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Term Skills
These are the effects mentioned in some skill descriptions.
Damage Reduction Skills | ||
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Active | ||
Shield | Damage received -50% for 3 Rounds. | |
The Shield of Great Sea | Damage received -50% for 5 Rounds. | |
Dragons' Shielding | Damage received decreases in proportion to the no. of Dragons for 1 Round. | |
Counterattack Wall | Damage from enemies' counterattack -100% for 1 Round. | |
Defense Wall | Damage received -60% for 3 Rounds. | |
Play Safe | If <5 Combos are made, Damage received -80% for 1 Round; otherwise, Attack x 2. Only the first batch of Runestones dissolved will be counted. | |
Defending Weak | Damage received -60% if HP is ≤50% for 1 Round; Otherwise, Heart Runestones also possess the effect of Earth Runestones. | |
Elemental Defense | Damage received -30% for 3 Rounds, with a 70% chance of dodging enemies' attack | |
Leader | ||
Aquatic Shield | Water Damage received -30% | |
Fiery Shield | Fire Damage received -30% | |
Verdant Shield (15) | Earth Damage received -30% | |
Elemental Protection | All Attributive Damage received -30% | |
Aquatic Wall | Water Damage received -50% | |
Barbican - Water and Earth | I. Water Damage received -50% II. Earth Damage received -30% |
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Wall of Water, Earth & Darkness | I. Water Damage received -50% II. Earth and Dark Damage received -30% |
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Fiery Wall | Fire Damage received -50% | |
Barbican - Fire and Water | I. Fire Damage received -50% II. Water Damage received -30% |
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Wall of Fire, Water and Light | I. Fire Damage received -50% II. Water and Light Damage received -30% |
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Verdant Wall | Earth Damage received -50% | |
Barbican - Earth and Fire | I. Earth Damage received -50% II. Fire Damage received -30% |
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Wall of Earth, Fire and Dark | I. Earth Damage received -50% II. Fire and Dark Damage received -30% |
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Luminous Wall | Light Damage received -50% | |
Barbican - Light and Water | I. Light Damage received -50% II. Water Damage received -30% |
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Wall of Light, Water and Earth | I. Light Damage received -50% II. Water and Earth Damage received -30% |
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Dusky Wall | Dark Damage received -50% | |
Barbican - Dark and Fire | I. Dark Damage received -50% II. Fire Damage received -30% |
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Wall of Dark, Fire and Light | I. Dark Damage received -50% II. Fire and Light Damage received -30% |
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Indestructible Body | The higher the HP ⇒ the less the Damage received, to the max -60% |
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Indestructible Body | The higher the HP, the less the Damage received, to the max -80% | |
Gilded Armor | I. The higher the HP ⇒ the less the Damage received ⇒ to the max -60% II. The lower the HP ⇒ the higher the chance of dodging all the Attacks ⇒ to the max 50% |
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Gilded Armor - SP | The higher the HP, the less the Damage received, to the max -80%. The lower the HP, the higher the chance of dodging all the Attacks, to the max 50% | |
Song of Armor - Fire | I. Team Attack x 1.5 II. Fire Damage received -50% |
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Song of Armor - Light | I. Team Attack x 1.5 II. Light Damage received -50% |
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Song of Armor - Earth | I. Team Attack x 1.5 II. Earth Damage received -50% |
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Song of Armor - Water | I. Team Attack x 1.5 II. Water Damage received -50% |
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Song of Armor - Fire & Earth | I. Team Attack x 1.5 II. Fire and Earth Damage received -50% |
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Song of Armor - Light & Water | I. Team Attack x 1.5 II. Light and Water Damage received -50% |
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Song of Armor - Earth & Water | I. Team Attack x 1.5 II. Earth and Water Damage received -50% |
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Song of Armor - Water & Fire | I. Team Attack x 1.5 II. Water and Fire Damage received -50% |
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Armor Defense - Fire | I. Team Attack x 1.5 II. Fire and Dark Damage Received -50% |
Willpower Skills | ||
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Leader | ||
Will to Carry on | When HP >70% ⇒ the next Damage received will not lead to your defeat (one activation each Round) |
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Will to Survive | When HP >50% ⇒ the next Damage received will not lead to your defeat (one activation each Round) |
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Unbeatable Counter - Water | I. When HP >50% ⇒ the next Damage received will not lead to your defeat II. The Damage relieved by this Skill will be dealt to the attacking enemies as a Water Counterattack (one activation each Round) |
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Team Skills | ||
Diablo + Any Elves | Diablo must be leader of team with 4 or more of any monsters of the Elf race | When HP is full, the next Damage received will not lead to your defeat (one activation each Round). |
Control Skills | ||
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Active | ||
Shield Destructor | Enemies' Defense -75% for 3 Rounds. | |
Collapse of Barrier | Enemies' Defense -90% for 3 Rounds. | |
Freeze | Freeze all enemies to inactivate them and change their Attribute into Water for 3 Rounds. | |
Parasitism | Absorb enemies' HP each Round in an amount equal to Monster's Recovery, regardless of Defense and Attribute until defeated. | |
Poison | Poison all enemies with the Monster's Attack each Round, regardless of Defense and Attribute until defeated. | |
