK decreases by 27-41. | |
| When attacked by a Tactical Weapon, attacker's Base ATK decreases by 33-50. | |
| When attacked by a Tactical Weapon, attacker's Base ATK decreases by 40-61. | |
| When attacked by a Tactical Weapon, attacker's Base ATK decreases by 54-82. | |
| When attacked by a Tactical Weapon, attacker's Base ATK decreases by 80-122. | |
| When attacked by a Tactical Weapon, attacker's Basic ATK decreases by 98-148. | |
| When in combat against Light STs, Crit RES increases by 55-85. | |
| When in combat against Light STs, Crit RES increases by 65-95. | |
| When in combat against Light STs, Crit RES increases by 75-115. | |
| When in combat against Light STs, Crit RES increases by 85-130. | |
| When in combat against Light STs, Crit RES increases by 100-155. | |
| When in combat against Light STs, Crit RES increases by 115-175. | |
| When in combat against Light STs, Crit RES increases by 135-205. | |
| When in combat against Light STs, Crit RES increases by 170-255. | |
| When in combat against Light STs, Crit RES increases by 230-345. | |
| When in combat against Light STs, Crit RES increases by 265-400. | |
| When in combat against Medium STs, Crit RES increases by 55-85. | |
| When in combat against Medium STs, Crit RES increases by 65-95. | |
| When in combat against Medium STs, Crit RES increases by 75-115. | |
| When in combat against Medium STs, Crit RES increases by 85-130. | |
| When in combat against Medium STs, Crit RES increases by 100-155. | |
| When in combat against Medium STs, Crit RES increases by 115-175. | |
| When in combat against Medium STs, Crit RES increases by 135-205. | |
| When in combat against Medium STs, Crit RES increases by 170-255. | |
| When in combat against Medium STs, Crit RES increases by 230-345. | |
| When in combat against Medium STs, Crit RES increases by 265-400. | |
| When in combat against Heavy STs, Crit RES increases by 55-85. | |
| When in combat against Heavy STs, Crit RES increases by 65-95. | |
| When in combat against Heavy STs, Crit RES increases by 75-115. | |
| When in combat against Heavy STs, Crit RES increases by 85-130. | |
| When in combat against Heavy STs, Crit RES increases by 100-155. | |
| When in combat against Heavy STs, Crit RES increases by 115-175. | |
| When in combat against Heavy STs, Crit RES increases by 135-205. | |
| When in combat against Heavy STs, Crit RES increases by 170-255. | |
| When in combat against Heavy STs, Crit RES increases by 230-345. | |
| When in combat against Heavy STs, Crit RES increases by 265-400. | |
| When attacking a target with HP below 50%, ATK +220. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 10-15. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 12-18. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 15-23. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 18-28. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 22-34. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 27-41. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 33-50. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 45-68. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 66-100. | |
| When attacking a target with HP greater than or equal to 50%, ATK increases by 81-122. | |
| When attacking a target with HP below 50%, ATK increases by 10-15. | |
| When attacking a target with HP below 50%, ATK increases by 12-18. | |
| When attacking a target with HP below 50%, ATK increases by 15-23. | |
| When attacking a target with HP below 50%, ATK increases by 18-28. | |
| When attacking a target with HP below 50%, ATK increases by 22-34. | |
| When attacking a target with HP below 50%, ATK increases by 27-41. | |
| When attacking a target with HP below 50%, ATK increases by 33-50. | |
| When attacking a target with HP below 50%, ATK increases by 45-68. | |
