Files
LimbusStaticData/Localize/en/EN_Skills_Ego_Personality-07.json
2026-07-20 17:19:20 +07:00

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32 KiB
JSON

{
"dataList": [
{
"id": 2070511,
"levelList": [
{
"level": 1,
"name": "Holiday",
"abName": "Sandolph",
"desc": "",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttackHead] Randomly select one of the following effects: Burn, Bleed, Tremor, Rupture, or Sinking. Then, inflict 1 Potency of the selected effect next turn.\nRepeat the above process (2 + (Highest Glut. A-Reson.)) times. (5 times max)"
}
]
}
]
},
{
"level": 3,
"name": "Holiday",
"abName": "Sandolph",
"desc": "",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttackHead] Randomly select one of the following effects: Burn, Bleed, Tremor, Rupture, or Sinking. Then, inflict 1 Potency of the selected effect next turn.\nRepeat the above process (2 + (Highest Glut. A-Reson.)) times. (5 times max)"
},
{
"desc": "[EnemyKill] Randomly select one of the following effects: 1 Poise Count, 1 Charge Count, 1 Haste, 1 Offense Level Up, or 1 Defense Level Up. Then, apply the selected effect to 2 random allies next turn"
}
]
}
]
},
{
"level": 4,
"name": "Holiday",
"abName": "Sandolph",
"desc": "",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Randomly select one of the following effects: Burn, Bleed, Tremor, Rupture, or Sinking. Then, inflict 1 Potency of the selected effect next turn.\nRepeat the above process (2 + (Highest Glut. A-Reson.)) times. (7 times max)"
},
{
"desc": "[EnemyKill] Randomly select one of the following effects: 2 Poise Count, 2 Charge Count, 2 Haste, 2 Offense Level Up, or 2 Defense Level Up. Then, apply the selected effect to 2 random allies next turn"
}
]
}
]
}
]
},
{
"id": 2070521,
"levelList": [
{
"level": 1,
"name": "Holiday",
"abName": "Sandolph",
"desc": "[CantIdentify]\nTargets the unit with the Most SP\n[BeforeAttack] Target loses 10 SP",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Randomly select one of the following effects: Burn, Bleed, Tremor, Rupture, or Sinking. Then, inflict 1 Potency of the selected effect next turn.\nRepeat the above process (2 + (Highest Glut. A-Reson.)) times. (7 times max)"
}
]
}
]
},
{
"level": 3,
"name": "Holiday",
"abName": "Sandolph",
"desc": "[CantIdentify]\nTargets the unit with the Most SP\n[BeforeAttack] Target loses 10 SP",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Randomly select one of the following effects: Burn, Bleed, Tremor, Rupture, or Sinking. Then, inflict 1 Potency of the selected effect next turn.\nRepeat the above process (2 + (Highest Glut. A-Reson.)) times. (7 times max)"
}
]
}
]
},
{
"level": 4,
"name": "Holiday",
"abName": "Sandolph",
"desc": "[CantIdentify]\nTargets the unit with the Most SP\nIf the main target's SP is higher than 15, Atk Weight +1\n[BeforeAttack] Target loses 10 SP",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Randomly select one of the following effects: Burn, Bleed, Tremor, Rupture, or Sinking. Then, inflict 1 Potency of the selected effect next turn.\nRepeat the above process (2 + (Highest Glut. A-Reson.)) times. (7 times max)"
}
]
}
]
}
]
},
{
"id": 2070611,
"levelList": [
{
"level": 1,
"name": "Binds",
"abName": "The King in Binds",
"desc": "[EndSkill] For 3 turns, lose 10 SP at Turn End\n[EndSkill] Next turn, gain 20 [Binding], 1 [ForwardToTheKing], and 1 [Enhancement]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 4 [Sinking]"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Vibration]"