Petrification | Petrify all enemies to inactivate them and change their Attribute into Earth for 3 Rounds. | |
Water Trace | Water Damage dealt to enemies continues to increase until no Water Damage is dealt. | |
Fire Trace | Fire Damage dealt to enemies continues to increase until no Fire Damage is dealt. | |
Earth Trace | Earth Damage dealt to enemies continues to increase until no Earth Damage is dealt. | |
Light Trace | Light Damage dealt to enemies continues to increase until no Light Damage is dealt. | |
Dark Trace | Dark Damage dealt to enemies continues to increase until no Dark Damage is dealt. | |
Bubble Burst | Bubblize all enemies: ▋70% of the Damage dealt to enemies in 3 Rounds (excluding non-Attributive Damage) will be stored for 1 extra non-Attributive Attack to be launched at the end of the 3rd Round regardless of Defense. |
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Ignition | For 3 Rounds, turn all enemies into Fire Attribute; deal Fire Damage as much as 30x the Monster's Attack to all enemies each Round. | |
Bewitchment | Enemies attack themselves or each other once for 3 Rounds. | |
Shield Blast | Stun all enemies to inactivate them for 5 Rounds. The effect stays in play until they are attacked | |
Battlefield of Waves | For 2 Rounds, turn all enemies' Attributes into Fire; Water Attack on Fire enemies increases. | |
Battlefield of Flame | For 2 Rounds, turn all enemies' Attributes into Earth; Fire Attack on Earth enemies increases. | |
Frosting Moment | Freeze all enemies to inactivate them and change their Attribute into Water for 3 Rounds; extend Runestone-moving time regardlessly by 5 seconds when the Skill is in play. | |
Saprophytism | Absorb enemies' HP each Round as much as 2x of the Monster's Recovery, regardless of Defense, Attribute and Skills until the enemy's defeat. The effect could be superimposed at most 3 times. | |
Extreme Danger | All enemies: ▋Defense-90% for 3 Rounds. ▋CDs +1. |
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Battlefield of Drought | For 2 Rounds, turn all enemies' Attributes into Water; Earth Attack on Water enemies increases. | |
Blazing Magic Circle - EX | Ignite all enemies to inactivate them and change their Attribute into Fire for 3 Rounds; Fire Attack x 1.5 when the Skill is in play. | |
Delay | CDs of all enemies will be delayed for 1 Round | |
Mastery of Frosting | For 1 Round, freeze all enemies to inactivate them and change their Attributes into Water; Water Attack x 1.5. |
Attribute/Race Effects[]
Skill | Description |
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{race} Racism | Enemy Attack increases by ×.4 for every [listed Race] member of Summoner's Team; ×3 maximum |
Variations:
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Non-{race} Racism | Enemy Attack increases by ×.4 for every non-[listed Race] member of Summoner's Team; ×3 maximum |
50% {Race} Shield | Damage dealt to the enemy by [listed Race] members will be lowered by 50% |
Variations:
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Non-{race} Shield | Damage dealt to the enemy by non-[listed Race] members will be lowered by 75% |
Variations:
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Skill:Skill Lock {race} Lock | Turn Dark, Light and Heart Runestones into Enchanted Water, Enchanted Fire and Enchanted Earth Runestones respectively. For 1 Round, Damage dealt to Demons by the Monster x 5. |
Fusion Shield · E-Dragon (WFE) | Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy. If Dragon(s) are present, Enchanted Water, Fire and Earth runes must be dissolved in each Round. |
Weathered Mines EX · Demon Triple | Each Round, 1 Runestone will be weathered. If any of the weathered runes are touched, Runestone movement will be stopped immediately and a Damage of 3,000 will be dealt on Summoner. Weathered Runestones remain after the enemy is defeated. If Demon(s) are present, 3 random runes will be weathered. |
Sticky Trail · Elf EX | When moving Runestones, the last 5 runes touched will become sticky. If sticky runes are touched, Runestone movement will be stopped immediately. If Elf(s) are present, all runes touched would become sticky. |
Masked Runes 9 ‧ God 12 ‧ 15% | Masked runes will drop while dissolving Runestones, with a maximum of 9 Masked runes on the board (12 when God(s) present). Masked runes can still be dissolved, but will remain unknown until enemy defeat. |
7+ Combo Shield · Human Disparity | The enemy receives Damage only when 7 or more Combos are made. If Human(s) are present, the number of attacks the enemy launches is the difference between 7 and the number of Combos made. |
esp not supported | Enemy Attack increases by ×.4 for every non-[listed Attribute] member of Summoner's Team; ×3 maximum |
eskill2|esp not supported | Damage dealt to the enemy by non-[listed] Attributive Attack are reduced to 25% |
Variations:
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eskill2|esp not supported | Damage dealt to the enemy by non-[listed] Attributive Attack are reduced to 50% |
Variations:
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{attribute} Lock | Turn Dark, Light and Heart Runestones into Enchanted Water, Enchanted Fire and Enchanted Earth Runestones respectively. For 1 Round, Damage dealt to Demons by the Monster x 5. |
Variations:
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esp not supported | Water and Fire Attacks -75%. Active Skill and Attack of a random Monster will be blocked for 2 Rounds when the enemy attacks (can be superimposed). |
ED Shield · Weathered Lockdown | Damage dealt to enemy by Earth and Dark Attacks will be lowered to 10%. Active Skills of a random member will be locked for 2 Rounds as Summoner receives damages (can be superimposed). 2 random Runestones will be weathered each round. If any is touched, movement will be stopped. |
Reflecting WE Shield | Enemy reflects 35% of Summoner's attack. (dissolving Runestones is necessary) Damage dealt to the enemy by non-Water and non-Earth Attributive Attack will be lowered to 25%. |
{attr/race} Intimidation | The more [listed Attribute/Race] members are in the Team, the lower Summoner's Attack. |
