Skill ID | Enemy Skill | Description |
---|---|---|
0 | Skill 0 | No Skill |
1 | Enchanted Shield | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. |
2 | Overheal | The enemy's HP will be deducted as much as the Recovery surplus. The enemy will not receive any Damage other than Recovery surplus Attack. |
3 | Switching Shield ‧ Non-Weakness Damage -100% | The enemy only receives Damage of its Weakness Attribute. The enemy attacks or changes its Attribute alternatively when the CD reaches 0. |
4 | Summon Shield | 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 |
5 | Symbiosis | The enemies live on each other; as long as one of them is alive, it will revive the defeated one |
6 | Switching Shield - LD | The enemy will attack and change its Attribute when its Skill CD reaches 0. It will also turn the Attributes of Runestones to that of its. |
7 | Switching Shield EX - LD | The enemy will attack and change its Attribute when its Skill CD reaches 0. It will also turn the Attributes of Runestones to that of its. If Runestones of the enemy's Attribute are dissolved, Summoner's HP will be absorbed and become the enemy's. |
12 | Double Attack | The enemy attacks twice every Round |
13 | Poison 7.5% | The enemy poisons all Monsters, causing a Damage of 7.5% of Summoner's HP every Round until its defeat |
14 | Poison 15% | The enemy poisons all Monsters, causing a Damage of 15% of Summoner's HP every Round until its defeat |
15 | Trojan | The lower the enemy's HP, the greater its Attack will be. When its HP drops to a certain level, the enemy attacks twice a Round. |
16 | Trojan EX | The lower the enemy's HP, the dramatically greater its Attack will be. When its HP drops to 30% or below, the enemy attacks twice a Round. |
17 | Reflect 15% | The enemy will reflect 15% of Summoner's attack (dissolving Runestones is necessary). |
18 | Reflect 25% | The enemy will reflect 25% of Summoner's attack (dissolving Runestones is necessary). |
19 | Enchanted Shield ‧ Switching Shield ‧ Non-Weakness Damage -100% | Only by dissolving Enchanted Runestones of the Weakness Attribute of the enemy could it be damanged. If an Attack is successfully initiated (>1), the enemy will change its Attribute when its CD reaches 0. If the enemy receives no Damage on the 5th attacking Round, it will change its Attribute directly |
20 | Switching Shield EX - WFE | The enemy attacks and changes its Attribute when its Skill CD reaches 0. It will also turn the Attributes of your Runestones to that of its. If Runestones of the enemy's Attribute are dissolved, Summoner's HP will be absorbed and become the enemy's. |
21 | Orb Shield | A random number of Combos will be assigned. Damage can be dealt to the enemy only by making the same or ±2 number of Combos (dissolving Runestones is necessary). If the same number of Combos are made, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the assigned number and the number of Combos made. |
22 | Orb Shield EX | A random number of Combos will be assigned. Damage can be dealt to the enemy only by making the same number of Combos (dissolving Runestones is necessary). If the same number of Combos are made, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the assigned number and the number of Combos made. |
23 | Orb Shield ‧ Moving | Each Round while Summoner is moving Runestones, a random number of Combos will be assigned. Damage can be dealt to the enemy only by making the same or ±2 number of Combos (dissolving Runestones is necessary). If the same number of Combos are made, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the assigned number and the number of Combos made. |
24 | Orb Shield EX ‧ Moving | Each Round while Summoner is moving Runestones, a random number of Combos will be assigned. Damage can be dealt to the enemy only by making the same number of Combos (dissolving Runestones is necessary). If the same number of Combos are made, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the assigned number and the number of Combos made. |
25 | Human Damage -50% | The enemy will weaken Human Attack by 50% |
26 | Dragon Damage -50% | The enemy will weaken Dragon Attack by 50% |
27 | God Damage -50% | The enemy will weaken God Attack by 50% |
