Poison
At the end of each turn, deals Poison-type damage equal to 3% of Health. (Poison-type spirits are immune to this effect.)
At the end of each turn, deals Poison-type damage equal to 3% of Health. (Poison-type spirits are immune to this effect.)
At the end of the turn, deals Fire-type damage equal to 2% of Health and halves the stack count. (Fire-type spirits are immune to this effect.)
The spirit leaves the field, then another spirit on its team is chosen to switch in. Spirits that entered this turn are immune to this effect.
Freezes 5% of Health. If current Health is below the frozen percentage, the spirit faints. (Ice-type spirits are immune to this effect.)
When this spirit enters the field through an active spirit switch, it uses the first skill that meets the energy requirement and has Swiftness.
Reverts to the previous stage and reduces base stats accordingly. (Only spirits that can devolve can become Cutified, and it does not disappear when leaving the field.)
This skill must charge for 1 turn before it can be used on the next turn. While charging, this spirit is immune to all effects that would make it leave the field.
At the end of the turn, absorbs 6% Health from the parasitic source. (Grass-type spirits are immune to this effect.)
Applies Devotion's corresponding enhanced effects to all "Bite" and "Swarm" skills on your team.
On its first turn after entering the field, it gains an extra effect.
Prevents the enemy from using the corresponding skill for this use.
Effects that increase stats, skill power, or combo count, or reduce energy cost, grant lifesteal, cause overload, and similar effects. (Does not include effects with the type "Mark," "Trait," or "Other.")
Effects that reduce stats, skill power, or combo-hit count; increase energy cost; or inflict poison, burn, parasitism, freeze, Cutified, Conductive Charge, and similar effects. (Excludes effects of the types "Mark", "Trait", and "Other".)
Mark effect. At the end of the turn, deals Poison-type damage equal to 3% of Health.
If the enemy uses a status skill, this skill counters successfully, acts first this turn, and triggers the counter effect.
If the enemy uses an attack skill, this skill counters successfully, acts first this turn, and triggers the counter effect. After use, equipped defense skills enter a 1-turn cooldown.
If the enemy uses a defense skill, this skill counters successfully, acts first this turn, and triggers the counter effect.
The Mark effect increases the power of all skills by 10%.
Mark effect. After the spirit on the field Leave the Field, the spirit that switches in loses 6% Health.
A skill's turn priority. Skills with higher priority ignore the Speed difference between both spirits and are used first. Priority can stack.
Mark effect. At the end of the turn, gains 1 energy.
Mark effect. All skills cost 1 less energy.
The spirit leaves the field, then immediately enters the field. Spirits that entered this turn are immune to this effect.
The spirit leaves the field, then another random spirit on its team switches in. Spirits that entered this turn are immune to this effect.
Mark effect. When attacking first, this skill has 20% more power for this use.
Mark effect. After the spirit on the field Leave the Field, the spirit that switches in loses 1 energy.
When dealing damage, restores Health based on the lifesteal ratio and the damage dealt.
The Mark effect increases the power of all attack skills by 30% and increases their energy cost by 1.
Mark effect. After using a skill with an energy cost of 3, both attacks increase by 30%.
The Mark effect reduces Speed by 10.
At the start of each turn, skills with "Transmission X" move down X positions. This effect can stack.
Mark effect. When a non-Illusion-type skill attacks a spirit with this mark, Starfall Mark triggers, consumes all Starfall stacks, and deals extra Illusion-type damage to that spirit.
Includes Poison and Poison Mark.
Changes the combo count. Only affects skills that have combo hits.
During a sandstorm, both sides' Earth-type skills have their energy cost halved.
During a blizzard, both sides gain 2 stacks of Freeze at the end of each turn. (Ice-type spirits are immune to this effect.)
When the weather is rainy, the power of both sides' Water-type skills increases by 75%.
Leaves the field by actively switching spirits or triggering a switch-out effect. (Does not include leaving the field after a spirit faints.)
Marks do not disappear after a spirit leaves the field. The new spirit entering the field inherits mark effects. A spirit can have at most 1 positive mark and 1 negative mark at the same time.
After use, this changes into a random skill within the specified range, and its energy cost is reduced by 1. After that random skill is used, it changes back to the original skill.
When a spirit gains Buff, it gains 1 extra stack.
A type of buff that increases Physical ATK, Magic ATK, Armor, Magic Resist, or Speed.
A spirit with a bloodline outside this type, including other type bloodlines, the Leader Bloodline, the Strange Bloodline, the Corrupted Bloodline, and others.
A type of debuff that reduces Physical ATK, Magic ATK, Armor, Magic Resist, or Speed.
Choose 1 of 2 effects to use. (The 2 effects count as the same skill and are recorded separately as "Light" and "Dark".)
Mark effect. After a spirit on the field Leave the Field, the replacement spirit gains 5 random stacks of stat debuffs.
During Thunderstorm weather, both sides gain 1 stack of Conductive Charge at the end of each turn. (Electric-type spirits are immune to this effect.)
When a spirit gains 2 stacks of Conductive Charge, it immediately takes Electric-type damage equal to 25% of its Health and loses 2 stacks of Conductive Charge. (Electric-type spirits are immune to this effect.)
While Rooted, a spirit cannot Leave the Field and cannot gain Rooted again.