},
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]"
}
]
}
]
},
{
"level": 3,
"name": "Binds",
"abName": "The King in Binds",
"desc": "[EndSkill] For 3 turns, lose 10 SP at Turn End\n[EndSkill] Next turn, gain 20 [Binding], 1 [ForwardToTheKing], and 1 [Enhancement]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Sinking]"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Vibration]"
},
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]"
}
]
}
]
},
{
"level": 4,
"name": "Binds",
"abName": "The King in Binds",
"desc": "[EndSkill] For 3 turns, lose 10 SP at Turn End\n[EndSkill] Next turn, gain 20 [Binding], 1 [ForwardToTheBoundKing], and 2 [Enhancement]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Sinking]"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Vibration]"
},
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]"
}
]
}
]
}
]
},
{
"id": 2070621,
"levelList": [
{
"level": 1,
"name": "Binds",
"abName": "The King in Binds",
"desc": "[CantIdentify]\nTargets randomly\n[EndSkill] Next turn, gain 20 [Binding], 1 [ForwardToTheKing], and 2 [Enhancement]\n[EndSkill] Next turn, apply 20 [Binding] and 3 [Enhancement] to 2 other allies in the order of Deployment\n- The number of affected allies grows by (highest Gloom or Pride Reson. - 2) (max 2)",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 3 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Sinking]"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Vibration]"
},
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]"
}
]
}
]
},
{
"level": 3,
"name": "Binds",
"abName": "The King in Binds",
"desc": "[CantIdentify]\nTargets randomly\n[EndSkill] Next turn, gain 20 [Binding], 1 [ForwardToTheKing], and 2 [Enhancement]\n[EndSkill] Next turn, apply 20 [Binding], 3 [Enhancement], and 1 <style=\"highlight\">[AzureDamageUp]</style> to 2 other allies in the order of Deployment\n- The number of affected allies grows by (highest Gloom or Pride Reson. - 2) (max <style=\"highlight\">3</style>)",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 3 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Sinking]"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Vibration]"
},
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]"
}
]
}
]
},
{
"level": 4,
"name": "Binds",
"abName": "The King in Binds",
"desc": "[CantIdentify]\nTargets randomly\n[EndSkill] Next turn, gain 20 [Binding], 1 [ForwardToTheKing], and 3 [Enhancement]\n[EndSkill] Next turn, apply 20 [Binding], 3 [Enhancement], and <style=\"highlight\">2</style> [AzureDamageUp] to 2 other allies in the order of Deployment\n- The number of affected allies grows by (highest Gloom or Pride Reson. - 2) (max <style=\"highlight\">4</style>)",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 3 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Sinking]"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Vibration]"
},
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]"
}
]
}
]
}
]
},
{
"id": 2070711,
"levelList": [
{
"level": 1,
"name": "Fell Bullet",
"abName": "Der Fluchschütze",
"desc": "[BeforeAttack] Gain (highest Reson. + 1) [BoseProjektil] (max 7)\n- If it was an A-Reson., gain (highest Reson. +2) [BoseProjektil] instead\n[BeforeAttack] Gain 1 [Breath] for every [BoseProjektil] (max 3)\n[EndSkill] Lose every [BoseProjektil]",
"coinlist": [
{},
{
"coindescs": [
{
"desc": "+5% Damage on Critical Hit for every [BoseProjektil] (max 35%)"
},
{
"desc": "[OnSucceedAttack] Inflict 3 [Laceration]"
},
{