| When attacking a target with HP below 50%, ATK increases by 66-100. | |
| When attacking a target with HP below 50%, ATK increases by 81-122. | |
| When attacking a target with HP greater than or equal to 50%, ATK +15. | |
| When attacking a target with HP greater than or equal to 50%, ATK +18. | |
| When attacking a target with HP greater than or equal to 50%, ATK +23. | |
| When attacking a target with HP greater than or equal to 50%, ATK +28. | |
| When attacking a target with HP greater than or equal to 50%, ATK +34. | |
| When attacking a target with HP greater than or equal to 50%, ATK +41. | |
| When attacking a target with HP greater than or equal to 50%, ATK +50. | |
| When attacking a target with HP greater than or equal to 50%, ATK +68. | |
| When attacking a target with HP greater than or equal to 50%, ATK +100. | |
| When attacking a target with HP greater than or equal to 50%, ATK +122. | |
| When attacking a target with HP below 50%, ATK +15. | |
| When attacking a target with HP below 50%, ATK +18. | |
| When attacking a target with HP below 50%, ATK +23. | |
| When attacking a target with HP below 50%, ATK +28. | |
| When attacking a target with HP below 50%, ATK +34. | |
| When attacking a target with HP below 50%, ATK +41. | |
| When attacking a target with HP below 50%, ATK +50. | |
| When attacking a target with HP below 50%, ATK +68. | |
| When attacking a target with HP below 50%, ATK +100. | |
| When attacking a target with HP below 50%, ATK +122. | |
| After triggering [Re-ATK], [Flurry Strike] probability +6%. | |
| After triggering [Re-ATK], [Flurry Strike] probability +8%. | |
| After triggering [Re-ATK], [Flurry Strike] probability +10%. | |
| After triggering [Re-ATK], Crit Rate +4%. | |
| After triggering [Re-ATK], Crit Rate +6%. | |
| After triggering [Re-ATK], Crit Rate +8%. | |
| When engaging in Link Attacks, Hit Rate +8%. | |
| When engaging in Link Attacks, Hit Rate +10%. | |
| When engaging in Link Attacks, Hit Rate +12%. | |
| When engaging in Link Attacks, Crit Rate +9%. | |
| When engaging in Link Attacks, Crit Rate +12%. | |
| When engaging in Link Attacks, Crit Rate +15%. | |
| After triggering [Re-ATK], Hit Rate +4%. | |
| After triggering [Re-ATK], Hit Rate +5%. | |
| After triggering [Re-ATK], Hit Rate +6%. | |
| After triggering [Re-ATK], Crit Rate +4%. | |
| After triggering [Re-ATK], Hit Rate +6%. | |
| After triggering [Re-ATK], Hit Rate +8%. | |
| After triggering [Re-ATK], Crit Rate +6%. | |
| After triggering [Re-ATK], Crit Rate +8%. | |
| After triggering [Re-ATK], Crit Rate +10%. | |
| When engaging in Link Attacks, DMG +9%. | |
| When engaging in Link Attacks, DMG +12%. | |
| When engaging in Link Attacks, DMG +15%. | |
| When performing Guard, DMG Taken -3%. | |
| When performing Guard, DMG Taken -4%. | |
| When performing Guard, DMG Taken -5%. | |
| When performing Guard, DMG +9% on Retaliation. | |
| When performing Guard, DMG +12% on retaliation. | |
| When performing Guard, DMG +15% on retaliation. | |
| When Pile Bunker's attack misses, still deals 20% DMG to the target. | |
| Shotguns hit the target with at least 3 Bullets per attack. | |
| When initiating combat with a Sniper Rifle, if Hit Rate is greater than or equal to 94%, the attack cannot be dodged. | |
| If the missile misses, returns Ammo consumed during this attack. | |
| When at 100% HP, DMG Taken -4%. | |
| When at 100% HP, DMG Taken -5%. | |
| When at 100% HP, DMG Taken -6%. | |
| When HP is greater than or equal to 50%, Armor +15%. | |
| When HP is greater than or equal to 50%, Armor +20%. | |
| When HP is greater than or equal to 50%, Armor +25%. | |
| When HP is below 50%, Firepower (FP) +12%. | |
| When HP is below 50%, Firepower (FP) +16%. | |
| When HP is below 50%, Firepower (FP) +20%. | |
| When attacking Light STs, Hit +6%. |
Showing 2,000 of 4,660 passive skills.