17 KiB
17 KiB
1 | Id | CoreId | Star | FightEventId | SpendMaterialId | SpendMaterialCount | Description | UpgradeDescription |
---|---|---|---|---|---|---|---|---|
2 | 1 | 1 | 0 | 2201101 | 60832 | 2 | Each time you <color=#0F70BC>switch characters</color>, gain 1 Energy (max <color=#0F70BC>3 stacks</color>). Spend <color=#0F70BC>3 Energy</color> to enter <color=#0F70BC>Matrix</color>, gaining <color=#0F70BC>10%</color> Extra DMG Bonus and <color=#0F70BC>1 random Signal Orb each second</color> within <color=#0F70BC>3s</color>. | ·Gain <color=#0F70BC>10%</color> Extra DMG Bonus\n·Duration: <color=#0F70BC>3s</color> |
3 | 2 | 1 | 1 | 2201102 | 60832 | 2 | Each time you <color=#0F70BC>switch characters</color>, gain 1 Energy (max <color=#0F70BC>3 stacks</color>). Spend <color=#0F70BC>3 Energy</color> to enter <color=#0F70BC>Matrix</color>, gaining <color=#0F70BC>15%</color> Extra DMG Bonus and <color=#0F70BC>1 random Signal Orb each second</color> within <color=#0F70BC>3s</color>. | ·Gain <color=#0F70BC>15%</color> Extra DMG Bonus\n·Duration: <color=#0F70BC>3s</color> |
4 | 3 | 1 | 2 | 2201103 | 60832 | 2 | Each time you <color=#0F70BC>switch characters</color>, gain 1 Energy (max <color=#0F70BC>3 stacks</color>). Spend <color=#0F70BC>3 Energy</color> to enter <color=#0F70BC>Matrix</color>, gaining <color=#0F70BC>20%</color> Extra DMG Bonus and <color=#0F70BC>1 random Signal Orb each second</color> within <color=#0F70BC>4s</color>. | ·Gain <color=#0F70BC>20%</color> Extra DMG Bonus\n·Duration: <color=#0F70BC>4s</color> |
5 | 4 | 1 | 3 | 2201104 | 60832 | 2 | Each time you <color=#0F70BC>switch characters</color>, gain 1 Energy (max <color=#0F70BC>3 stacks</color>). Spend <color=#0F70BC>3 Energy</color> to enter <color=#0F70BC>Matrix</color>, gaining <color=#0F70BC>25%</color> Extra DMG Bonus and <color=#0F70BC>1 random Signal Orb each second</color> within <color=#0F70BC>4s</color>. | ·Gain <color=#0F70BC>25%</color> Extra DMG Bonus\n·Duration: <color=#0F70BC>4s</color> |
6 | 5 | 1 | 4 | 2201105 | 60832 | 2 | Each time you <color=#0F70BC>switch characters</color>, gain 1 Energy (max <color=#0F70BC>3 stacks</color>). Spend <color=#0F70BC>3 Energy</color> to enter <color=#0F70BC>Matrix</color>, gaining <color=#0F70BC>30%</color> Extra DMG Bonus and <color=#0F70BC>1 random Signal Orb each second</color> within <color=#0F70BC>5s</color>. | ·Gain <color=#0F70BC>30%</color> Extra DMG Bonus\n·Duration: <color=#0F70BC>5s</color> |
7 | 6 | 2 | 0 | 2201201 | 60832 | 2 | Passive Effect: Whenever <color=#0F70BC>1 character</color> dies in this mode, increase HP equal to <color=#0F70BC>5%</color> Max HP (does not apply in Classical Showdown)\nUse to decrease the enemy's Extra DMG by <color=#0F70BC>5%</color> for <color=#0F70BC>8s</color>. While in effect, if an enemy is <color=#0F70BC>defeated</color>, recover <color=#0F70BC>10%</color> of Max HP\nCD: <color=#0F70BC>25s</color> | ·After defeating an enemy, take <color=#0F70BC>5%</color> reduced DMG for <color=#0F70BC>8s</color>\n·Meeting the requirements recovers <color=#0F70BC>10%</color> HP |
8 | 7 | 2 | 1 | 2201202 | 60832 | 2 | Passive Effect: Whenever <color=#0F70BC>1 character</color> dies in this mode, increase HP equal to <color=#0F70BC>10%</color> Max HP (does not apply in Classical Showdown)\nUse to decrease the enemy's Extra DMG by <color=#0F70BC>10%</color> for <color=#0F70BC>8s</color>. While in effect, if an enemy is <color=#0F70BC>defeated</color>, recover <color=#0F70BC>20%</color> of Max HP\nCD: <color=#0F70BC>22s</color> | ·After defeating an enemy, take <color=#0F70BC>10%</color> reduced DMG for <color=#0F70BC>8s</color>\n·Meeting the requirements recovers <color=#0F70BC>20%</color> HP |
