Poison
At the end of each turn, deals Poison-type damage equal to 3% of Health. (Poison-type Jinies are immune to this effect.)
At the end of each turn, deals Poison-type damage equal to 3% of Health. (Poison-type Jinies 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 Jinies are immune to this effect.)
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.
Freezes 5% of Health. If current Health is below the frozen percentage, the Jini faints. (Ice-type Jinies are immune to this effect.)
When this Jini enters the field through an active Jini 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 Jinies 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 Jini is immune to all effects that would make it leave the field.
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.)
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 Jini on the field Leave the Field, the Jini that switches in loses 6% Health.
A skill's turn priority. Skills with higher priority ignore the Speed difference between both Jinies and are used first. Priority can stack.
Mark effect. At the end of the turn, gains 1 energy.
The Jini leaves the field, then immediately enters the field. Jinies that entered this turn are immune to this effect.
The Jini leaves the field, then another random Jini on its team switches in. Jinies 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 Jini on the field Leave the Field, the Jini 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.
A Mark effect: after this Jini uses a skill with an energy cost of 3, it gains +40% to both attacks.
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 Jini with this mark, Starfall Mark triggers, consumes all Starfall stacks, and deals extra Illusion-type damage to that Jini.
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 Jinies 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 Jinies or triggering a switch-out effect. (Does not include leaving the field after a Jini faints.)
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.
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 Jini gains Buff, it gains 1 extra stack.
A type of buff that increases Physical ATK, Magic ATK, Armor, Magic Resist, or Speed.
A Jini 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 Jini on the field Leave the Field, the replacement Jini 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 Jinies are immune to this effect.)
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.)
While Rooted, a Jini cannot Leave the Field and cannot gain Rooted again.
While in this state, the Jini's information is hidden. The state is removed when this Jini acts or is attacked by an enemy.
While in this state, the Jini's information is hidden. The state is removed when this Jini acts or is attacked by an enemy.