{attr/race} Vitality Shield | Enemy HP increases by ×.4 for every Non-[listed Attribute/Race] member on the Summoner's Team; ×3 maximum |
Team Effects[]
Skill | Description |
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Diverse Intimidation | The more members of different Attributes are in the Team, the lower Summoner's Attack. |
esp not supported | The more team members, the higher enemy Attack. |
eskill2|esp not supported | The more team members, the higher enemy Attack. |
Variations: Large • Massive
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eskill2|esp not supported | The more team members, the higher enemy Attack. |
Variations: Large • Massive
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esp not supported | The more Team Members, the higher percentage of Summoner's HP will be deducted when attacked (regardless of all damage-reducing and Willpower Skills). |
HP Effects[]
Skill | Description |
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esp not supported | Team Recovery becomes 0. |
eskill2|esp not supported | Enemy recovers {X} of Summoner's HP at the beginning of the first Round. |
Variations: 4000 • 5000 • 6000
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eskill2|esp not supported | Enemy recovers {X} of Summoner's HP every 2 Rounds. |
Variations: 2000 • 3000 • 4000
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esp not supported | Summoner's HP will depleted to 1 at the beginning of the first Round. |
esp not supported | Summoner's HP will depleted to 1 at the beginning of the first Round, while all members' Active Skills will be blocked. |
Attack Effects[]
Skill | Description |
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eskill2|esp not supported | Summoner Attack is reduced by {X}% for 3 to 5 Rounds. |
Variations: 50% • 80% • 90%
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esp not supported | Enemy will fully recover its HP each Round. Damage against the enemy is reduced to 1. |
esp not supported | Enemy is immune to damage from Enchanted Runestones. |
esp not supported | Damage caused by Enchanted Runestones is reduced to 25%. |
Pente FD Shield · Phantom Burn | Dark and Fire attacks cannot damage the enemy for 5 Rounds. Enemy ignores all Damage-reducing and Willpower Skills. 1 random Runestone will be burnt as Summoner receives damages; Summoner's HP will be deducted 10% for touching each Burnt Runestone. |
Frozen Phantom Cinque Reduction | Attack of Summoner -90% for 5 Rounds. Enemy ignores all Damage-reducing and Willpower Skills. 2 random Runestones will be frozen after Summoner receives damages. They cannot be dissolved for the next 3 Rounds. |
Dragonary Crafts[]
Skill | Description |
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esp not supported | Dragonary Craft Apparatus will be fully charged up at the beginning of the first round. |
Skill Effects[]
Skill | Description |
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Lockdown | The enemy will lock the Active Skills of all members from the first Round onwards. |
Lockdown (2-4) | Active Skills of 2 random members will be locked for 2 - 4 Rounds in the first 2 Rounds and every 3 Rounds afterwards (the effect could be superimposed). Locks are removed upon enemy defeat. |
Lockdown (3-6) | Active Skills of 2 random members will be locked for 3 - 6 Rounds at the second Round and every 3 Rounds after (the effect could be superimposed). Locks are removed upon enemy defeat. |
Weak Lockdown | Active Skills of all Members (excluding Leader and Ally) will be locked. |
Lockdown SP (4) | All Active Skills will be locked at the first Round until the enemy's first attack. The enemy receives no damage during the blockage. If the enemy attacks Summoner at the time, Summoner's HP will be absorbed according to the number of chains starting from the next Round (until defeated). Make 4 Combos to remove a chain (only first batch of Runestones dissolved will be counted). |
Variations: Make 6 Combos | |
esp not supported | Leader skills are disabled. |
CD Reset | The enemy will reset the CDs of all Monsters at the beginning of the first Round. |
Variations: 2/3/4/5 Random Monsters | |
{race} CD Reset | In the first Round, CDs of [listed Race] members in the Team will be reset. |
Variations: Combined CD Reset - Combined members in the Team will be reset. | |
Non-{race} CD Reset | In the first Round, CDs of those who are not [listed Race] members will be reset. |
Variations: Non-Combined CD Reset | |
esp not supported | Enemy ignores all control skills. |
esp not supported | Skills of deducting a certain percentage of the enemy's HP and one shot killing will be locked. |
esp not supported | All effects in play will be cancelled by the enemy at the beginning of the first Round. |
Neutralized Sextuple Mask | All effects in play will be cancelled by the enemy at the beginning of the first Round. After enemy's first attack, 6 random Runestones will be masked. For the 3rd and 4th attacks, enemy Attack ×1.5 (Attacks run as a cycle). |
esp not supported | Enemy attacks will ignore all Damage-reducing and Willpower Skills. |
eskill2|esp not supported | Enemy attacks will ignore all Damage-reducing and Willpower Skills for X rounds. |
Variations: 5 rounds • 98 rounds | |
CD Restore | The enemy will turn CDs of all members to 0 at the beginning of the first Round. |
Variations: every 3/4 rounds | |
{race} CD Restore | In the first Round, CDs of [listed Race] members will become 0. |
Variations: Combined CD Restore |
Killing Effects[]
Skill | Description |
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esp not supported | Summoner will be defeated 6 Rounds after receiving Damage from the enemy. |
Rune Restrictions[]
Skill | Description |
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eskill2|esp not supported | Every turn, 3–6 orbs will appear around the enemy. For every combo, one orb will disappear. After all orbs have vanished, any extra combos will cause orbs to light up. The no. of lit orbs is the number of times the enemy attacks you. Lit-up orbs will also reduce the Summoner's attacks. 1 lit=ATK -65%; 2 lit=ATK -85%; 3+ lit=ATK -100%. |
Variations: Hidden - Orbs only show while moving runes.Hidden EX - Orbs only show while moving runes; Only the first batch of Runestones dissolved count | |