"desc": "[CriticalOnSucceedAttack] Inflict 3 [Sinking]"
},
{
"desc": "[CriticalTargetKill] If this unit has the [Bullet] effect, gain 1 [Bullet] (2 times per Encounter)"
}
]
}
]
},
{
"level": 3,
"name": "Fell Bullet",
"abName": "Der Fluchschütze",
"desc": "[BeforeAttack] Gain (highest Reson. + 1) [BoseProjektil] (max 7)\n- If it was an A-Reson., gain (highest Reson. + 2) [BoseProjektil] instead\n[BeforeAttack] Gain 1 [Breath] for every [BoseProjektil] (max <style=\"highlight\">4</style>)\n[EndSkill] Lose every [BoseProjektil]",
"coinlist": [
{},
{
"coindescs": [
{
"desc": "+<style=\"highlight\">10</style>% Damage on Critical Hit for every [BoseProjektil] (max <style=\"highlight\">70</style>%)"
},
{
"desc": "[OnSucceedAttack] Inflict 4 [Laceration]"
},
{
"desc": "[CriticalOnSucceedAttack] Inflict 3 [Sinking]"
},
{
"desc": "[CriticalTargetKill] If this unit has the [Bullet] effect, gain 1 [Bullet] (2 times per Encounter)"
}
]
}
]
},
{
"level": 4,
"name": "Fell Bullet",
"abName": "Der Fluchschütze",
"desc": "[BeforeAttack] Gain (highest Reson. + 1) [BoseProjektil] (max 7)\n- If it was an A-Reson., gain (highest Reson. + 2) [BoseProjektil] instead\n[BeforeAttack] Gain 1 [Breath] for every [BoseProjektil] (max <style=\"highlight\">7</style>)\n[BeforeAttack] Gain +1 [Breath] Count\n[EndSkill] Lose every [BoseProjektil]",
"coinlist": [
{},
{
"coindescs": [
{
"desc": "+<style=\"highlight\">15</style>% Damage on Critical Hit for every [BoseProjektil] (max <style=\"highlight\">105</style>%)"
},
{
"desc": "[OnSucceedAttack] Inflict 5 [Laceration]"
},
{
"desc": "[CriticalOnSucceedAttack] Inflict 3 [Sinking]"
},
{
"desc": "[CriticalTargetKill] If this unit has the [Bullet] effect, gain 1 [Bullet] (3 times per Encounter)"
}
]
}
]
}
]
},
{
"id": 2070721,
"levelList": [
{
"level": 1,
"name": "Fell Bullet",
"abName": "Der Fluchschütze",
"desc": "[CantIdentify]\nTargets randomly\n[BeforeAttack] Gain (highest Reson. + 1) [BoseProjektil] (max 7)\n- If it was an A-Reson., gain (highest Reson. + 2) [BoseProjektil] instead\n[BeforeAttack] Deal +2% damage for every [BoseProjektil] (max 14%)\n[BeforeAttack] Gain 1 [Breath] for every [BoseProjektil] (max 3)\n[BeforeAttack] Deal +3% damage for every 5 [Breath] on self (max 15%)\n[BeforeAttack] Consume 5 [Breath] on self\n[EndSkill] Lose every [BoseProjektil]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 2 [Laceration] and 2 [Sinking]"
}
]
}
]
},
{
"level": 3,
"name": "Fell Bullet",
"abName": "Der Fluchschütze",
"desc": "[CantIdentify]\nTargets randomly\n[BeforeAttack] Gain (highest Reson. + 1) [BoseProjektil] (max 7)\n- If it was an A-Reson., gain (highest Reson. + 2) [BoseProjektil] instead\n<style=\"highlight\">[BeforeAttack] At 3+ [BoseProjektil], gain 1 Atk Weight</style>\n[BeforeAttack] Deal +2% damage for every [BoseProjektil] (max 14%)\n[BeforeAttack] Gain 1 [Breath] for every [BoseProjektil] (max <style=\"highlight\">4</style>)\n[BeforeAttack] Deal +<style=\"highlight\">4</style>% damage for every 5 [Breath] on self (max <style=\"highlight\">20</style>%)\n[BeforeAttack] Consume 5 [Breath] on self\n[EndSkill] Lose every [BoseProjektil]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 3 [Laceration] and 3 [Sinking]"
}
]
}
]
},
{
"level": 4,
"name": "Fell Bullet",
"abName": "Der Fluchschütze",