28 | Elf Damage -50% | The enemy will weaken Elf Attack by 50% |
29 | Beast Damage -50% | The enemy will weaken Beast Attack by 50% |
30 | Human Racism | If Human(s) is present, the enemy's Attack increases |
31 | Dragon Racism | If Dragon(s) is present, the enemy's Attack increases |
32 | God Racism | If God(s) is present, the enemy's Attack increases |
33 | Elf Racism | If Elf(s) is present, the enemy's Attack increases |
34 | Beast Racism | If Beast(s) is present, the enemy's Attack increases |
35 | 70% HP Reduction | 70% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills) |
36 | 40% HP Reduction | 40% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills) |
37 | 50% HP Reduction | 50% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills) |
38 | 2 Second Round | Runestone-moving time will be reduced to 2 seconds |
39 | 2 Second Summon Shield | 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, you will receive Damage when its Skill CD reaches 0 |
40 | Poison 20% | The enemy poisons all Monsters, causing a Damage of 20% of Summoner's HP every Round until its defeat. |
41 | Poison 30% | The enemy poisons all Monsters, causing a Damage of 30% of Summoner's HP every Round until its defeat. |
42 | Poison 40% | The enemy poisons all Monsters, causing a Damage of 40% of Summoner's HP every Round until its defeat. |
43 | Poison 50% | The enemy poisons all Monsters, causing a Damage of 50% of Summoner's HP every Round until its defeat. |
44 | Reflect 35% | The enemy will reflect 35% of Summoner's attack (dissolving Runestones is necessary). |
45 | Lockdown | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Members. |
46 | 3-6 Rounds, 2 Monster Lockdown | Active Skills of 2 random Members will be locked for 3 - 6 Rounds in the first Round and every 3 Rounds after (the effect could be superimposed) |
47 | 2-4 Rounds, 2 Monster Lockdown | Active Skills of 2 random Members will be locked for 2 - 4 Rounds in the first Round and every 3 Rounds afterwards (the effect could be superimposed). |
48 | Life Hack | The enemy will fully recover its HP each Round |
49 | Monochrome Runes | All Runestones will be in black and white. |
50 | Uncontrollable | The enemy disregards all Controlling Skills. |
51 | Defense Break | The enemy ignores all Damage-reducing and Willpower Skills |
52 | Initial Shield | Initial Shield: The enemy will not receive any Damage until its first Attack |
53 | 1 Combo Shield | The enemy will receive Damage only when 1 Combo is made |
54 | 2 Combo Shield | The enemy will take Damage only when 2 Combos are made |
55 | 3 Combo Shield | The enemy will take Damage only when 3 Combos are made |
56 | 4 Combo Shield | The enemy will take Damage only when 4 Combos are made |
57 | 5 Combo Shield | The enemy will take Damage only when 5 Combos are made |
58 | 6 Combo Shield | The enemy will take Damage only when 6 Combos are made |
59 | First Strike FSD: 100% | The enemy attacks once at the beginning of the first Round |
60 | Triple Attack | The enemy will launch 3 consecutive Attack every Round |
61 | CD Reset - 2 | At the beginning of the first Round, Skill CDs and accumulated Rounds of 2 random Monsters will be reset. |
62 | CD Reset - 3 | At the beginning of the first Round, Skill CDs and accumulated Rounds of 3 random Monsters will be reset. |
63 | CD Reset - 4 | At the beginning of the first Round, Skill CDs and accumulated Rounds of 4 random Monsters will be reset. |
64 | CD Reset - 5 | At the beginning of the first Round, Skill CDs and accumulated Rounds of 5 random Monsters will be reset. |
65 | CD Reset | At the beginning of the first Round, Skill CDs and accumulated Rounds of all Monsters will be reset. |
66 | Puzzle Shield | Puzzle Shield: The enemy receives Damage only when Runestones are dissolved according to the shape of the frame (Runestones adjacent to the frame could be dissolved together) |
67 | Large Puzzle Shield | Puzzle Shield: The enemy receives Damage only when Runestones are dissolved according to the shape of the frame (Runestones adjacent to the frame could be dissolved together) |
