{ "dataList": [ { "id": 9014001, "levelList": [ { "level": 1, "name": "Away With You", "desc": "[WhenUse] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Gain [Vibration] Count equal to [Vibration] Count on target" }, { "desc": "[OnSucceedAttack] Inflict +2 [Vibration] Count" }, { "desc": "[OnSucceedAttackHead] Gain +2 [Vibration] Count" } ] } ] } ] }, { "id": 9014002, "levelList": [ { "level": 1, "name": "My Secret Weapon", "desc": "[WhenUse] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict +1 [Vibration] Count" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict +1 [Vibration] Count" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict +1 [Vibration] Count" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict +1 [Vibration] Count" } ] } ] } ] }, { "id": 9014003, "levelList": [ { "level": 1, "name": "Filthy Watch Chains!", "desc": "Clash Power +1 for every 5 [Vibration] Count on self (max 2)\n[WhenUse] Trigger [Switch_Vibration] to convert [Vibration] on self to [VibrationDistribution]", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict [Vibration] Count equal to [Vibration] Count on self" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" } ] } ] } ] }, { "id": 9014004, "levelList": [ { "level": 1, "name": "Guard", "desc": "[StartBattle] Gain 2 x ([Vibration] Count on self) Shield HP (max 20)", "coinlist": [ { "coindescs": [ { "desc": "" } ] } ] } ] }, { "id": 9014101, "levelList": [ { "level": 1, "name": "Outta My Way", "desc": "[WhenUse] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Gain [Vibration] equal to [Vibration] on target" }, { "desc": "[OnSucceedAttack] Inflict 6 [Vibration]" }, { "desc": "[OnSucceedAttackHead] Gain +2 [Vibration] Count" } ] } ] } ] }, { "id": 9014102, "levelList": [ { "level": 1, "name": "I'm Pretty Good, You Know", "desc": "[WhenUse] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 3 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 3 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 3 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 3 [Vibration]" } ] } ] } ] }, { "id": 9014103, "levelList": [ { "level": 1, "name": "Vile Watch Chains!", "desc": "Clash Power +1 for every 5 [Vibration] Count on self (max 2)\n[WhenUse] Trigger [Switch_Vibration] to convert [Vibration] on self to [VibrationDistribution]", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Gain [Vibration] equal to [Vibration] on target" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" } ] } ] } ] }, { "id": 9014104, "levelList": [ { "level": 1, "name": "Guard", "desc": "[StartBattle] Gain 2 x ([Vibration] Count on self) Shield HP (max 20)", "coinlist": [ { "coindescs": [ { "desc": "" } ] } ] } ] }, { "id": 9101701, "levelList": [ { "level": 1, "name": "Have You No Shame?", "desc": "[WhenUse] Gain +1 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 2 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 2 [Vibration]" } ] } ] } ] }, { "id": 9101702, "levelList": [ { "level": 1, "name": "I See, You Have No Shame", "desc": "[WhenUse] Gain +1 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 3 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 3 [Vibration]" } ] } ] } ] }, { "id": 9101703, "levelList": [ { "level": 1, "name": "Can You Protect Them?", "desc": "[WhenUse] Gain +1 [Vibration] Count", "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": 9101704, "levelList": [ { "level": 1, "name": "Can't Use That Weapon Now", "desc": "[WhenUse] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 5 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 5 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Trigger [Switch_Vibration] into [VibrationCollapse]" } ] } ] } ] }, { "id": 9101705, "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]", "coinlist": [ {}, {}, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 10 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Trigger [FusionVibration] into [VibrationEcho]" } ] } ] } ] }, { "id": 9101706, "levelList": [ { "level": 1, "name": "Guard", "desc": "[StartBattle] Gain 3 x ([Vibration] Count on self) Shield HP (max 30)", "coinlist": [ { "coindescs": [ { "desc": "" } ] } ] } ] }, { "id": 9101707, "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 9 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 10 [Vibration]" }, { "desc": "[OnSucceedAttack] Deal 10% bonus Sloth damage for every [Vibration] Count on self" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict +4 [Vibration] Count" }, { "desc": "[OnSucceedAttack] Deal 10% bonus Sloth damage for every [Vibration] Count on self" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 3 [Vibration] Count on self, and trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" }, { "desc": "[OnSucceedAttack] Consume 3 [Vibration] Count on self, and trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" }, { "desc": "[OnSucceedAttack] Consume 3 [Vibration] Count on self, and trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1" } ] } ] } ] }, { "id": 9014201, "levelList": [ { "level": 1, "name": "Collection Stop-and-search", "desc": "[WhenUse] Gain +1 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] If target has 4+ [Vibration] Count, inflict 1 [InterlockingTime]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] If target has 4+ [Vibration] Count, inflict 1 [InterlockingTime]" }, { "desc": "[OnSucceedAttack] Gain +1 [Vibration] Count" } ] } ] } ] }, { "id": 9014202, "levelList": [ { "level": 1, "name": "Please Stop.", "desc": "[WhenUse] Gain +2 [Vibration] Count\n[WhenUse] At 4+ [Vibration] Count, Clash Power +1", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 2 [Paralysis] next turn" }, { "desc": "[OnSucceedAttack] At 4+ [Vibration] Count, inflict 8 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Gain +2 [Vibration] Count" }, { "desc": "[OnSucceedAttack] Inflict 2 [Binding] next turn" }, { "desc": "[OnSucceedAttack] At 4+ [Vibration] Count, inflict 8 [Vibration] Count" } ] } ] } ] }, { "id": 9014203, "levelList": [ { "level": 1, "name": "Enforcing Collections.", "desc": "[WhenUse] Clash Power +1 for every 5 [Vibration] Count on self (max 2)\n[WhenUse] At 5+ [Vibration] Count, deal +10% damage for every [Vibration] Count. (max 100%)\n[EndSkill] Consume all [Vibration] Count on self", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Gain +2 [Vibration] Count next turn" }, { "desc": "[OnSucceedAttack] If target has 8+ [Vibration], inflict 1 [InterlockingTime]" }, { "desc": "[OnSucceedAttack] At 4+ [Vibration] Count, inflict 8 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Gain +2 [Vibration] Count next turn" }, { "desc": "[OnSucceedAttack] If target has 4+ [Vibration] Count, inflict 1 [InterlockingTime]" }, { "desc": "[OnSucceedAttack] At 4+ [Vibration] Count, inflict 5 [Vibration] Count" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] At 7+ [Vibration] Count, inflict 1 [InterlockingTime]" }, { "desc": "[OnSucceedAttack] Trigger [VibrationExplosion]" }, { "desc": "[OnSucceedAttack] At 4+ [Vibration] Count, trigger [Switch_Vibration] into [VibrationChain]" } ] } ] } ] }, { "id": 9014204, "levelList": [ { "level": 1, "name": "Borrow Time", "desc": "[StartBattle] Consume 5 [Vibration] Count and gain +3 [TimeRentalTwo] Count", "coinlist": [ { "coindescs": [ { "desc": "" } ] } ] } ] }, { "id": 9014301, "levelList": [ { "level": 1, "name": "Prepare To Collect", "desc": "[WhenUse] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] At 3+ [Vibration] Count, inflict 3 [Vibration]" }, { "desc": "[OnSucceedAttackHead] Gain +1 [Vibration] Count" } ] } ] } ] }, { "id": 9014302, "levelList": [ { "level": 1, "name": "T Corp. Accelerated Amputator", "desc": "[WhenUse] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 1 [Vulnerable] next turn" }, { "desc": "Inflict 2 [Vibration]" }, { "desc": "[OnSucceedAttack] Gain +2 [Vibration] Count" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 