Template:EnemySkillData/1750

{{#switch:{{{2|}}} |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, all Runestones will be locked; Team Attack -20% for each Locked Runestone dissolved (triggering Dragonic Compulsion will be regarded as dissolving all present Locked Runestones). The more the enemy attacks, the more its Attack will greatly increase. The enemy disregards all Controlling Skills. |{{{1|}}} |id={{{2|}}} |game=The enemy will lock the Active Skills of all Beasts from the first Round onwards; if Beast(s) is present, the enemy's Attack increases. The enemy is invisible until its first attack. Before it reveals itself, it receives no Damage (except for Active Skills), regardless of all Controlling Skills. After the enemy has attacked while being invisible, for 98 Rounds, all Runestones touched when moving Runestones would be burned. Summoner will receive 1000 Damage for touching each Burned Runestone. |{{{1|}}} |id={{{2|}}} |game=Runestones of the middle row will be weathered. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and a Damage of 9,000 will be dealt to Summoner. Upon receiving Damage from enemy's attack, one random column of Runestones will be turned into Fire Runestones. The enemy disregards all Controlling Skills. |{{{1|}}} |id={{{2|}}} |game=Damage dealt to the enemy by non-Earth attacks will be lowered to 25%. All Runestones will be frozen in the first Round and also as there is no Frozen Runestone on the screen; if any Frozen Runestone remains, they could not be dissolved; in the next Round, the enemy launches a number of attacks according to the number of present Frozen Runestones, and destroys all Frozen Runestones. |{{{1|}}} |id={{{2|}}} |game=Damage dealt to the enemy by non-Earth attacks will be lowered to 10%. All Runestones will be frozen in the first Round and also as there is no Frozen Runestone on the screen; if any Frozen Runestone remains, they could not be dissolved; in the next Round, the enemy launches a number of attacks according to the number of present Frozen Runestones, and destroys all Frozen Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. When the Team consists of only Gods, God Attack x 2 for 7 Rounds; when there is non-God in the Team, all effects in play will be cancelled and Skill CDs of all Monsters will be reset. |{{{1|}}} |id={{{2|}}} |game=The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. When the Team consists of only Gods, God Attack x 2 for 7 Rounds; when there is non-God in the Team, all effects in play will be cancelled, and Skill CDs of all Monsters will be reset, and attacks of Demons will be nullified for 7 Rounds. |{{{1|}}} |id={{{2|}}} |game=The enemy disregards all Controlling Skills. The enemy will revive for 3 times after defeated, and explode all Fire Runestones to generate non-Fire Runestones after each revival. Upon first revival, the enemy's Attack x 1. 5, HP x 2; 2 random positions will be burned. Upon second revival, the enemy's Attack x 1. 5, HP x 3; 4 random positions will be burned. Upon third revival, enemy's Attack x 1. 5, HP x 4; 10 fixed positions will be burned; the enemy will attack every Round. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |{{{1|}}} |id={{{2|}}} |game=When a Fire Combo is made, the enemy recovers HP as much as the Damage dealt by Summoner in the Round, and 2 random positions will be burned next Round (only the first batch of Runestones dissolved will be counted). Every time when a burned position is touched, 10% of Summoner's HP will be deducted. The enemy disregards all Controlling Skills. |{{{1|}}} |id={{{2|}}} |game=When a Dark Combo is made, the enemy recovers HP as much as the Damage dealt by Summoner in the Round, and reflect 100% of its Attack (only the first batch of Runestones dissolved will be counted). If God(s) is present, Active Skills of all Members will be locked and all Runestones will be masked in the first Round. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Water Attribute at the beginning of the first Round. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Water Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Water Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Fire Attribute at the beginning of the first Round. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Fire Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Fire Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Earth Attribute at the beginning of the first Round. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Earth Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Earth Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Light Attribute at the beginning of the first Round. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Light Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Light Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Dark Attribute at the beginning of the first Round. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Dark Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Dark Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Water Attribute at the beginning of the first Round. Damage dealt to the enemy by Water attacks will be lowered to 10%. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Water Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Water Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Fire Attribute at the beginning of the first Round. Damage dealt to the enemy by Fire attacks will be lowered to 10%. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Fire Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Fire Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Earth Attribute at the beginning of the first Round. Damage dealt to the enemy by Earth attacks will be lowered to 10%. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Earth Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Earth Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Light Attribute at the beginning of the first Round. Damage dealt to the enemy by Light attacks will be lowered to 10%. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Light Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Light Runestones. |{{{1|}}} |id={{{2|}}} |game=The enemy will turn into Dark Attribute at the beginning of the first Round. Damage dealt to the enemy by Dark attacks will be lowered to 10%. The enemy attacks twice every Round; the lower the enemy's HP, the more times it attacks in a Round. The enemy will deplete Summoner's HP to 1 at the beginning of the first Round, and turn Heart Runestones into Dark Runestones. Upon the enemy's attack, Runestones of a random type will be turned into Dark Runestones. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Water Attribute and turn Runestones of a random type into Water Runestones. When a Water Combo is made, attacks of the Team will be nullified. The more Water Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Fire Attribute and turn Runestones of a random type into Fire Runestones. When a Fire Combo is made, attacks of the Team will be nullified. The more Fire Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Earth Attribute and turn Runestones of a random type into Earth Runestones. When an Earth Combo is made, attacks of the Team will be nullified. The more Earth Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Light Attribute and turn Runestones of a random type into Light Runestones. When a Light Combo is made, attacks of the Team will be nullified. The more Light Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Dark Attribute and turn Runestones of a random type into Dark Runestones. When a Dark Combo is made, attacks of the Team will be nullified. The more Dark Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Water Attribute and turn Runestones of a random type into Water Runestones. When a Water Combo is made, attacks of the Team will be nullified. The more Water Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. The enemy disregards all Controlling Skills. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Fire Attribute and turn Runestones of a random type into Fire Runestones. When a Fire Combo is made, attacks of the Team will be nullified. The more Fire Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. The enemy disregards all Controlling Skills. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Earth Attribute and turn Runestones of a random type into Earth Runestones. When an Earth Combo is made, attacks of the Team will be nullified. The more Earth Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. The enemy disregards all Controlling Skills. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Light Attribute and turn Runestones of a random type into Light Runestones. When a Light Combo is made, attacks of the Team will be nullified. The more Light Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. The enemy disregards all Controlling Skills. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Dark Attribute and turn Runestones of a random type into Dark Runestones. When a Dark Combo is made, attacks of the Team will be nullified. The more Dark Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. The enemy disregards all Controlling Skills. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Water Attribute and turn Runestones of a random type into Water Runestones; Skill CDs and accumulated Rounds of all non-Earth Monsters will be reset. When a Water Combo is made, attacks of the Team will be nullified. The more Water Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Fire Attribute and turn Runestones of a random type into Fire Runestones; Skill CDs and accumulated Rounds of all non-Water Monsters will be reset. When a Fire Combo is made, attacks of the Team will be nullified. The more Fire Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Earth Attribute and turn Runestones of a random type into Earth Runestones; Skill CDs and accumulated Rounds of all non-Fire Monsters will be reset. When an Earth Combo is made, attacks of the Team will be nullified. The more Earth Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Light Attribute and turn Runestones of a random type into Light Runestones; Skill CDs and accumulated Rounds of all non-Dark Monsters will be reset. When a Light Combo is made, attacks of the Team will be nullified. The more Light Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Dark Attribute and turn Runestones of a random type into Dark Runestones; Skill CDs and accumulated Rounds of all non-Light Monsters will be reset. When a Dark Combo is made, attacks of the Team will be nullified. The more Dark Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Water Attribute and turn Runestones of a random type into Water Runestones. Heart Runestones cannot be dissolved. When a Water Combo is made, attacks of the Team will be nullified. The more Water Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Fire Attribute and turn Runestones of a random type into Fire Runestones. Attack and Recovery can only be triggered when Summoner starts moving Runestones from the specific position (green vortex) and ends at the specific position (red vortex). (No Recovery can be triggered before fulfilling the condition)When a Fire Combo is made, attacks of the Team will be nullified. The more Fire Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Earth Attribute and turn Runestones of a random type into Earth Runestones. The enemy will not receive any Damage dealt by Enchanted Runestones. When an Earth Combo is made, attacks of the Team will be nullified. The more Earth Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Light Attribute and turn Runestones of a random type into Light Runestones. A random row of positions will be shot. By touching any of the shot positions, Runestone movement will be stopped immediately. When a Light Combo is made, attacks of the Team will be nullified. The more Light Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=At the beginning of the first Round, the enemy will turn into Dark Attribute and turn Runestones of a random type into Dark Runestones. Runestone-moving time will be reduced to 2 seconds. When a Dark Combo is made, attacks of the Team will be nullified. The more Dark Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. |{{{1|}}} |id={{{2|}}} |game=For 3 Rounds, Attacks of all Water Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 5 Rounds, Attacks of all Water Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 7 Rounds, Attacks of all Water Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 3 Rounds, Attacks of all Fire Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 5 Rounds, Attacks of all Fire Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 7 Rounds, Attacks of all Fire Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 3 Rounds, Attacks of all Earth Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 5 Rounds, Attacks of all Earth Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 7 Rounds, Attacks of all Earth Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 3 Rounds, Attacks of all Light Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 5 Rounds, Attacks of all Light Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 7 Rounds, Attacks of all Light Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 3 Rounds, Attacks of all Dark Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 5 Rounds, Attacks of all Dark Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |{{{1|}}} |id={{{2|}}} |game=For 7 Rounds, Attacks of all Dark Monsters becomes 0. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. }}
 * 1750={{ESkill2
 * 1751={{ESkill2
 * 1752={{ESkill2
 * 1753={{ESkill2
 * 1754={{ESkill2
 * 1755={{ESkill2
 * 1756={{ESkill2
 * 1757={{ESkill2
 * 1758={{ESkill2
 * 1759={{ESkill2
 * 1760={{ESkill2
 * 1761={{ESkill2
 * 1762={{ESkill2
 * 1763={{ESkill2
 * 1764={{ESkill2
 * 1765={{ESkill2
 * 1766={{ESkill2
 * 1767={{ESkill2
 * 1768={{ESkill2
 * 1769={{ESkill2
 * 1770={{ESkill2
 * 1771={{ESkill2
 * 1772={{ESkill2
 * 1773={{ESkill2
 * 1774={{ESkill2
 * 1775={{ESkill2
 * 1776={{ESkill2
 * 1777={{ESkill2
 * 1778={{ESkill2
 * 1779={{ESkill2
 * 1780={{ESkill2
 * 1781={{ESkill2
 * 1782={{ESkill2
 * 1783={{ESkill2
 * 1784={{ESkill2
 * 1785={{ESkill2
 * 1786={{ESkill2
 * 1787={{ESkill2
 * 1788={{ESkill2
 * 1789={{ESkill2
 * 1790={{ESkill2
 * 1791={{ESkill2
 * 1792={{ESkill2
 * 1793={{ESkill2
 * 1794={{ESkill2
 * 1795={{ESkill2
 * 1796={{ESkill2
 * 1797={{ESkill2
 * 1798={{ESkill2
 * 1799={{ESkill2
 * 1800={{ESkill2
 * 1801={{ESkill2
 * 1802={{ESkill2
 * 1803={{ESkill2
 * 1804={{ESkill2