{X} Combo Shield | The enemy receives Damage only when exactly {X} Combos are made. |
Variations:
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{X} Combo Shield EX | The enemy receives Damage only when exactly {X} Combos are made. Only the first batch of Runestones dissolved is counted. |
Variations:
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{X}+ Combo Shield | The enemy receives Damage only when {X} or more Combos are made. |
Variations:
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{X}+ Combo Shield EX | The enemy receives Damage only when {X} or more Combos are made. If the required number is not reached, the enemy will attack for each missed combo. |
Variations:
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{X}- Combo Shield | The enemy receives Damage only when {X} or less Combos are made. |
Variations:
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Pente {X}+ Combo Shield | For 5 Rounds, Attack and Recovery can only be triggered when {X} or more Combos are made. |
Variations:
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{X} {attr} Rune Shield | Summoner must dissolve at least {X} [Attribute] Runestones in the same Round to deal damage |
Variations: 5 • 6 • 9 • 12 • 25 • 30 | |
Puzzle Shield | The enemy receives damage only when Runestones of the same Attribute are dissolved within the frame. (Runestones adjacent to the frame can be dissolved together) Frame size is 5 or 6 runes. |
Variations: E-Puzzle - Enchanted Runestones must be dissolvedEX - Runestones adjacent to the frame can not be dissolved together | |
Big Puzzle Shield | The enemy receives damage only when Runestones of the same Attribute are dissolved within the frame. (Runestones adjacent to the frame can be dissolved together) Frame size is 5-7 runes. |
Variations: E-Puzzle - Enchanted Runestones must be dissolvedEX - Runestones adjacent to the frame can not be dissolved together | |
esp not supported | Heart Runes cannot be dissolved. |
eskill2|esp not supported | [Attribute] Runestones cannot be dissolved for 5 Rounds. |
Variations:
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Neutralized LD Combo Shield | All effects in play will be cancelled by the enemy at the beginning of the first Round. The enemy receives Damage only when the number of Light Runestone Combos is the same as the number of Dark Runestone Combos. (only the first batch of Runestones dissolved is counted) |
Reduction WE Combo Shield | 50% of Summoner's HP will be deducted when the enemy attacks. 100% of Summoner‘s HP will be deducted each Round when the enemy attacks after a damage is dealt on the Summoner. The enemy receives Damage only when dissolving the same number of Combo as the number of Water and Earth Runestones. (only the first batch of Runestones dissolved is counted) |
Fusion Shield (LD) | Light and Dark runes must be dissolved in each Round to inflict damage on the enemy. |
Fusion Shield EX (LD) | Light and Dark runes must be dissolved in each Round to inflict damage on the enemy. If Water, Fire or Earth Runestones are dissolved then no damage will be inflicted (only the first batch of Runestones dissolved is counted). |
E-Fusion Shield (LD) | Enchanted Light and Dark runes must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (Duo) | Enchanted Runestones of two specified Attributes must be dissolved in each Round to inflict damage on the enemy. |
Fusion Shield (WFE) | Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy. |
Fusion Shield EX (WFE) | Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy. If Light or Dark Runestones are dissolved then no damage will be inflicted (only the first batch of Runestones dissolved is counted). |
E-Fusion Shield (WFE) | Enchanted Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy. |
Fusion Shield (Trio) | Runestones of three specified Attributes must to be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (Trio) | Enchanted Runestones of three specified Attributes must be dissolved in each Round to inflict damage on the enemy. |
Fusion Restoral {X}% (Trio) | Enemy will receive damage only when the 3 specified Attributes are dissolved in the same Round. For each Attribute missing, enemy recovers {X}% of its total HP. |
Variations: 10% • 20% | |
Fusion Shield (Quad) | Runestones of four specified Attributes must to be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (Quad) | Enchanted Runestones of four specified Attributes must be dissolved in each Round to inflict damage on the enemy. |
Fusion Shield {X} (Quad) | Runes of four specified Attributes must to be dissolved in each Round to inflict damage. For each Attribute missing, Summoner receives a damage of {X}. |
Variations: 1000 • 2000 • 3000 • 4000 • 5000 | |
Fusion Restoral {X}% (Quad) | Enemy will receive damage only when the 4 specified Attributes are dissolved in the same Round. For each Attribute missing, enemy recovers {X}% of its total HP. |
Variations: 10% • 20% | |
Fusion Shield (Quint) | Runes of all Attributes, except Heart, must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (Quint) | Enchanted Runes of all attributes, except Heart, must be dissolved in one Round to inflict damage on the enemy. |
Fusion Shield {X} (Quint) | Runes of all Attributes must be dissolved in each Round to inflict damage on the enemy. For each Attribute missing, Summoner receives a damage of {X}. |
Variations: 1000 • 2000 • 3000 • 4000 • 5000 | |
E-Fusion Shield (W+FE) | Fire, Earth and Enchanted Water runes must be dissolved in one Round to inflict damage on the enemy. |
E-Fusion Shield (F+WE) | Water, Earth and Enchanted Fire runes must be dissolved in one Round to inflict damage on the enemy. |
E-Fusion Shield (E+WF) | Water, Fire and Enchanted Earth runes must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (L+D) | Dark and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (D+L) | Light and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (L+WF) | Water, Fire and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (L+WE) | Water, Earth and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (L+EF) | Earth, Fire and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (D+WF) | Water, Fire and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (D+FE) | Fire, Earth and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy. |
