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Contents
Attribute/Race EffectsTeam EffectsHP EffectsAttack EffectsDragonary CraftsDragonary CraftsSkill EffectsKilling EffectsRune RestrictionsTime EffectsRune EffectsRune Conversion
Extra Damage EffectsAttack ProtectionAttribute ConversionSpecial Damage ProtectionSurvival EffectsAttack Modifiers

Term Skills

These are the effects mentioned in some skill descriptions.

Damage Reduction Skills
Active
Shield Damage received -50% for 3 Rounds. No. 29 Terra SolitaryNo. 30 Prime Terra AsceticNo. 31 Hermit of the Vague TerritoryNo. 32 Xuanwu the Sage of the NorthNo. 261 Crystal Dragon EggNo. 262 Crystal DragonNo. 263 Rare Crystal Dragon
The Shield of Great Sea Damage received -50% for 5 Rounds. No. 131 Aqua Knight-errantNo. 132 Aqua SwordsladyNo. 133 Paladin Queen of Water
Dragons' Shielding Damage received decreases in proportion to the no. of Dragons for 1 Round. 417i.png 418i.png 583i.png
Counterattack Wall Damage from enemies' counterattack -100% for 1 Round. 494i.png
Defense Wall Damage received -60% for 3 Rounds. 513i.png
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. 569i.png 602i.png 603i.png 659i.png 973i.png
Defending Weak Damage received -60% if HP is ≤50% for 1 Round; Otherwise, Heart Runestones also possess the effect of Earth Runestones. 638i.png
Elemental Defense Damage received -30% for 3 Rounds, with a 70% chance of dodging enemies' attack 8001i.png 8002i.png 9001i.png 9002i.png
Leader
Aquatic Shield Water Damage received -30% No. 425 The Stone Inscripter
Fiery Shield Fire Damage received -30% No. 424 Heavy Gear Knight
Verdant Shield (15) Earth Damage received -30% 423i.png
Elemental Protection All Attributive Damage received -30% 579i.png 1017i.png 1699i.png
Aquatic Wall Water Damage received -50% No. 41 Icigon
Barbican - Water and Earth I. Water Damage received -50%
II. Earth Damage received -30%
042i.png
Wall of Water, Earth & Darkness I. Water Damage received -50%
II. Earth and Dark Damage received -30%
043i.png
Fiery Wall Fire Damage received -50% No. 44 Flamer
Barbican - Fire and Water I. Fire Damage received -50%
II. Water Damage received -30%
045i.png
Wall of Fire, Water and Light I. Fire Damage received -50%
II. Water and Light Damage received -30%
046i.png
Verdant Wall Earth Damage received -50% No. 47 Jadator
Barbican - Earth and Fire I. Earth Damage received -50%
II. Fire Damage received -30%
048i.png
Wall of Earth, Fire and Dark I. Earth Damage received -50%
II. Fire and Dark Damage received -30%
049i.png
Luminous Wall Light Damage received -50% No. 50 Shimmer
Barbican - Light and Water I. Light Damage received -50%
II. Water Damage received -30%
051i.png
Wall of Light, Water and Earth I. Light Damage received -50%
II. Water and Earth Damage received -30%
052i.png
Dusky Wall Dark Damage received -50% No. 53 Decapa
Barbican - Dark and Fire I. Dark Damage received -50%
II. Fire Damage received -30%
054i.png
Wall of Dark, Fire and Light I. Dark Damage received -50%
II. Fire and Light Damage received -30%
055i.png
Indestructible Body The higher the HP
⇒ the less the Damage received, to the max -60%
227i.png 228i.png
Indestructible Body The higher the HP, the less the Damage received, to the max -80% No. 227 Monkey KingNo. 228 Sun Wukong the Great Sage Refine2.png
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%
431i.png 1232i.png 1233i.png 1246i.png 1559i.png 1564i.png 9001i.png 9002i.png
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% No. 594 Sacred Deicider Sun Wukong Refine2.png
Song of Armor - Fire I. Team Attack x 1.5
II. Fire Damage received -50%
357i.png
Song of Armor - Light I. Team Attack x 1.5
II. Light Damage received -50%
363i.png
Song of Armor - Earth I. Team Attack x 1.5
II. Earth Damage received -50%
373i.png
Song of Armor - Water I. Team Attack x 1.5
II. Water Damage received -50%
377i.png
Song of Armor - Fire & Earth I. Team Attack x 1.5
II. Fire and Earth Damage received -50%
358i.png
Song of Armor - Light & Water I. Team Attack x 1.5
II. Light and Water Damage received -50%
364i.png
Song of Armor - Earth & Water I. Team Attack x 1.5
II. Earth and Water Damage received -50%
374i.png
Song of Armor - Water & Fire I. Team Attack x 1.5