9 | 8 | 2 | 2 | 2201203 | 60832 | 2 | Passive Effect: Whenever <color=#0F70BC>1 character</color> dies in this mode, increase HP equal to <color=#0F70BC>15%</color> Max HP (does not apply in Classical Showdown)\nUse to decrease the enemy's Extra DMG by <color=#0F70BC>15%</color> for <color=#0F70BC>8s</color>. While in effect, if an enemy is <color=#0F70BC>defeated</color>, recover <color=#0F70BC>30%</color> of Max HP\nCD: <color=#0F70BC>20s</color> | ·After defeating an enemy, take <color=#0F70BC>15%</color> reduced DMG for <color=#0F70BC>8s</color>\n·Meeting the requirements recovers <color=#0F70BC>30%</color> HP |
10 | 9 | 2 | 3 | 2201204 | 60832 | 2 | Passive Effect: Whenever <color=#0F70BC>1 character</color> dies in this mode, increase HP equal to <color=#0F70BC>20%</color> Max HP (does not apply in Classical Showdown)\nUse to decrease the enemy's Extra DMG by <color=#0F70BC>20%</color> for <color=#0F70BC>8s</color>. While in effect, if an enemy is <color=#0F70BC>defeated</color>, recover <color=#0F70BC>40%</color> of Max HP\nCD: <color=#0F70BC>18s</color> | ·After defeating an enemy, take <color=#0F70BC>20%</color> reduced DMG for <color=#0F70BC>8s</color>\n·Meeting the requirements recovers <color=#0F70BC>40%</color> HP |
11 | 10 | 2 | 4 | 2201205 | 60832 | 2 | Passive Effect: Whenever <color=#0F70BC>1 character</color> dies in this mode, increase HP equal to <color=#0F70BC>25%</color> Max HP (does not apply in Classical Showdown)\nUse to decrease the enemy's Extra DMG by <color=#0F70BC>25%</color> for <color=#0F70BC>8s</color>. While in effect, if an enemy is <color=#0F70BC>defeated</color>, recover <color=#0F70BC>50%</color> of Max HP\nCD: <color=#0F70BC>15s</color> | ·After defeating an enemy, take <color=#0F70BC>25%</color> reduced DMG for <color=#0F70BC>8s</color>\n·Meeting the requirements recovers <color=#0F70BC>50%</color> HP |
12 | 11 | 3 | 0 | 2201301 | 60832 | 2 | Passive Effect: Upon entering combat, recover <color=#0F70BC>20% of lost HP</color>\nUpon use, reduce <color=#0F70BC>20%</color> Max HP to become invincible for <color=#0F70BC>2s</color> and gain <color=#0F70BC>20%</color> Extra DMG Bonus for <color=#0F70BC>5s</color>\nCooldown: <color=#0F70BC>15s</color>\nEach use will increase its HP reduction by 2x, but it <color=#0F70BC>will not be fatal</color>. | ·Upon entering battle, recover <color=#0F70BC>20%</color> of missing HP\n·Gain <color=#0F70BC>20%</color> Extra DMG Bonus |
13 | 12 | 3 | 1 | 2201302 | 60832 | 2 | Passive Effect: Upon entering combat, recover <color=#0F70BC>20% of lost HP</color>\nUpon use, reduce <color=#0F70BC>17.5%</color> Max HP to become invincible for <color=#0F70BC>2s</color> and gain <color=#0F70BC>25%</color> Extra DMG Bonus for <color=#0F70BC>5s</color>\nCooldown: <color=#0F70BC>15s</color>\nEach use will increase its HP reduction by 2x, but it <color=#0F70BC>will not be fatal</color>. | ·Upon entering battle, recover <color=#0F70BC>20%</color> of missing HP\n·Gain <color=#0F70BC>25%</color> Extra DMG Bonus |
14 | 13 | 3 | 2 | 2201303 | 60832 | 2 | Passive Effect: Upon entering combat, recover <color=#0F70BC>20% of lost HP</color>\nUpon use, reduce <color=#0F70BC>15%</color> Max HP to become invincible for <color=#0F70BC>2s</color> and gain <color=#0F70BC>30%</color> Extra DMG Bonus for <color=#0F70BC>5s</color>\nCooldown: <color=#0F70BC>15s</color>\nEach use will increase its HP reduction by 2x, but it <color=#0F70BC>will not be fatal</color>. | ·Upon entering battle, recover <color=#0F70BC>20%</color> of missing HP\n·Gain <color=#0F70BC>30%</color> Extra DMG Bonus |