E-Fusion Shield (D+EF) | Earth, Fire and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy. |
Time Effects[]
Skill | Description |
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2 Second Round | Runestone-moving time will be reduced to 2 seconds. |
{X} Second Round | Runestone-moving time will be extended to {X} seconds. |
Variations: 10 Seconds • 20 Seconds • 30 Seconds | |
File:SI.png +3 Second Combo ({X}+) | Extend Runestone-moving time by 3 seconds; The enemy receives damage only when {X} or more Combos are made (only the first batch of Runestones dissolved is counted) |
Variations: 7 • 8 • 9 | |
{X} Seconds Waning Time · {Y} | Runestone-moving time will be reduced by {X} seconds for {Y} Rounds (to 1 second at most). |
Variations: 1 • 2 | |
Pente Waning · Double Phantom Attack | Runestone-moving time will be reduced by 2 seconds (at most reduced to 1 second) for 5 Rounds. The enemy attacks twice every Round. (regardless of all Damage-reducing and Willpower Skills) |
Rune Effects[]
Skill | Description |
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Monochrome Runes | All runes turn black and white. |
Masked Runes {X} ‧ {Y}% | Masked runes will drop while dissolving Runestones, with a maximum of {X} Masked runes on the board. Masked runes can still be dissolved, but will remain unknown until enemy defeat. |
Variations: {X} = 3 • 4 • 5{Y} = 5% • 10% • 15% | |
Masked Board | All runes on the board will become masked upon entering battle. Board will only be visible while runes are moved every turn. |
Death Mask | After the enemy is defeated, all Runestones will be masked. Masked runes can still be dissolved. |
Masked Trail ({X}) | When moving Runestones, the last {X} runes touched will be masked. |
Variations: 4 • 6 | |
Weathered Runes | At the beginning of each round, 1 Runestone will be weathered. If any of the Weathered Runestones are touched, Runestone movement will be stopped immediately. |
Variations: Dual WeatheredMoving - Changed while Summoner is moving Runestones EX - Weathered Runestones remain after the enemy is defeated. | |
Weathered Mines | At the beginning of each round, 1 Runestone will be weathered. If any of the Weathered Runestones are touched, Runestone movement will be stopped immediately and a Damage of 3,000 will be dealt on Summoner. |
Variations: Dual Weathered • Triple WeatheredMoving - Changed while Summoner is moving Runestones EX - Weathered Runestones remain after the enemy is defeated. | |
Weathered Tumbler Mines | Enemy will turn CDs of all members to 0 at the beginning of the first Round. 2 Runestones will be weathered each Round. Attack increases with the number of Weathered Runestones dissolved, but Damage dealt will not exceed 5% of its total HP each Round. If any of the Weathered Runestones are touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 20% of total HP. |
Withered Shield {X}% | Enemy can only be damaged by the amount of health recovered after you are fully healed. 2 Runestones will be weathered each Round. If a weathered stone is moved, the Round ends immediately and Summoner would receive {X}% damage of total HP, regardless of reduction skills. Every weathered rune remaining on the board adds to the number of enemy attacks, up to five total. Weathered runes will not disappear until they are dissolved, moved, or Summoner is defeated. |
Variations: 20% • 30% | |
Withered Trojan Shield | Enemy can only be damaged by the amount of health recovered after you are fully healed. 2 Runestones will be weathered each Round. If a weathered stone is moved, the Round ends immediately and Summoner would receive 30% damage of total HP, regardless of reduction skills. Every weathered rune remaining on the board adds to the Attack of the enemy. Weathered runes will not disappear until they are dissolved, moved, or Summoner is defeated. |
esp not supported | Summoner will not be able to see the true Attributes of Runestones. |
Transmogrify | All Runestones will be turned into the same shape when Summoner starts moving Runestones |
Variations: Heart - All change except for Heart RunestonesEnemy - All change except Runestones of enemy's Attribute | |
Freeze | Each Round before Summoner starts moving Runestones, {X} random Runestones will be frozen. If any remain at the end of the Round, they can not be dissolved in the next 3 Rounds. |
Variations: Dual Freeze • Triple Freeze • Quadruple Freeze | |
Frozen Board | At the start of battle, all runes on the board will be frozen. If any remain at the end of the Round, they can not be dissolved in the next 3 Rounds. Runes remain frozen until they thaw, including after enemy defeat. |
Burn ‧ 10% | A random Runstone will be burnt. Every time when a burnt position is touched, 10% of Summoner's HP will be deducted. |
Variations: Dual BurnEX - Surrounding Runestone will be burnt each Round afterwards. | |
Burn Trail {X} | When moving Runestones, the last 5 runes touched will be burnt. If burnt runes are touched, Summoner loses {X} HP. |
Variations:100 • 200 • 500 • 800 • 1000 | |
Burn Wall ‧ Random | A random column of Runestones will be burnt. If a burnt Runestone is touched, 10% of Summoner's HP will be deducted. |
Sticky | A random Runestone will become sticky. If any are touched, Runestone movement will be stopped immediately. |
Variations: Dual Sticky | |
Sticky Trail | When moving Runestones, the last 5 runes touched will become sticky. If sticky runes are touched, Runestone movement will be stopped immediately. |
Variations: EX - All runes touched will become sticky | |
Lateral Shot | A row of Runestones will be shot. If a shot Runestone is touched, Runestone movement will be stopped immediately. |
Variations: Left Shot • Right Shot | |
Wall Shot | A column of Runestones will be shot. If a shot Runestone is touched, Runestone movement will be stopped immediately. |
Variations: Top Shot • Bottom Shot | |
Double Shot | When the enemy's CD reaches 2, a column will be shot; when reaches 1, a row will be shot. If a shot Runestone is touched, movement will be stopped immediately. |