II. Water and Fire Damage received -50%
378i.png
Armor Defense - Fire I. Team Attack x 1.5
II. Fire and Dark Damage Received -50%
782i.png 1466i.png
Willpower Skills
Leader
Will to Carry on When HP >70%
⇒ the next Damage received will not lead to your defeat
(one activation each Round)
131i.png 132i.png 261i.png 262i.png 263i.png 2673i.png
Will to Survive When HP >50%
⇒ the next Damage received will not lead to your defeat
(one activation each Round)
133i.png 287i.png 438i.png 739i.png 1310i.png
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)
686i.png
Team Skills
Diablo + Any Elves No. 285 Diablo, Manipulator of Elements 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
Active
Shield Destructor Enemies' Defense -75% for 3 Rounds. 033i.png 034i.png 035i.png 107i.png 109i.png 111i.png 113i.png 115i.png 461i.png 462i.png 463i.png 464i.png 465i.png 1031i.png 1033i.png 1035i.png 1037i.png 1039i.png 1221i.png 1223i.png 1225i.png 1227i.png 1229i.png 1921i.png 1923i.png 1925i.png 1927i.png 1929i.png 1931i.png 1933i.png 1935i.png
Collapse of Barrier Enemies' Defense -90% for 3 Rounds. 036i.png
Freeze Freeze all enemies to inactivate them and change their Attribute into Water for 3 Rounds. 116i.png 117i.png 118i.png 400i.png 800i.png 999i.png 1000i.png 1199i.png 1200i.png 1299i.png 1300i.png 1399i.png 1400i.png 1600i.png 1700i.png 1800i.png 1820i.png 1985i.png 2000i.png 2200i.png 2327i.png 2600i.png
Parasitism Absorb enemies' HP every Round in an amount equal to Monster's Recovery, regardless of Defense and Attribute until defeated. No. 122 VerthandiNo. 123 Verthandi, Weaver of the PresentNo. 124 Verthandi, Goddess of FateNo. 267 Baby HoneymonNo. 268 HoneymonNo. 269 Prime Honeymon
Poison Poison all enemies with the Monster's Attack every Round, regardless of Defense and Attribute until defeated. 128i.png 129i.png 130i.png 385i.png 386i.png 387i.png
Petrification Petrify all enemies to inactivate them and change their Attribute into Earth for 3 Rounds. 182i.png 183i.png 184i.png 292i.png 617i.png
Water Trace Water Damage dealt to enemies continues to increase until no Water Damage is dealt. 191i.png 192i.png 706i.png
Fire Trace Fire Damage dealt to enemies continues to increase until no Fire Damage is dealt. 193i.png 194i.png 707i.png
Earth Trace Earth Damage dealt to enemies continues to increase until no Earth Damage is dealt. 195i.png 196i.png 708i.png
Light Trace Light Damage dealt to enemies continues to increase until no Light Damage is dealt. 197i.png 198i.png 709i.png
Dark Trace Dark Damage dealt to enemies continues to increase until no Dark Damage is dealt. 199i.png 200i.png 710i.png
Bubble Burst 70% of Damage dealt to enemies (excluding non-Attributive Damage) are stored for an extra attack to be launched afterwards regardless of Attribute and Defense for 3 Rounds. 294i.png 295i.png 296i.png
Ignition For 3 Rounds, turn all enemies into Fire Attribute; deal Fire Damage as much as 30x the Monster's Attack to all enemies every Round. 297i.png 298i.png 299i.png
Bewitchment Enemies attack themselves or each other once for 3 Rounds. 306i.png 307i.png 308i.png
Shield Blast Stun all enemies to inactivate them for 5 Rounds. The effect stays in play until they are attacked 355i.png 356i.png 816i.png
Battlefield of Waves For 2 Rounds, turn all enemies' Attributes into Fire; Water Attack on Fire enemies increases. 388i.png 389i.png
Battlefield of Flame For 2 Rounds, turn all enemies' Attributes into Earth; Fire Attack on Earth enemies increases. 390i.png 391i.png
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. 481i.png
Saprophytism Absorb enemies' HP every 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. 483i.png
Extreme Danger Enemies' Defense -90% for 3 Rounds. Delay their actions for 1 Round 514i.png
Battlefield of Drought For 2 Rounds, turn all enemies' Attributes into Water; Earth Attack on Water enemies increases. 535i.png 536i.png 1043i.png
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. 626i.png 1322i.png
Delay CDs of all enemies will be delayed for 1 Round 730i.png 731i.png 1128i.png 2119i.png
Mastery of Frosting For 1 Round, freeze all enemies to inactivate them and change their Attributes into Water; Water Attack x 1.5. 776i.png