15 | 14 | 3 | 3 | 2201304 | 60832 | 2 | Passive Effect: Upon entering combat, recover <color=#0F70BC>20% of lost HP</color>\nUpon use, reduce <color=#0F70BC>12.5%</color> Max HP to become invincible for <color=#0F70BC>2s</color> and gain <color=#0F70BC>35%</color> Extra DMG Bonus for <color=#0F70BC>5s</color>\nCooldown: <color=#0F70BC>15s</color>\nEach use will increase its HP reduction by 2x, but it <color=#0F70BC>will not be fatal</color>. | ·Upon entering battle, recover <color=#0F70BC>20%</color> of missing HP\n·Gain <color=#0F70BC>35%</color> Extra DMG Bonus |
16 | 15 | 3 | 4 | 2201305 | 60832 | 2 | Passive Effect: Upon entering combat, recover <color=#0F70BC>20% of lost HP</color>\nUpon use, reduce <color=#0F70BC>10%</color> Max HP to become invincible for <color=#0F70BC>2s</color> and gain <color=#0F70BC>40%</color> Extra DMG Bonus for <color=#0F70BC>5s</color>\nCooldown: <color=#0F70BC>15s</color>\nEach use will increase its HP reduction by 2x, but it <color=#0F70BC>will not be fatal</color>. | ·Upon entering battle, recover <color=#0F70BC>20%</color> of missing HP\n·Gain <color=#0F70BC>40%</color> Extra DMG Bonus |
17 | 16 | 4 | 0 | 2201401 | 60832 | 2 | Passive Effect: After entering battle, recover HP equal to <color=#0F70BC>5% Max HP</color>\nAutomatically obtain <color=#0F70BC>2</color> Energy; <color=#0F70BC>1</color> additional Energy for each Basic Attack; and <color=#0F70BC>3</color> Energy for each 1-ping (max <color=#0F70BC>100</color> Energy)\nYou can activate once Energy reaches the limit. Once activated, <color=#0F70BC>all of your orbs</color> with be replaced with <color=#0F70BC>3 sets of Signal Orbs</color> for <color=#0F70BC>2s</color>. Orbs will be replaced based on the number of orbs used to activate skills. | ·Upon entering the battle, recover <color=#0F70BC>5%</color> Max HP\n·Extra Signal Orbs last <color=#0F70BC>2s</color> |
18 | 17 | 4 | 1 | 2201402 | 60832 | 2 | Passive Effect: After entering battle, recover HP equal to <color=#0F70BC>10% Max HP</color>\nAutomatically obtain <color=#0F70BC>2</color> Energy; <color=#0F70BC>1</color> additional Energy for each Basic Attack; and <color=#0F70BC>3</color> Energy for each 1-ping (max <color=#0F70BC>100</color> Energy)\nYou can activate once Energy reaches the limit. Once activated, <color=#0F70BC>all of your orbs</color> with be replaced with <color=#0F70BC>3 sets of Signal Orbs</color> for <color=#0F70BC>2s</color>. Orbs will be replaced based on the number of orbs used to activate skills. | ·Upon entering the battle, recover <color=#0F70BC>10%</color> Max HP\n·Extra Signal Orbs last <color=#0F70BC>2s</color> |
19 | 18 | 4 | 2 | 2201403 | 60832 | 2 | Passive Effect: After entering battle, recover HP equal to <color=#0F70BC>15% Max HP</color>\nAutomatically obtain <color=#0F70BC>2</color> Energy; <color=#0F70BC>1</color> additional Energy for each Basic Attack; and <color=#0F70BC>3</color> Energy for each 1-ping (max <color=#0F70BC>100</color> Energy)\nYou can activate once Energy reaches the limit. Once activated, <color=#0F70BC>all of your orbs</color> with be replaced with <color=#0F70BC>3 sets of Signal Orbs</color> for <color=#0F70BC>3s</color>. Orbs will be replaced based on the number of orbs used to activate skills. | ·Upon entering the battle, recover <color=#0F70BC>15%</color> Max HP\n·Extra Signal Orbs last <color=#0F70BC>3s</color> |
20 | 19 | 4 | 3 | 2201404 | 60832 | 2 | Passive Effect: After entering battle, recover HP equal to <color=#0F70BC>20% Max HP</color>\nAutomatically obtain <color=#0F70BC>2</color> Energy; <color=#0F70BC>1</color> additional Energy for each Basic Attack; and <color=#0F70BC>3</color> Energy for each 1-ping (max <color=#0F70BC>100</color> Energy)\nYou can activate once Energy reaches the limit. Once activated, <color=#0F70BC>all of your orbs</color> with be replaced with <color=#0F70BC>3 sets of Signal Orbs</color> for <color=#0F70BC>3s</color>. Orbs will be replaced based on the number of orbs used to activate skills. | ·Upon entering the battle, recover <color=#0F70BC>20%</color> Max HP\n·Extra Signal Orbs last <color=#0F70BC>3s</color> |