Heart Lock {X}% | At the start of each Round, all Heart Runestones will be locked. If any remain at the end of the Round, enemy recovers {X}% of total HP. |
Reverse Heart Lock {X}% | At the start of each Round, all Heart Runestones will be locked. For each Heart rune dissolved, enemy recovers X% of its total HP, to the max {X}%. |
Variations: 2/5/10% of its total HP, to the max 50%20/30 % of its total HP, to the max 100% | |
Attribute Heart Lock | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; If any of the Locked Heart Runestones remains, the enemy recovers HP as much as Attributive Damage dealt in the Round |
Weakened | 1 random Runestone will be weakened. If any remain, enemy will take no Damage that Round |
Variations: Dual Weakened • Triple Weakened | |
Frigid Runes | Each Round before Summoner starts moving Runestones, 2 random Runestones will be frozen. As long as any remain, Skill CDs of Monsters will not drop for that Round |
Variations: EX - 4 random Runestones will be frozen. As long as any remain, the effect will extend to surrounding Runestones
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Frigid Board | At the start of battle, all runes on the board will be frozen. As long as any remain, Skill CDs of Monsters will not drop for that Round. |
Variations: EX - As long as any remain, the effect will extend to surrounding Runestones | |
Frigid Block | At the start of battle, Summoner's Active Skill would be banned for the first 2 Rounds and all runes on the board will be frozen. As long as any remain, Skill CDs of Monsters will not drop for that Round. If any remain when the enemy attacks, all Skill CDs of Monsters will become 0. |
Transmute | A random Runestone will be designated each Round. If any remain at the end of the Round, Attributes of all runes will become the same. |
Variations: Dual Transmute • Triple Transmute | |
Enchanted Block | No Enchanted Runestones will be generated by dissolving a group of 5 or more. (excluding rune converting Active Skills) |
Rune Conversion[]
Skill | Description |
---|---|
Revolution | Enemy will randomly change the Attribute of all Runestones at the beginning of the first Round. |
Variations: Changes every 2/3 turns | |
Conversion (attr) | Enemy turns [listed Attribute] Runestones into its own Attribute every Round. |
Superior Conversion (attr) | Enemy turns [listed Attribute] Runestones into those of its opposing Attribute every Round. |
Healing Conversion (attr) | Enemy turns [listed Attribute] Runestones into Heart Runestones every Round. |
Reverse Conversion (attr) | Enemy turns Runestones of its Attribute into [listed Attribute] Runestones every Round |
Board Conversion (attr) | Enemy will convert non-[listed Attribute] Runestones randomly every Round. The more Runestones converted, the higher the enemy's Attack will be. |
Random Conversion (attr) | Runestones of a random Attribute will be converted to [listed Attribute] runes each Round. |
Variations:
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Row Conversion (attr) | When enemy attacks, a random row will be turned into [listed Attribute] Runestones |
Variations:
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Wall Conversion (attr) | When enemy attacks, a random column will be turned into [listed Attribute] Runestones |
Variations:
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Foul Trojan Double Attack · FD Conversion | The enemy attacks twice every Round, the lower the enemy's HP, the greater the no. of attacks in a Round. The enemy will deplete Summoner's HP to 1 in the first Round, and turn Heart Runestones into Dark Runestones. Upon the enemy's 1st mild attack, Runestones of a random Attribute will be turned into Fire Runestones; upon the enemy's 2nd attack, Runestones of a random Attribute will be turned into Dark Runestones. The above attacks run as a cycle. |
Curing Conversion | Runestones of a random Attribute will be converted to Water each Round. For each Water rune dissolved, 2% of Enemy's total HP will be recovered, 10% for Enchanted Water, to the max 80% of Enemy's total HP per Round. |
Renegade Conversion | Runestones of a random Attribute will be converted to Fire each Round. For each Fire rune dissolved, 2% of Summoner's total HP will be deducted, 10% for Enchanted Fire, to the max 80% of Summoner's total HP per Round. |
Time Conversion | Runestones of a random Attribute will be converted to Earth each Round. For each Earth rune dissolved, Runestone-moving time will decrease by 0.2 second in the next Round, 1 second for Enchanted Water, to the max 1 second. |
Extra Damage Effects[]
Skill | Description |
---|---|
esp not supported | Enemy attacks twice every Round. |
esp not supported | Enemy attacks 3 times every Round. |
Poison {X}% | The enemy poisons all Monsters, causing a Damage of {X}% of Summoner's HP every Round until its defeat |
Variations: 7.5% • 15% • 20% • 30% • 40% • 50% | |
Reflect {X}% | The enemy will reflect {X}% of Summoner's attack (dissolving Runestones is necessary) |
Variations: 15% • 25% • 35% | |
First Strike | Enemy attacks once at the beginning of the first Round. |
Kamikaze Ambush | The enemy attacks once at the beginning of the first Round. The enemy will deplete 100% of its HP in the next Round while receiving no Damages, regardless of all Controlling Skills. |
First Lock · Heart | Enemy attacks once at the beginning of the first Round. Heart Runestones will be locked when Summoner receives damage. If any of the Locked runes remain, enemy recovers 20% of its total HP. |
First Lock · Water & Heart | Enemy attacks once at the beginning of the first Round. Heart and Water Runestones will be locked when Summoner receives damage. If any of the Locked runes remain, enemy recovers 20% of its total HP. |
Freezing Ambush | Enemy attacks once at the beginning of the first Round. 1 random Runestone will be frozen after as Summoner receives damages and could not be dissolved in the next 3 Rounds. |
Variations: Dual Freezing Ambush | |
Burning Ambush | The enemy raids once at the beginning of the first Round. 1 random position will be burnt as Summoner receives damages. Every time when a burnt position is touched, 10% of Summoner's HP will be deducted. |