Attribute/Race Effects[]

Skill Description
SI070.png {race} Racism Enemy Attack increases by ×.4 for every [listed Race] member of Summoner's Team; ×3 maximum
Variations:
SI070.png SI068.png SI071.png SI072.png SI067.png SI069.png
SI157.png Non-{race} Racism Enemy Attack increases by ×.4 for every non-[listed Race] member of Summoner's Team; ×3 maximum
SI076.png 50% {Race} Shield Damage dealt to the enemy by [listed Race] members will be lowered by 50%
Variations:
SI076.png SI074.png SI077.png SI078.png SI073.png SI075.png
SI064.png Non-{race} Shield Damage dealt to the enemy by non-[listed Race] members will be lowered by 75%
Variations:
SI064.png SI062.png SI065.png SI066.png SI061.png SI063.png
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.
SI242.png 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.
SI221.png 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.
SI228.png 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.
SI224.png 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.
SI105.png 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:
SI001.png SI002.png SI003.png SI004.png SI005.png
eskill2|esp not supported Damage dealt to the enemy by non-[listed] Attributive Attack are reduced to 50%
Variations:
SI001.png
SI006.png {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:
SI006.png SI007.png SI008.png SI009.png SI010.png
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).
SI003.pngSI005.pngSI122.png 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.
SI260.pngSI001.pngSI003.png 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%.
SI158.png {attr/race} Intimidation The more [listed Attribute/Race] members are in the Team, the lower Summoner's Attack.
SI256.png {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
SI158.png 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
eskill2|esp not supported The more team members, the higher enemy Attack.
Variations:
Large • Massive
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
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
eskill2|esp not supported Enemy recovers {X} of Summoner's HP every 2 Rounds.
Variations:
2000 • 3000 • 4000
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
eskill2|esp not supported Summoner Attack is reduced by {X}% for 3 to 5 Rounds.
Variations:
50% • 80% • 90%
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%.
SI050.pngSI251.pngSI229.png 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.
SI158.pngSI219.png 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
esp not supported Dragonary Craft Apparatus will be fully charged up at the beginning of the first round.

Skill Effects[]

Skill Description
SI122.png Lockdown The enemy will lock the Active Skills of all members from the first Round onwards.
SI122.png 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.
SI122.png 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.
SI122.png Weak Lockdown Active Skills of all Members (excluding Leader and Ally) will be locked.
SI189.png 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.
SI121.png 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
SI121.png {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.
SI121.png 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.
SI124.pngSI224.pngSI188.png 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
SI125.png CD Restore The enemy will turn CDs of all members to 0 at the beginning of the first Round.
Variations: every 3/4 rounds
SI125.png {race} CD Restore In the first Round, CDs of [listed Race] members will become 0.
Variations: Combined CD Restore

Killing Effects[]

Skill Description
esp not supported Summoner will be defeated 6 Rounds after receiving Damage from the enemy.

