{ "dataList": [ { "id": 9102401, "levelList": [ { "level": 1, "name": "Have You No Shame?", "desc": "[WhenUse] Gain +2 [Vibration] Count\n[WhenUse] At 5+ [Vibration] Count, Clash Power +1", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 2 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 2 [Vibration]" } ] } ] } ] }, { "id": 9102402, "levelList": [ { "level": 1, "name": "I See, You Have No Shame", "desc": "[WhenUse] Gain +2 [Vibration] Count\n[WhenUse] At 5+ [Vibration] Count, Clash Power +1", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 3 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 3 [Vibration]" } ] } ] } ] }, { "id": 9102403, "levelList": [ { "level": 1, "name": "Can You Protect Them?", "desc": "[WhenUse] Gain +2 [Vibration] Count\n[WhenUse] At 5+ [Vibration] Count, Clash Power +1", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 5 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] At 10+ [Vibration] Count on self, trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" }, { "desc": "[OnSucceedAttack] If target has 15+ [Vibration] Potency, trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" } ] } ] } ] }, { "id": 9102404, "levelList": [ { "level": 1, "name": "Can't Use That Weapon Now", "desc": "[WhenUse] Gain +3 [Vibration] Count\n[WhenUse] At 5+ [Vibration] Count, Clash Power +1", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 5 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 5 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Trigger [Switch_Vibration] into [VibrationCollapse]" } ] } ] } ] }, { "id": 9102405, "levelList": [ { "level": 1, "name": "Ready For A Beating?", "desc": "Prioritizes targets with [VibrationCollapse]\n[WhenUse] Apply [Vibration] Count equal to [Vibration] Count on self to all other allies\n[WhenUse] Trigger [Switch_Vibration] on all allies(including this unit) to convert their [Vibration] to [VibrationDistribution]\n[DefeatDuel] Deal -80% damage and damage dealt by this Skill cannot Stagger the target", "coinlist": [ { "coindescs": [ { "desc": "[SuperCoin]" } ] }, { "coindescs": [ { "desc": "[SuperCoin]" } ] }, { "coindescs": [ { "desc": "[SuperCoin]" }, { "desc": "[UnBrokenCoinOnSucceedAttack] Inflict 10 [Vibration]" } ] }, { "coindescs": [ { "desc": "[SuperCoin]" }, { "desc": "[OnSucceedAttack] Trigger [FusionVibration] into [VibrationEcho]" } ] } ] } ] }, { "id": 9102406, "levelList": [ { "level": 1, "name": "Guard", "desc": "[StartBattle] Gain 5 x ([Vibration] Count on self) Shield HP (max 60)", "coinlist": [ { "coindescs": [ { "desc": "" } ] } ] } ] }, { "id": 9102407, "levelList": [ { "level": 1, "name": "For the Greater Good", "desc": "[CantDuel]\n[StartBattle] Draw all other allies' [Vibration] Count to self; [Vibration] on all allies expire\n[StartBattle] Gain 1 [AttackUp] for every 3 [Vibration] Count on self\n[WhenUse] Gain 10 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 10 [Vibration]" }, { "desc": "[OnSucceedAttack] Deal 20% bonus Sloth damage for every [Vibration] Count on self" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict +4 [Vibration] Count" }, { "desc": "[OnSucceedAttack] Deal 20% bonus Sloth damage for every [Vibration] Count on self" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self, and trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" }, { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self, and trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" }, { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self, and trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" } ] } ] } ] } ] }