Variations: Dual Burning Ambush | |
Death Blow {X} | Upon the defeat of this enemy, Summoner receives a damage of {X}, unless its defeated by Active Skills. Damage could be relieved by both Leader or Active Skills. |
Variations: 5000 • 10000 • 20000Active - damage relieved only by Active Skills Leader - damage relieved only by Leader Skills | |
Death Bomb | Upon the defeat of this enemy, Summoner receives a damage of {X}, unless its defeated by Active Skills. |
Variations: 2000 • 5000 • 10000 • 20000 | |
Death Bomb EX {X} | Upon the defeat of this enemy, Summoner receives a damage of {X}. |
Variations: 5000 • 10000 | |
Death Play | Summoner's HP will be depleted to 1 after the enemy is defeated, unless its defeated by Active Skills. |
Variations: EX - depleted even if defeated by Active Skills | |
Hellfire {X} | A Damage of {X} will be dealt to each Member who launches an Attack. |
Variations: 300 • 500 • 1000 • 2000 • 3000 • 4000 • 5000EX - Launches even after enemy defeat | |
Cinque Reduction {X}% | In each of the 5 Rounds after the enemy's first attack, {X}% of Summoner's total HP will be deducted. |
Variations: 10% • 20% • 25% | |
Burn Trail Cinque {X}% | In each of the 5 Rounds after the enemy's first attack, {X}% of Summoner's total HP will be deducted. When moving Runestones, the last 5 runes touched will be burnt. If burnt runes are touched, Summoner loses 500 HP. |
Variations: 20% • 25% | |
Waning Cinque {X}% | In each of the 5 Rounds after the enemy's first attack, {X}% of Summoner's total HP will be deducted. Runestone-moving time will be reduced by 2 seconds (to 1 second at most). |
Variations: 20% • 25% |
Attack Protection[]
Skill | Description |
---|---|
Tumbler {X}% | Damage dealt to the enemy each Round will not exceed {X}% of its total HP, excluding damage from active skills. |
Variations: 10% • 20% • 25% • 50% | |
Initial Shield | Enemy takes no damage until it first attacks. |
{X} Hit Shield | Enemy is immune to damage until after being hit {X} times. Hits are accumulative and do not need to all be inflicted in the same Round. |
Variations: 5 • 15 • 20 | |
Stealth | Until it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage). |
Stealth Lock | Until it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage). Active skills of all members will be locked for 4 Rounds after the enemy attacks for the first time. (Avoidable if Active Skill used to reveal enemy) |
Stealth Recovery Lock | Until it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage). Summoner's recovery becomes 0 for 3 Rounds after the enemy attacks for the first time. (Avoidable if Active Skill used to reveal enemy) |
Stealth Foul | Until it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage). Damage dealt by the enemy while invisible equals to 99% of Summoner's HP. (Avoidable if Active Skill used to reveal enemy) |
Stealth Mines | Until it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage). Each Round before Summoner starts moving Runestones, 2 Runestones will be weathered. If any are touched, movement will be stopped and a Damage of 3,000 will be dealt on Summoner. The weathered Runestones remain after the enemy is defeated. (Avoidable if Active Skill used to reveal enemy) |
Attribute Conversion[]
Skill | Description |
---|---|
esp not supported | Enemy can only be damaged by attacks of it's opposing Attribute. Every other time it's CD reaches 0, the enemy switches Attributes following a cycle with the starting Attribute being the base. Water -> Fire -> Earth -> Light -> Dark -> Water |
esp not supported | Whenever the enemy's CD reaches 0, the enemy attacks and changes Attribute between attribute. Heart runes and runes of the superior attribute are converted to runes of the same attribute as the enemy. When runes of the same Attribute as the enemy are dissolved, Summoner HP is reduced by 30% and the enemy heals HP proportionate to the number of runes dissolved. |
esp not supported | Runestones of the enemy's opposing Attribute at the time can not be dissolved. Light and Dark Damage received -50% Every other time it's CD reaches 0, the enemy switches Attributes following a cycle with the starting Attribute being the base. |
esp not supported | Runestones of the enemy's opposing Attribute at the time can not be dissolved. Light and Dark Damage received -95% Every other time it's CD reaches 0, the enemy switches Attributes following a cycle with the starting Attribute being the base. |
Special Damage Protection[]
Skill | Description |
---|---|
eskill2|esp not supported | Enemy will only take damage caused by Enchanted Runestones. |
Variations: EX - Enemy will only take damage caused by Enchanted Runestones of its own Attribute. | |
esp not supported | Enemy will only take damage caused by Enchanted Runestones. If hit by non-enchanted damage, enemy will reflect 100% of the damage received. |
eskill2|esp not supported | Enemy will only take damage caused by Enchanted Runestones. If hit by non-enchanted damage, enemy will reflect {X}% of the damage received twice. |
Variations: 25% • 50% | |
eskill2|esp not supported | Enemy will only take damage caused by Enchanted Runestones. If hit by non-enchanted damage, {X}% of Summoner's HP will be depleted. |
Variations: 20% • 30% • 40% • 50% | |
eskill2|esp not supported | Enemy will only take damage caused by Enchanted Runestones. If hit by non-enchanted damage, the enemy recovers {X}% of total HP, to the max {X}% |
Variations: 5% of total HP, to the max 25%10% of total HP, to the max 50% | |
Overheal Shield | After Summoner's HP is fully recovered, the remaining Recovery points will be converted to an Attack |
Single Shield | Enemy can only be damaged by Single Attacks (chain of 4 or less Runestones). |
Full Shield | Enemy can only be damaged by Full Attacks (chain of 5 or more Runestones). |
Active Shield | Enemy can only be damaged by Active Skills. |
Synthesis Shield {X} | The enemy receives Damage only when Attacks from {X} Attributes are launched in the same Round |
Variations: Duo • Trio • Quad • Quint | |
Marred Hindrance | Enemies take damage only when Summoner's HP is less than 100%. (including Active Skills) |