1 [Vulnerable] next turn" }, { "desc": "[OnSucceedAttack] Inflict 2 [Vibration]" } ] } ] } ] }, { "id": 9014303, "levelList": [ { "level": 1, "name": "Your Timepiece, If You Will.", "desc": "[WhenUse] At 5+ [Vibration] Count, Clash Power +1\n[WhenUse] Gain +2 [Vibration] Count\n[WinDuel] Consume 3 [Vibration] Count on self and gain +1 [TimeRentalTwo] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 2 [Vulnerable] next turn" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Inflict 1 Attack Power Down next turn" }, { "desc": "[OnSucceedAttack] At 5+ [Vibration] Count, trigger [Switch_Vibration] into [VibrationChain]" } ] } ] } ] }, { "id": 9014304, "levelList": [ { "level": 1, "name": "Enforcing Collections.", "desc": "[WhenUse] Gain +3 [Vibration] Count\n[WhenUse] Base Power +1 for every 4 [Vibration] Count on self (max 3)\n[WinDuel] Consume 5 [Vibration] Count on self and gain +3 [TimeRentalTwo] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self to inflict 1 Fragile" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self to inflict +3 [Vibration] Count" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self to inflict 8 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 2 [Vibration] Count on self to trigger [VibrationExplosion]; then, reuse this Coin (1 time max)" }, { "desc": "[OnSucceedAttack] Consume 5 [Vibration] Count on self to inflict 2 [TimeAccumulation]" } ] } ] } ] }, { "id": 9014305, "levelList": [ { "level": 1, "name": "Borrow Time", "desc": "[StartBattle] Consume 4 [Vibration] Count and gain +3 [TimeRentalTwo] Count\n[StartBattle] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "" } ] } ] } ] }, { "id": 9014401, "levelList": [ { "level": 1, "name": "Prepare To Collect", "desc": "[WhenUse] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] At 3+ [Vibration] Count, inflict 3 [Vibration]" }, { "desc": "[OnSucceedAttackHead] Gain +1 [Vibration] Count" } ] } ] } ] }, { "id": 9014402, "levelList": [ { "level": 1, "name": "T Corp. Time Snare", "desc": "[WhenUse] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self to inflict 2 [Paralysis] next turn. Inflict 2 [Vibration]" }, { "desc": "[OnSucceedAttack] Gain +2 [Vibration] Count" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self to inflict 2 [Paralysis] next turn. Inflict 2 [Vibration]" } ] } ] } ] }, { "id": 9014403, "levelList": [ { "level": 1, "name": "Stand Still.", "desc": "[WhenUse] At 5+ [Vibration] Count, Clash Power +1\n[WhenUse] Gain +2 [Vibration] Count\n[WinDuel] Consume 3 [Vibration] Count on self and gain +1 [TimeRentalTwo] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 2 [Vibration] Count on self to inflict 2 [Binding] next turn" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 2 [Vibration] Count on self to inflict 2 [ParryingResultDown] next turn" } ] } ] } ] }, { "id": 9014404, "levelList": [ { "level": 1, "name": "Enforcing Collections.", "desc": "[WhenUse] Gain +3 [Vibration] Count\n[WhenUse] Base Power +1 for every 4 [Vibration] Count on self (max 3)\n[WinDuel] Consume 5 [Vibration] Count on self and gain +3 [TimeRentalTwo] Count", "coinlist": [ { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self to inflict 1 Fragile" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self to inflict +3 [Vibration] Count" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 1 [Vibration] Count on self to inflict 8 [Vibration]" } ] }, { "coindescs": [ { "desc": "[OnSucceedAttack] Consume 2 [Vibration] Count on self to trigger [VibrationExplosion]; then, reuse this Coin (1 time max)" }, { "desc": "[OnSucceedAttack] Consume 5 [Vibration] Count on self to inflict 2 [TimeAccumulation]" } ] } ] } ] }, { "id": 9014405, "levelList": [ { "level": 1, "name": "Borrow Time", "desc": "[StartBattle] Consume 4 [Vibration] Count and gain +3 [TimeRentalTwo] Count\n[StartBattle] Gain +2 [Vibration] Count", "coinlist": [ { "coindescs": [ { "desc": "" } ] } ] } ] } ] }