Rune Restrictions[]

Skill Description
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
SI091.png {X} Combo Shield The enemy receives Damage only when exactly {X} Combos are made.
Variations:
SI091.png SI092.png SI093.png SI094.png SI095.png SI096.png
SI094.png {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:
SI094.png SI095.png SI096.png
SI101.png {X}+ Combo Shield The enemy receives Damage only when {X} or more Combos are made.
Variations:
SI101.png SI102.png SI103.png SI104.png SI105.png SI106.png SI107.png SI108.png SI109.png
SI102.png {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:
SI105.png SI106.png
SI097.png {X}- Combo Shield The enemy receives Damage only when {X} or less Combos are made.
Variations:
SI097.png SI098.png SI099.png SI100.png
SI101.png Pente {X}+ Combo Shield For 5 Rounds, Attack and Recovery can only be triggered when {X} or more Combos are made.
Variations:
SI103.png SI104.png SI105.png SI106.png
{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
SI031.png SI032.png SI033.png SI034.png SI035.png SI036.png
SI181.png 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 dissolved
EX - Runestones adjacent to the frame can not be dissolved together
SI181.png 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 dissolved
EX - 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:
SI038.png SI039.png SI040.png SI041.png SI042.png SI043.png
SI123.pngSI112.png 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)
SI139.pngSI111.png 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)
SI241.png Fusion Shield (LD) Light and Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI241.png 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).
SI245.png E-Fusion Shield (LD) Enchanted Light and Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI245.png E-Fusion Shield (Duo) Enchanted Runestones of two specified Attributes must be dissolved in each Round to inflict damage on the enemy.
SI242.png Fusion Shield (WFE) Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy.
SI242.png 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).
SI246.png E-Fusion Shield (WFE) Enchanted Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy.
SI242.png Fusion Shield (Trio) Runestones of three specified Attributes must to be dissolved in each Round to inflict damage on the enemy.
SI246.png E-Fusion Shield (Trio) Enchanted Runestones of three specified Attributes must be dissolved in each Round to inflict damage on the enemy.
SI242.png 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%
SI243.png Fusion Shield (Quad) Runestones of four specified Attributes must to be dissolved in each Round to inflict damage on the enemy.
SI247.png E-Fusion Shield (Quad) Enchanted Runestones of four specified Attributes must be dissolved in each Round to inflict damage on the enemy.
SI243.png 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
SI243.png 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%
SI244.png Fusion Shield (Quint) Runes of all Attributes, except Heart, must be dissolved in each Round to inflict damage on the enemy.
SI248.png E-Fusion Shield (Quint) Enchanted Runes of all attributes, except Heart, must be dissolved in one Round to inflict damage on the enemy.
SI244.png 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
SI246.png E-Fusion Shield (W+FE) Fire, Earth and Enchanted Water runes must be dissolved in one Round to inflict damage on the enemy.
SI246.png E-Fusion Shield (F+WE) Water, Earth and Enchanted Fire runes must be dissolved in one Round to inflict damage on the enemy.
SI246.png E-Fusion Shield (E+WF) Water, Fire and Enchanted Earth runes must be dissolved in each Round to inflict damage on the enemy.
SI245.png E-Fusion Shield (L+D) Dark and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy.
SI245.png E-Fusion Shield (D+L) Light and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI246.png E-Fusion Shield (L+WF) Water, Fire and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy.
SI246.png E-Fusion Shield (L+WE) Water, Earth and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy.
SI246.png E-Fusion Shield (L+EF) Earth, Fire and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy.
SI246.png E-Fusion Shield (D+WF) Water, Fire and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI246.png E-Fusion Shield (D+FE) Fire, Earth and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI246.png 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
SI165.png 2 Second Round Runestone-moving time will be reduced to 2 seconds.
SI166.png {X} Second Round Runestone-moving time will be extended to {X} seconds.
Variations: 10 Seconds • 20 Seconds • 30 Seconds
SI166.png30px +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