68 | Puzzle Shield EX | Puzzle Shield: The enemy receives Damage only when Runestones are dissolved according to the shape of the frame (Runestones adjacent to the frame cannot be dissolved together) |
69 | Skill 69 | Damage can be made only when your HP is below 50% |
70 | Enchanted Shield EX | The enemy receives Damage only when Enchanted Runestones of its Attribute are dissolved |
71 | Non-Weakness Damage -50% | For attacks belong to the Attributes other than the enemy's weakness, Damage -50% |
72 | 30% HP Reduction | 30% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills) |
73 | 80% HP Reduction | 80% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing Skills and Willpower Skills) |
74 | 90% HP Reduction | 90% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing Skills and Willpower Skills) |
75 | Fusion Shield - WFE | The enemy will receive Damage only when Water, Fire and Earth Runestones are dissolved in the same Round |
76 | Fusion Shield - LD | The enemy will receive Damage only when Light and Dark Runestones are dissolved in the same Round |
77 | Fusion Shield - Quint | • Damage dealt to the enemy will be 1 unless Runestones of 5 Attributes are dissolved in the same Round. |
78 | Death Bomb EX 5,000 | Upon the defeat of this enemy, a Damage of 5,000 will be dealt to Summoner. |
79 | Death Bomb EX 10,000 | Upon the defeat of this enemy, a Damage of 10,000 will be dealt to Summoner. |
80 | Death Bomb EX 20,000 | Upon the defeat of this enemy, a Damage of 20,000 will be dealt to Summoner. |
81 | HP Restore - 4,000 | The enemy recovers 4,000 of Summoner's HP at the beginning of the first Round |
82 | HP Restore - 5,000 | The enemy recovers Summoner's HP by 5,000 at the beginning of the first Round |
83 | HP Restore - 6,000 | The enemy recovers Summoner's HP by 6,000 at the beginning of the first Round |
84 | HP Restore EX - 2,000 | The enemy will recover Summoner's HP by 2,000 every two Rounds |
85 | HP Restore EX - 3,000 | The enemy will recover Summoner's HP by 3,000 every two Rounds |
86 | HP Restore EX - 4,000 | The enemy will recover Summoner's HP by 4,000 every two Rounds |
87 | CD Restore | At the beginning of the first Round, Skill CD(s) of all Members becomes 0. |
88 | CD Restore - Every 3 Rounds | Skill CD(s) of all Members becomes 0 every 3 Rounds |
89 | CD Restore - Every 4 Rounds | Skill CD(s) of all Members becomes 0 every 4 Rounds |
90 | Revolution | The enemy will randomly change the types of all Runestones at the beginning of the first Round |
91 | Revolution ‧ 2 | The enemy will randomly change the types of all Runestones every 2 Rounds |
92 | Revolution ‧ 3 | The enemy will randomly change the types of all Runestones every 3 Rounds |
93 | Determination 20% | When the HP of the enemy is larger than 20%, the next Damage dealt to it will not lead to its defeat |
94 | Determination 30% | When the HP of the enemy is larger than 30%, the next Damage dealt to it will not lead to its defeat |
95 | Determination 40% | When the HP of the enemy is larger than 40%, the next Damage dealt to it will not lead to its defeat |
96 | Usurper | Summoner could not activate Leader Skills |
97 | Masked Runes 4/5% | There is a chance that Masked Runestones will be generated every Round. |
98 | Masked Runes 4/10% | There is a substantial chance that Masked Runestones will be generated every Round. |
99 | Masked Runes 4/15% | There is a substantial chance that Masked Runestones will be generated every Round. |
100 | Conversion - Water | The enemy turns Water Runestones into Runestones of its Attribute every Round |
101 | Conversion - Fire | The enemy turns Fire Runestones into Runestones of its Attribute every Round |
102 | Conversion - Earth | The enemy turns Earth Runestones into Runestones of its Attribute every Round |
103 | Conversion - Light | The enemy turns Light Runestones into Runestones of its Attribute every Round |
104 | Conversion - Dark | The enemy turns Dark Runestones into Runestones of its Attribute every Round |
105 | Conversion - Heart | The enemy turns Heart Runestones into Runestones of its Attribute every Round |
106 | Superior Conversion ‧ Water | The enemy turns Water Runestones into Runestones that it has a weakness to every Round |