Marred Hindrance (50%) | Enemies take damage only when Summoner's HP is over 50%. (including Active Skills) |
HP Reduction {X}/{X}% SP | {X}% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all damage-reducing and Willpower Skills). The enemy will not receive any Damage including those caused by Active Skills. For each Heart Runestone dissolved, {X}% of the enemy's HP will be deducted. |
Variations: 70/.5% • 50/1% • 30/2% • 50/2% • 70/2% • 30/5% • 50/5% • 70/5% |
Survival Effects[]
Skill | Description |
---|---|
Rage | Enemy will revive once after defeat with ×2 HP, Defense and Attack. |
Precise Attack | Must defeat enemies in a specific order, or they will all revive. |
esp not supported | Minions will be summoned when the enemy's CD reaches 0. If any of the minions remains on the battlefield, it attacks when its CD reaches 0. Enemy will only take damage when summoned monsters are defeated. |
esp not supported | Runestone-moving time will be reduced to 2 seconds. Minions will be summoned when the enemy's CD reaches 0. If any of the minions remains on the battlefield, it attacks when its CD reaches 0. Enemy will only take damage when summoned monsters are defeated. |
esp not supported | Minions will be summoned when the enemy's CD reaches 0. If any of the minions remains on the battlefield, it attacks when its CD reaches 0. When the enemy is defeated, any remaining minions will each reduce Summoner HP by 10000. Damage is affected by Reduction skills. |
esp not supported | When the enemy's CD reaches 0, if any other enemies have been defeated, they will be revived at full health. |
esp not supported | As long as one enemy survives, it will fully recover its HP and absorb all abilities from all its defeated companions. |
eskill2|esp not supported | Enemy will fully recover its HP each Round. |
Variations: EX - All enemies recover | |
esp not supported | Enemy fully recovers its HP each Round. The more the enemy attacks, the more its Attack will increase. From the 6th onward (inclusive), the enemy will attack twice. |
Determination {X}% | When enemy HP is {X}% or more, the next Damage received will not cause its death. |
Variations: 20% • 30% • 40% | |
Restoring Determination ×{X} | When enemy HP is 20% or more, the next Damage received will not cause its death. ×{X} damage dealt to the enemy will be restored to Summoner HP. |
Variations: ×5 • ×10 | |
eskill2|esp not supported | The enemy will deplete {X}% of its HP each round while receiving no Damages until defeated, regardless of all Controlling Skills. |
Variations: 5% • 10% • 20% • 25% • 50% | |
esp not supported | All Damages dealt by Active Skills will be absorbed by the enemy as HP Recovery. |
Attack Modifiers[]
Skill | Description | |||||||||||
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{X}% HP Reduction | {X}% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing Skills and Willpower Skills) | |||||||||||
Variations: • • • • • •
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{X}% Weak HP Reduction | {X}% of Summoner's HP will be deducted when the enemy attacks (Damages can be relieved by both Leader or Active Skills) | |||||||||||
Variations: • • •
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{X}% Active HP Reduction | {X}% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing Skills and Willpower Skills, except for Active Skills) | |||||||||||
Variations: • • •
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{X}% Leader HP Reduction | {X}% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing Skills and Willpower Skills, except for Leader Skill) | |||||||||||
Variations: • • •
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Crescendo | The lower the HP of the enemy, the higher its Attack, to the maximum of x2 when HP is 20% or lower. Multipliers:
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Crescendo EX | The lower the HP of the enemy, the higher its Attack, to the maximum of x3 when HP is 20% or lower. Multipliers:
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Trojan | The lower the HP of the enemy, the higher its Attack. The enemy attacks twice when HP is below 30%. Multipliers:
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Trojan EX | The lower the HP of the enemy, the higher its Attack. The enemy attacks twice when HP is below 30%. Multipliers:
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Variations: Trojan Fort EX: Defense also increases using the same multiplier | ||||||||||||
Trojan Attack | Enemy Attack doubles after each attack until the 6th hit. From the 6th onward (inclusive), the enemy will attack twice. Multipliers (per round):
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Trojan Time | Attack of enemy increases based on the time spent on moving Runestones. Every 0.5 seconds increases Attack by 3000. Multipliers:
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Trojan Combo ({X}) | Attack of enemy increases for each combo below {X}. If 3 or less are made, the enemy attacks twice. | |||||||||||
Variations: 5 • 10 • 20 | ||||||||||||
Uncontrollable Fury | The enemy could not be controlled until it received a Damage. After receiving damage, the enemy's Attack and Defense will increase 20x for 5 rounds and it will attack twice. | |||||||||||
Trojan EW Conversion | Upon the enemy's 1st attack, a random column of Runestones will be turned into Earth Runestones; upon the enemy's 2nd attack, a random row of Runestones will be turned into Water Runestones. The above attacks run as a cycle. The lower the HP of the enemy, the greater its Attack will be. When its HP drops to a certain level, the enemy attacks twice in a Round. | |||||||||||
eskill2|esp not supported | In the Round the enemy will attack, Summoner must make {X} or more Combos, or 100% of Summoner's HP will be deducted (regardless of all damage-reducing and Willpower Skills) | |||||||||||
Variations: 5 • 7 • 10 | ||||||||||||
Karmic Rebound {X}%/{X}% | When the HP of the enemy is lower than {X}%, {X}% of Summoner's HP will be deducted and the enemy will deplete 100% of its HP when it attacks (regardless of all damage-reducing and Willpower Skills) | |||||||||||
Variations: 50%/50% • 50%/100% • 70%/50% • 70%/100% |