SI165.png {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
SI167.pngSI251.png 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
SI226.png Monochrome Runes All runes turn black and white.
SI224.png 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%
SI224.png Masked Board All runes on the board will become masked upon entering battle. Board will only be visible while runes are moved every turn.
SI224.png Death Mask After the enemy is defeated, all Runestones will be masked. Masked runes can still be dissolved.
SI224.png Masked Trail ({X}) When moving Runestones, the last {X} runes touched will be masked.
Variations: 4 • 6
SI221.png 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 Weathered
Moving - Changed while Summoner is moving Runestones
EX - Weathered Runestones remain after the enemy is defeated.
SI221.png 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 Weathered
Moving - Changed while Summoner is moving Runestones
EX - Weathered Runestones remain after the enemy is defeated.
SI125.pngSI222.png 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.
SI217.pngSI221.png 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%
SI217.pngSI221.pngSI188.png 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.
SI227.png Transmogrify All Runestones will be turned into the same shape when Summoner starts moving Runestones
Variations:
Heart - All change except for Heart Runestones
Enemy - All change except Runestones of enemy's Attribute
SI219.png 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
SI219.png 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.
SI229.png 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 Burn
EX - Surrounding Runestone will be burnt each Round afterwards.
SI229.png 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
SI229.png 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.
SI228.png Sticky A random Runestone will become sticky. If any are touched, Runestone movement will be stopped immediately.
Variations: Dual Sticky
SI228.png 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
SI225.png 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
SI225.png 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
SI225.png 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.
SI218.png 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.
SI218.png 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%
SI218.png 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
SI277.png Weakened 1 random Runestone will be weakened. If any remain, enemy will take no Damage that Round
Variations: Dual Weakened • Triple Weakened
SI220.png 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
SI220.png 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
SI220.png 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.
SI227.png 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
SI230.png 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
SI046.png Revolution Enemy will randomly change the Attribute of all Runestones at the beginning of the first Round.
Variations: Changes every 2/3 turns
SI047.png Conversion (attr) Enemy turns [listed Attribute] Runestones into its own Attribute every Round.
SI047.png Superior Conversion (attr) Enemy turns [listed Attribute] Runestones into those of its opposing Attribute every Round.
SI047.png Healing Conversion (attr) Enemy turns [listed Attribute] Runestones into Heart Runestones every Round.
SI047.png Reverse Conversion (attr) Enemy turns Runestones of its Attribute into [listed Attribute] Runestones every Round
SI189.png 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.
SI011.png Random Conversion (attr) Runestones of a random Attribute will be converted to [listed Attribute] runes each Round.
Variations:
SI011.png SI012.png SI013.png SI014.png SI015.png
SI011.png Row Conversion (attr) When enemy attacks, a random row will be turned into [listed Attribute] Runestones
Variations:
SI011.png SI012.png SI013.png SI014.png SI015.png
SI011.png Wall Conversion (attr) When enemy attacks, a random column will be turned into [listed Attribute] Runestones
Variations:
SI011.png SI012.png SI013.png SI014.png SI015.png
SI188.pngSI047.png 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.
SI011.png 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.
SI012.png 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.
SI013.png 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.
SI135.png 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%
SI260.png Reflect {X}% The enemy will reflect {X}% of Summoner's attack (dissolving Runestones is necessary)
Variations: 15% • 25% • 35%
SI160.png First Strike Enemy attacks once at the beginning of the first Round.
SI160.png 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.