107 | Superior Conversion ‧ Fire | The enemy turns Fire Runestones into Runestones that it has a weakness to every Round |
108 | Superior Conversion ‧ Earth | The enemy turns Earth Runestones into Runestones that it has a weakness to every Round |
109 | Superior Conversion ‧ Light | The enemy turns Light Runestones into Runestones that it has a weakness to every Round |
110 | Superior Conversion ‧ Dark | The enemy turns Dark Runestones into Runestones that it has a weakness to every Round |
111 | Superior Conversion ‧ Heart | The enemy turns Heart Runestones into Runestones that it has a weakness to every Round |
112 | Rage | The enemy will revive for once after defeated, with its Attack, HP and Defense x 2. |
113 | Foul Play | Summoner's HP will depleted to 1 at the beginning of the first Round |
114 | 3+ Combo Shield | The enemy will receive Damage only when 3 Combos are made |
115 | 4+ Combo Shield | The enemy will receive Damage only when 4 Combos are made |
116 | 5+ Combo Shield | The enemy will receive Damage only when 5 Combos are made |
117 | 6+ Combo Shield | The enemy will receive Damage only when 6 Combos are made |
118 | Masked Runes 3/5% | There is a chance that Masked Runestones will be generated every Round. |
119 | Masked Runes 3/10% | There is a substantial chance that Masked Runestones will be generated every Round. |
120 | Masked Runes 3/15% | There is a substantial chance that Masked Runestones will be generated every Round. |
121 | Masked Runes 5/5% | There is a chance that Masked Runestones will be generated every Round. |
122 | Masked Runes 5/10% | There is a substantial chance that Masked Runestones will be generated every Round. |
123 | Masked Runes 5/15% | There is a substantial chance that Masked Runestones will be generated every Round. |
124 | Death Bomb 5,000 | Upon the defeat of this enemy, a Damage of 5,000 will be dealt to Summoner unless the enemy is defeated by Active Skills. |
125 | Death Bomb 10,000 | Upon the defeat of this enemy, a Damage of 10,000 will be dealt to Summoner unless the enemy is defeated by Active Skills. |
126 | Death Bomb 20,000 | Upon the defeat of this enemy, a Damage of 20,000 will be dealt to Summoner unless the enemy is defeated by Active Skills. |
127 | Determination 20% - HP Recovery x5 | When the HP of the enemy is larger than 20%, your next Damage received will not cause your death; Recover your HP 500% of the Damage dealt to enemy |
128 | Enchanted Damage -100% | • When Enchanted Attributive Runestones are dissolved, ⇒ the Damage of that Attribute(s) will be lowered to 1. |
129 | Enchanted Damage -75% | • When Enchanted Attributive Runestones are dissolved, ⇒ the Damage of that Attribute(s) will be lowered to 25%. |
130 | Determination 20% - HP Recovery x10 | When the HP of the enemy is larger than 20%, the next Damage dealt will not lead to its defeat while recovering HP as much as 10x Damage dealt |
131 | Full Shield | The enemy will only receive the Damage of an Attribute when a group of 5 or more Runestones of that Attribute is dissolved (only dissolved Runestones will be counted). |
132 | Single Shield | When a group of 5 or more Attributive Runestones are dissolved, the enemy will not receive the Damage of the Attribute of this Member(s) (only dissolved Runestones will be counted). |
133 | Demon Damage -50% | The enemy will weaken Demon Attack by 50% |
134 | Demon Racism | The Attack of enemy will increase when there is Demon in Summoner's Team |
135 | Non-Water Damage -75% | Damage dealt to the enemy by non-Water Attack will be lowered to 25% |
136 | Non-Fire Damage -75% | Damage dealt to the enemy by non-Fire Attack will be lowered to 25% |
137 | Non-Earth Damage -75% | Damage dealt to the enemy by non-Earth Attack will be lowered to 25% |
138 | Non-Light Damage -75% | Damage dealt to the enemy by non-Light Attack will be lowered to 25% |
139 | Non-Dark Damage -75% | Damage dealt to the enemy by non-Dark Attack will be lowered to 25% |
140 | Non-Human Damage -75% | Damage dealt to the enemy by non-Human will be lowered to 25% |
141 | Non-Beast Damage -75% | Damage dealt to the enemy by non-Beast will be lowered to 25% |
142 | Non-Dragon Damage -75% | Damage dealt to the enemy by non-Dragon will be lowered to 25% |