"desc": "[CantIdentify]\nTargets randomly\n[BeforeAttack] Gain (highest Reson. + 1) [BoseProjektil] (max 7)\n- If it was an A-Reson., gain (highest Reson. + 2) [BoseProjektil] instead\n[BeforeAttack] Gain 1 Atk Weight for <style=\"highlight\">every 3 [BoseProjektil] (max 2)</style>\n[BeforeAttack] Deal +<style=\"highlight\">3</style>% damage for every [BoseProjektil] (max <style=\"highlight\">21</style>%)\n[BeforeAttack] Gain 1 [Breath] for every [BoseProjektil] (max <style=\"highlight\">7</style>)\n[BeforeAttack] Deal +<style=\"highlight\">5</style>% damage for every 5 [Breath] on self (max <style=\"highlight\">25</style>%)\n[BeforeAttack] Consume 5 [Breath] on self\n[EndSkill] Lose every [BoseProjektil]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 3 [Laceration] and 3 [Sinking]"
}
]
}
]
}
]
},
{
"id": 2070811,
"levelList": [
{
"level": 1,
"name": "Asymmetrical Inertia",
"abName": "Clockwork-Time-Roly-Poly",
"desc": "[BeforeAttack] Gain (highest Reson.) [Vibration] Count (max 6, 20 per turn)\n- If the said Reson. was a Sloth Reson., trigger [Switch_Vibration] on [Vibration] on self into [VibrationSpring]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict +1 [Vibration] Count"
},
{
"desc": "[OnSucceedAttackHead] Inflict 2 [Vibration]"
},
{
"desc": "[OnSucceedAttackTail] Inflict +2 [Vibration] Count"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1\n- When triggering Tremor Burst, inflict 1 [AmberTakeDamageUp] this turn\n- If the highest Reson. was a 4+ Sloth A-Reson., inflict 1 [AmberTakeDamageUp] next turn as well"
}
]
}
]
},
{
"level": 3,
"name": "Asymmetrical Inertia",
"abName": "Clockwork-Time-Roly-Poly",
"desc": "[BeforeAttack] Gain (<style=\"highlight\">2 +</style> highest Reson.) [Vibration] Count (max <style=\"highlight\">8</style>, 20 per turn)\n- If the said Reson. was a Sloth Reson., trigger [Switch_Vibration] on [Vibration] on self into [VibrationSpring]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict +1 [Vibration] Count"
},
{
"desc": "[OnSucceedAttackHead] Inflict 4 [Vibration]"
},
{
"desc": "[OnSucceedAttackTail] Inflict +2 [Vibration] Count"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1\n- When triggering Tremor Burst, inflict 1 [AmberTakeDamageUp] this turn\n- If the highest Reson. was a <style=\"highlight\">Sloth A-Reson.</style>, inflict 1 [AmberTakeDamageUp] next turn as well"
}
]
}
]
},
{
"level": 4,
"name": "Asymmetrical Inertia",
"abName": "Clockwork-Time-Roly-Poly",
"desc": "[BeforeAttack] Gain (<style=\"highlight\">4 +</style> highest Reson.) [Vibration] Count (max 8, 20 per turn)\n- If the said Reson. was a Sloth Reson., trigger [Switch_Vibration] on [Vibration] on self into [VibrationSpring]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict +1 [Vibration] Count"
},
{
"desc": "[OnSucceedAttackHead] Inflict 5 [Vibration]"
},
{
"desc": "[OnSucceedAttackTail] Inflict +3 [Vibration] Count"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1\n- When triggering Tremor Burst, inflict 1 [AmberTakeDamageUp] this turn\n- If the highest Reson. was a <style=\"highlight\">3+ Sloth Reson.</style>, inflict 1 [AmberTakeDamageUp] next turn as well"
}
]
}
]
}
]
},
{
"id": 2070821,
"levelList": [
{
"level": 1,
"name": "Asymmetrical Inertia",
"abName": "Clockwork-Time-Roly-Poly",
"desc": "[CantIdentify]\nTargets randomly\n[BeforeAttack] Gain (2 + highest Reson.) [Vibration] Count (max 8, 20 per turn)\n- If the said Reson. was a Sloth Reson., trigger [Switch_Vibration] on [Vibration] on self into [VibrationSpring]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict +1 [Vibration] Count"
},
{
"desc": "[OnSucceedAttackHead] Inflict 4 [Vibration]"
},
{
"desc": "[OnSucceedAttackTail] Inflict +2 [Vibration] Count"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1"