21 | 20 | 4 | 4 | 2201405 | 60832 | 2 | Passive Effect: After entering battle, recover HP equal to <color=#0F70BC>25% Max HP</color>\nAutomatically obtain <color=#0F70BC>2</color> Energy; <color=#0F70BC>1</color> additional Energy for each Basic Attack; and <color=#0F70BC>3</color> Energy for each 1-ping (max <color=#0F70BC>100</color> Energy)\nYou can activate once Energy reaches the limit. Once activated, <color=#0F70BC>all of your orbs</color> with be replaced with <color=#0F70BC>3 sets of Signal Orbs</color> for <color=#0F70BC>4s</color>. Orbs will be replaced based on the number of orbs used to activate skills. | ·Upon entering the battle, recover <color=#0F70BC>25%</color> Max HP\n·Extra Signal Orbs last <color=#0F70BC>4s</color> |
22 | 21 | 5 | 0 | 2200201 | 60832 | 2 | Restores <color=#0F70BC>6%</color> of Max HP upon casting it.\nGathers Energy and keeps pulling enemies around for <color=#0F70BC>3s</color>\nWhen pulling the enemies, the character will be immune to damage with no attack or movement restrictions.\nSkill cooldown is <color=#0F70BC>120s</color>. | - HP equal to <color=#0F70BC>6%</color> of Max HP will be restored.\n- The effect will last <color=#0F70BC>3s</color>. |
23 | 22 | 5 | 1 | 2200202 | 60832 | 2 | Restores <color=#0F70BC>12%</color> of Max HP upon casting it.\nGathers Energy and keeps pulling enemies around for <color=#0F70BC>3.5s</color>\nWhen pulling the enemies, the character will be immune to damage with no attack or movement restrictions.\nSkill cooldown is <color=#0F70BC>120s</color>. | - HP equal to <color=#0F70BC>12%</color> of Max HP will be restored.\n- The effect will last <color=#0F70BC>3.5s</color>. |
24 | 23 | 5 | 2 | 2200203 | 60832 | 2 | Restores <color=#0F70BC>18%</color> of Max HP upon casting it.\nGathers Energy and keeps pulling enemies around for <color=#0F70BC>4s</color>\nWhen pulling the enemies, the character will be immune to damage with no attack or movement restrictions.\nSkill cooldown is <color=#0F70BC>120s</color>. | - HP equal to <color=#0F70BC>18%</color> of Max HP will be restored.\n- The effect will last <color=#0F70BC>4s</color>. |
25 | 24 | 5 | 3 | 2200204 | 60832 | 2 | Restores <color=#0F70BC>24%</color> of Max HP upon casting it.\nGathers Energy and keeps pulling enemies around for <color=#0F70BC>4.5s</color>\nWhen pulling the enemies, the character will be immune to damage with no attack or movement restrictions.\nSkill cooldown is <color=#0F70BC>120s</color>. | - HP equal to <color=#0F70BC>24%</color> of Max HP will be restored.\n- The effect will last <color=#0F70BC>4.5s</color>. |
26 | 25 | 5 | 4 | 2200205 | 60832 | 2 | Restores <color=#0F70BC>30%</color> of Max HP upon casting it.\nGathers Energy and keeps pulling enemies around for <color=#0F70BC>5s</color>\nWhen pulling the enemies, the character will be immune to damage with no attack or movement restrictions.\nSkill cooldown is <color=#0F70BC>120s</color>. | - HP equal to <color=#0F70BC>30%</color> of Max HP will be restored.\n- The effect will last <color=#0F70BC>5s</color>. |
