Poison

At the end of each turn, deals Poison-type damage equal to 3% of Health. (Poison-type Jinies are immune to this effect.)

Burn

At the end of the turn, deals Fire-type damage equal to 2% of Health and halves the stack count. (Fire-type Jinies are immune to this effect.)

Switch Out

The Jini leaves the field, then another Jini on its team is chosen to switch in. Jinies that entered this turn are immune to this effect.

Freeze

Freezes 5% of Health. If current Health is below the frozen percentage, the Jini faints. (Ice-type Jinies are immune to this effect.)

Swiftness

When this Jini enters the field through an active Jini switch, it uses the first skill that meets the energy requirement and has Swiftness.

Cutified

Reverts to the previous stage and reduces base stats accordingly. (Only Jinies that can devolve can become Cutified, and it does not disappear when leaving the field.)

Charge

This skill must charge for 1 turn before it can be used on the next turn. While charging, this Jini is immune to all effects that would make it leave the field.

Parasitism

At the end of each turn, this effect absorbs 2% Health from the source of the parasitism. (Grass-type Jinies are immune to this effect.)

Devotion

Applies Devotion's corresponding enhanced effects to all "Bite" and "Swarm" skills on your team.

Burst

On its first turn after entering the field, it gains an extra effect.

Interrupt

Prevents the enemy from using the corresponding skill for this use.

Buff

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.")

Debuff

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".)

Poison Mark

Mark effect. At the end of the turn, deals Poison-type damage equal to 3% of Health.

Status Counter

If the enemy uses a status skill, this skill counters successfully, acts first this turn, and triggers the counter effect.

Attack Counter

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.

Defense Counter

If the enemy uses a defense skill, this skill counters successfully, acts first this turn, and triggers the counter effect.

Attack Mark

The Mark effect increases the power of all skills by 10%.

Thorn Mark

Mark effect. After the Jini on the field Leave the Field, the Jini that switches in loses 6% Health.

Priority

A skill's turn priority. Skills with higher priority ignore the Speed difference between both Jinies and are used first. Priority can stack.

Damp Mark

Mark effect. All skills cost 1 less energy.

Return to Field

The Jini leaves the field, then immediately enters the field. Jinies that entered this turn are immune to this effect.

Emergency Switch

The Jini leaves the field, then another random Jini on its team switches in. Jinies that entered this turn are immune to this effect.

Rising Wind Mark

Mark effect. When attacking first, this skill has 20% more power for this use.

Lifesteal

When dealing damage, restores Health based on the lifesteal ratio and the damage dealt.

Momentum Mark

The Mark effect increases the power of all attack skills by 30% and increases their energy cost by 1.

Dragon Bite Mark

A Mark effect: after this Jini uses a skill with an energy cost of 3, it gains +40% to both attacks.

Transmission

At the start of each turn, skills with "Transmission X" move down X positions. This effect can stack.

Starfall Mark

Mark effect. When a non-Illusion-type skill attacks a Jini with this mark, Starfall Mark triggers, consumes all Starfall stacks, and deals extra Illusion-type damage to that Jini.

Combo Count

Changes the combo count. Only affects skills that have combo hits.

Sandstorm

During a sandstorm, both sides' Earth-type skills have their energy cost halved.

Blizzard

During a blizzard, both sides gain 2 stacks of Freeze at the end of each turn. (Ice-type Jinies are immune to this effect.)

Rain

When the weather is rainy, the power of both sides' Water-type skills increases by 75%.

Leave the Field

Leaves the field by actively switching Jinies or triggering a switch-out effect. (Does not include leaving the field after a Jini faints.)

Mark

Marks do not disappear after a Jini leaves the field. The new Jini entering the field inherits mark effects. A Jini can have at most 1 positive mark and 1 negative mark at the same time.

Clever Shift

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.

Sprout Mark

When a Jini gains Buff, it gains 1 extra stack.

Poison

Using a skill that adds X Poison inflicts X stacks of Poison on the enemy.

Stat Buff

A type of buff that increases Physical ATK, Magic ATK, Armor, Magic Resist, or Speed.

Hybrid Jini

A Jini with a bloodline outside this type, including other type bloodlines, the Leader Bloodline, the Strange Bloodline, the Corrupted Bloodline, and others.

Stat Debuff

A type of debuff that reduces Physical ATK, Magic ATK, Armor, Magic Resist, or Speed.

Choice

Choose 1 of 2 effects to use. (The 2 effects count as the same skill and are recorded separately as "Light" and "Dark".)

Thunderstorm

During Thunderstorm weather, both sides gain 1 stack of Conductive Charge at the end of each turn. (Electric-type Jinies are immune to this effect.)

Conductive Charge

When a Jini 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 Jinies are immune to this effect.)

Wooden Barrel State

While in this state, the Jini's information is hidden. The state is removed when this Jini acts or is attacked by an enemy.

Moonfall Star State

While in this state, the Jini's information is hidden. The state is removed when this Jini acts or is attacked by an enemy.