SI218.png 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.
SI232.png 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.
SI219.png 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
SI229.png 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
SI168.png 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 • 20000
Active - damage relieved only by Active Skills
Leader - damage relieved only by Leader Skills
SI168.png 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
SI168.png Death Bomb EX {X} Upon the defeat of this enemy, Summoner receives a damage of {X}.
Variations: 5000 • 10000
SI168.png 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
SI216.png Hellfire {X} A Damage of {X} will be dealt to each Member who launches an Attack.
Variations:
300 • 500 • 1000 • 2000 • 3000 • 4000 • 5000
EX - Launches even after enemy defeat
SI162.png 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%
SI283.png 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%
SI283.png 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
SI257.png 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%
SI250.png Initial Shield Enemy takes no damage until it first attacks.
SI250.png {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
SI250.png 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).
SI250.pngSI122.png 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)
SI250.pngSI215.png 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)
SI250.png 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)
SI250.pngSI221.png 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%
SI217.png Overheal Shield After Summoner's HP is fully recovered, the remaining Recovery points will be converted to an Attack
SI257.png Single Shield Enemy can only be damaged by Single Attacks (chain of 4 or less Runestones).
SI257.png Full Shield Enemy can only be damaged by Full Attacks (chain of 5 or more Runestones).
SI257.png Active Shield Enemy can only be damaged by Active Skills.
SI244.png Synthesis Shield {X} The enemy receives Damage only when Attacks from {X} Attributes are launched in the same Round
Variations:
Duo • Trio • Quad • Quint
SI241.png SI242.png SI243.png SI244.png
SI256.png Marred Hindrance Enemies take damage only when Summoner's HP is less than 100%. (including Active Skills)
SI256.png Marred Hindrance (50%) Enemies take damage only when Summoner's HP is over 50%. (including Active Skills)
SI256.png 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
SI216.png Rage Enemy will revive once after defeat with ×2 HP, Defense and Attack.
SI276.png 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.
SI255.png Determination {X}% When enemy HP is {X}% or more, the next Damage received will not cause its death.
Variations: 20% • 30% • 40%
SI255.png 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
SI126.png {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:
SI126.pngSI127.pngSI128.pngSI129.pngSI130.pngSI131.pngSI132.png
SI126.png {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:
SI126.pngSI128.pngSI129.pngSI131.png
SI126.png {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:
SI126.pngSI128.pngSI129.pngSI131.png
SI126.png {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:
SI126.pngSI128.pngSI129.pngSI131.png
SI188.png Crescendo The lower the HP of the enemy, the higher its Attack, to the maximum of x2 when HP is 20% or lower.
Multipliers:
HP 20% - ×2 ATK
SI188.png 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:
HP 20% - ×3 ATK
SI188.png Trojan The lower the HP of the enemy, the higher its Attack. The enemy attacks twice when HP is below 30%.
Multipliers:
100% HP - ×1 ATK 50% HP - ×2 ATK 35% HP - ×5 ATK 20% HP - ×10 ATK
SI188.png Trojan EX The lower the HP of the enemy, the higher its Attack. The enemy attacks twice when HP is below 30%.
Multipliers:
100% HP - ×1 ATK 50% HP - ×3 ATK 35% HP - ×10 ATK 20% HP - ×20 ATK
Variations: Trojan Fort EX: Defense also increases using the same multiplier
SI188.png 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):
1st - ×1 ATK 2nd - ×2 ATK 3rd - ×4 ATK 4th - ×8 ATK 5th - ×16 ATK 6th - ×32 ATK
SI188.png Trojan Time Attack of enemy increases based on the time spent on moving Runestones. Every 0.5 seconds increases Attack by 3000.
Multipliers:
< 0.5s: n 0.5s – 1.0s: +3000 1.0s – 1.5s: +6000 1.5s – 2.0s: +9000 2.5s – 3.0s: +12000
3.0s – 3.5s: +15000 3.5s – 4.0s: +18000 4.0s – 4.5s: +21000 4.5s – 5.0s: +24000 5.0s – 5.5s: +27000
5.5s – 6.0s: +30000
SI188.png 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
SI188.png 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.
SI047.pngSI188.png 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
SI168.pngSI251.png 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%