27 | 26 | 6 | 0 | 2200401 | 60832 | 2 | The character generates a <color=#0F70BC>0.8-second</color> shield upon casing it.\nUpon receiving damage from an enemy, the shield will <color=#0F70BC>resist damage once</color>\nWhen the shield successfully resists the damage, Matrix will be triggered and the character will receive <color=#0F70BC>1</color> random Signal Orb.\nMeanwhile, the character will counterattack the target and deal Physical DMG equal to <color=#0F70BC>1%</color> of current HP.\nThe counterattack deals <color=#0F70BC>100%</color> more DMG if the target's HP is below <color=#0F70BC>50%</color>.\nSkill cooldown is <color=#0F70BC>30s</color>. | - Gains <color=#0F70BC>1</color> random Signal Orb.\nReflects DMG equal to <color=#0F70BC>1%</color> of the target's current HP |
28 | 27 | 6 | 1 | 2200402 | 60832 | 2 | The character generates a <color=#0F70BC>0.8-second</color> shield upon casing it.\nUpon receiving damage from an enemy, the shield will <color=#0F70BC>resist damage once</color>\nWhen the shield successfully resists the damage, Matrix will be triggered and the character will receive <color=#0F70BC>1</color> random Signal Orb.\nMeanwhile, the character will counterattack the target and deal Physical DMG equal to <color=#0F70BC>2%</color> of current HP.\nThe counterattack deals <color=#0F70BC>100%</color> more DMG if the target's HP is below <color=#0F70BC>50%</color>.\nSkill cooldown is <color=#0F70BC>30s</color>. | - Gains <color=#0F70BC>1</color> random Signal Orb.\nReflects DMG equal to <color=#0F70BC>2%</color> of the target's current HP |
29 | 28 | 6 | 2 | 2200403 | 60832 | 2 | The character generates a <color=#0F70BC>0.8-second</color> shield upon casing it.\nUpon receiving damage from an enemy, the shield will <color=#0F70BC>resist damage once</color>\nWhen the shield successfully resists the damage, Matrix will be triggered and the character will receive <color=#0F70BC>1</color> random Signal Orb.\nMeanwhile, the character will counterattack the target and deal Physical DMG equal to <color=#0F70BC>3%</color> of current HP.\nThe counterattack deals <color=#0F70BC>100%</color> more DMG if the target's HP is below <color=#0F70BC>50%</color>.\nSkill cooldown is <color=#0F70BC>30s</color>. | - Gains <color=#0F70BC>1</color> random Signal Orb.\nReflects DMG equal to <color=#0F70BC>3%</color> of the target's current HP |
30 | 29 | 6 | 3 | 2200404 | 60832 | 2 | The character generates a <color=#0F70BC>0.8-second</color> shield upon casing it.\nUpon receiving damage from an enemy, the shield will <color=#0F70BC>resist damage once</color>\nWhen the shield successfully resists the damage, Matrix will be triggered and the character will receive <color=#0F70BC>1</color> random Signal Orb.\nMeanwhile, the character will counterattack the target and deal Physical DMG equal to <color=#0F70BC>4%</color> of current HP.\nThe counterattack deals <color=#0F70BC>100%</color> more DMG if the target's HP is below <color=#0F70BC>50%</color>.\nSkill cooldown is <color=#0F70BC>30s</color>. | - Gains <color=#0F70BC>1</color> random Signal Orb.\nReflects DMG equal to <color=#0F70BC>4%</color> of the target's current HP |
31 | 30 | 6 | 4 | 2200405 | 60832 | 2 | The character generates a <color=#0F70BC>0.8-second</color> shield upon casing it.\nUpon receiving damage from an enemy, the shield will <color=#0F70BC>resist damage once</color>\nWhen the shield successfully resists the damage, Matrix will be triggered and the character will receive <color=#0F70BC>2</color> random Signal Orbs.\nMeanwhile, the character will counterattack the target and deal Physical DMG equal to <color=#0F70BC>5%</color> of current HP.\nThe counterattack deals <color=#0F70BC>100%</color> more DMG if the target's HP is below <color=#0F70BC>50%</color>.\nSkill cooldown is <color=#0F70BC>30s</color>. | - Gains <color=#0F70BC>2</color> random Signal Orbs.\nReflects DMG equal to <color=#0F70BC>5%</color> of the target's current HP |