},
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1\n- When triggering Tremor Burst, inflict 2 [AmberTakeDamageUp] this turn\n- If the highest Reson. was a 4+ Sloth A-Reson, inflict 2 [AmberTakeDamageUp] next turn as well"
}
]
}
]
},
{
"level": 3,
"name": "Asymmetrical Inertia",
"abName": "Clockwork-Time-Roly-Poly",
"desc": "[CantIdentify]\nTargets randomly\n[BeforeAttack] Gain (<style=\"highlight\">4 +</style> highest Reson.) [Vibration] Count (max 8, 20 per turn)\n- If the said Reson. was a Sloth Reson., trigger [Switch_Vibration] on [Vibration] on self into [VibrationSpring]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict +1 [Vibration] Count"
},
{
"desc": "[OnSucceedAttackHead] Inflict 5 [Vibration]"
},
{
"desc": "[OnSucceedAttackTail] Inflict +3 [Vibration] Count"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1"
},
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1\n- When triggering Tremor Burst, inflict 2 [AmberTakeDamageUp] this turn\n- If the highest Reson. was a <style=\"highlight\">Sloth A-Reson</style>, inflict 2 [AmberTakeDamageUp] next turn as well"
}
]
}
]
},
{
"level": 4,
"name": "Asymmetrical Inertia",
"abName": "Clockwork-Time-Roly-Poly",
"desc": "[CantIdentify]\nTargets randomly\n[BeforeAttack] Gain (4 + highest Reson.) [Vibration] Count (max <style=\"highlight\">10</style>, 20 per turn)\n- If the said Reson. was a Sloth Reson., trigger [Switch_Vibration] on [Vibration] on self into [VibrationSpring]",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict +2 [Vibration] Count"
},
{
"desc": "[OnSucceedAttackHead] Inflict 6 [Vibration]"
},
{
"desc": "[OnSucceedAttackTail] Inflict +4 [Vibration] Count"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1"
},
{
"desc": "[OnSucceedAttack] Trigger [VibrationExplosion]; then, reduce target's [Vibration] Count by 1\n- When triggering Tremor Burst, inflict 2 [AmberTakeDamageUp] this turn\n- If the highest Reson. was a <style=\"highlight\">3+ Sloth Reson.</style>, inflict 2 [AmberTakeDamageUp] next turn as well"
}
]
}
]
}
]
},
{
"id": 2070911,
"levelList": [
{
"level": 1,
"name": "Move-in Reg.",
"abName": "Kqe-1j-23",
"desc": "[BeforeAttack] Gain +(highest Reson. + 1) [Charge] Count (max 7)\n- At 4+ Envy Reson., gain +7 [Charge] Count instead\n[BeforeAttack] Consume all [Charge] Count on self. Deal +2% damage for every [Charge] Count consumed (max 30%)",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 2 [IDMicroChip]"
},
{
"desc": "[OnSucceedAttack] Gain +1~2 [Charge] Count"
}
]
}
]
},
{
"level": 3,
"name": "Move-in Reg.",
"abName": "Kqe-1j-23",
"desc": "[BeforeAttack] Gain +(highest Reson. + 1) [Charge] Count (max 7)\n- At 4+ Envy Reson., gain +7 [Charge] Count instead\n[BeforeAttack] Consume all [Charge] Count on self. Deal +3% damage for every [Charge] Count consumed (max 45%)\n<style=\"highlight\">- If this consumed 5+ [Charge] Count, Base Power +1</style>",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 2 [IDMicroChip]"
},
{
"desc": "[OnSucceedAttack] Gain +1~2 [Charge] Count"
}
]
}
]
},
{
"level": 4,
"name": "Move-in Reg.",
"abName": "Kqe-1j-23",
"desc": "<style=\"highlight\">Coin Power +1 for every 6 [Combustion] on the main target (max 3)</style>\n[BeforeAttack] Gain +(highest Reson. + 1) [Charge] Count (max 7)\n- At 4+ Envy Reson., gain +7 [Charge] Count instead\n[BeforeAttack] Consume all [Charge] Count on self. Deal +3% damage for every [Charge] Count consumed (max 45%)\n- If this consumed 5+ [Charge] Count, Base Power +1",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict <style=\"highlight\">2</style> [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict <style=\"highlight\">2</style> [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 2 [IDMicroChip]"
