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

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{
"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": ""
}
]
}
]
}
]
}
]
}