},
{
"desc": "[OnSucceedAttack] Gain +<style=\"highlight\">1~3</style> [Charge] Count"
}
]
}
]
}
]
},
{
"id": 2070921,
"levelList": [
{
"level": 1,
"name": "Move-in Reg.",
"abName": "Kqe-1j-23",
"desc": "[CantIdentify]\nPrioritizes targets with the most HP\n[BeforeAttack] At less than 10 [Charge] Count, take 10% HP damage and gain +10 [Charge] Count\n(this effect does not kill or Stagger this unit)\n[BeforeAttack] Gain +(highest Reson. + 1) [Charge] Count (max 8)\n- At 5+ Envy Reson., gain +8 [Charge] Count instead\n[BeforeAttack] Consume all [Charge] Count on self. Deal +3% damage for every [Charge] Count consumed (max 50%)",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "If target has [IDMicroChip], deal +20% damage"
},
{
"desc": "[OnSucceedAttack] Inflict 1 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 2 [IDMicroChip]"
},
{
"desc": "[OnSucceedAttack] Gain +1~2 [Charge] Count"
},
{
"desc": "[EnemyKill] Gain +2 [Charge] Count"
}
]
}
]
},
{
"level": 3,
"name": "Move-in Reg.",
"abName": "Kqe-1j-23",
"desc": "[CantIdentify]\nPrioritizes targets with the most HP\n[BeforeAttack] At less than 10 [Charge] Count, take 10% HP damage and gain +10 [Charge] Count\n(this effect does not kill or Stagger this unit)\n[BeforeAttack] Gain +(highest Reson. + <style=\"highlight\">2</style>) [Charge] Count (max 8)\n- At 5+ Envy Reson., gain +8 [Charge] Count instead\n[BeforeAttack] Consume all [Charge] Count on self. Deal +3% damage for every [Charge] Count consumed (max <style=\"highlight\">55</style>%)",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict 1 [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "If target has [IDMicroChip], deal +20% damage"
},
{
"desc": "[OnSucceedAttack] Inflict 1 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 2 [IDMicroChip]"
},
{
"desc": "[OnSucceedAttack] Gain +1~2 [Charge] Count"
},
{
"desc": "[EnemyKill] Gain +2 [Charge] Count"
}
]
}
]
},
{
"level": 4,
"name": "Move-in Reg.",
"abName": "Kqe-1j-23",
"desc": "[CantIdentify]\nPrioritizes targets with the most HP\n<style=\"highlight\">Coin Power +1 for every 6 [Combustion] on the main target (max 3)</style>\n[BeforeAttack] At less than 10 [Charge] Count, take 10% HP damage and gain +10 [Charge] Count\n(this effect does not kill or Stagger this unit)\n[BeforeAttack] Gain +(highest Reson. + <style=\"highlight\">3</style>) [Charge] Count (max <style=\"highlight\">10</style>)\n- At 5+ Envy Reson., gain +<style=\"highlight\">10</style> [Charge] Count instead\n[BeforeAttack] Consume all [Charge] Count on self. Deal +3% damage for every [Charge] Count consumed (max <style=\"highlight\">60</style>%)",
"coinlist": [
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict <style=\"highlight\">2</style> [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "[OnSucceedAttack] Inflict <style=\"highlight\">2</style> [Combustion]"
}
]
},
{
"coindescs": [
{
"desc": "If target has [IDMicroChip], deal +20% damage"
},
{
"desc": "[OnSucceedAttack] Inflict 1 [Binding] next turn"
},
{
"desc": "[OnSucceedAttack] Inflict 2 [IDMicroChip]"
},
{
"desc": "[OnSucceedAttack] Gain +<style=\"highlight\">1~3</style> [Charge] Count"
},
{
"desc": "[EnemyKill] Gain +2 [Charge] Count"
}
]
}
]
}
]
}
]
}