143 | Non-God Damage -75% | Damage dealt to the enemy by non-God will be lowered to 25% |
144 | Non-Demon Damage -75% | Damage dealt to the enemy by non-Demon will be lowered to 25% |
145 | Non-Elf Damage -75% | Damage dealt to the enemy by non-Elf will be lowered to 25% |
146 | Skill 146 | The lower the current HP of Summoner, the lower the Defense of the enemy |
147 | 20% Defensive Shield | Damage dealt to the enemy each Round will not exceed 20% of its total HP (Active Skill is excepted from this limitation) |
148 | 10% Defensive Shield | Damage dealt to the enemy each Round will not exceed 10% of its total HP (Active Skill is excepted from this limitation) |
149 | 25% Defensive Shield | Damage dealt to the enemy each Round will not exceed 25% of its total HP (Active Skill is excepted from this limitation) |
150 | 50% Defensive Shield | Damage dealt to the enemy each Round will not exceed 50% of its total HP (Active Skill is excepted from this limitation) |
151 | Death Bomb 2,000 | Upon the defeat of this enemy, a Damage of 2,000 will be dealt to Summoner unless it is defeated by Active Skills. |
152 | Leader Death Blow 5,000 | Upon the defeat of this enemy, Summoner receives a Damage of 5,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Leader Skills). |
153 | Leader Death Blow 10,000 | Upon the defeat of this enemy, Summoner receives a Damage of 10,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Leader Skills). |
154 | Leader Death Blow 20,000 | Upon the defeat of this enemy, Summoner receives a Damage of 20,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Leader Skills). |
155 | Active Death Blow 5,000 | Upon the defeat of this enemy, Summoner receives a Damage of 5,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Active Skills). |
156 | Active Death Blow 10,000 | Upon the defeat of this enemy, Summoner receives a Damage of 10,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Active Skills). |
157 | Active Death Blow 20,000 | Upon the defeat of this enemy, Summoner receives a Damage of 20,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Active Skills). |
158 | Death Blow 5,000 | Upon the defeat of this enemy, Summoner receives a Damage of 5,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Leader and Active Skills). |
159 | Death Blow 10,000 | Upon the defeat of this enemy, Summoner receives a Damage of 10,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Leader and Active Skills). |
160 | Death Blow 20,000 | Upon the defeat of this enemy, Summoner receives a Damage of 20,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Leader and Active Skills). |
161 | 30% HP Reduction - Leader Relieve | 30% of Summoner's total HP will be absorbed by the enemy each round when it attacks (regardless of all Damage-reducing Skills and Willpower Skills, except Leader Skills) |
162 | 50% HP Reduction - Leader Relieve | 50% of Summoner's total HP will be absorbed by the enemy each round when it attacks (regardless of all Damage-reducing Skills and Willpower Skills, except Leader Skills) |
163 | 70% HP Reduction - Leader Relieve | 70% of Summoner's total HP will be absorbed by the enemy each round when it attacks (regardless of all Damage-reducing Skills and Willpower Skills, except Leader Skills) |
164 | 90% HP Reduction - Leader Relieve | 90% of Summoner's total HP will be absorbed by the enemy each round when it attacks (regardless of all Damage-reducing Skills and Willpower Skills, except Leader Skills) |
165 | 30% HP Reduction - Active Relieve | 30% of Summoner's total HP will be absorbed by the enemy each round when it attacks (regardless of all Damage-reducing Skills and Willpower Skills, except Active Skills) |
166 | 50% HP Reduction - Active Relieve | 50% of Summoner's total HP will be absorbed by the enemy each round when it attacks (regardless of all Damage-reducing Skills and Willpower Skills, except Active Skills) |
167 | 70% HP Reduction - Active Relieve | 70% of Summoner's total HP will be absorbed by the enemy each round when it attacks (regardless of all Damage-reducing Skills and Willpower Skills, except Active Skills) |
168 | 90% HP Reduction - Active Relieve | 90% of Summoner's total HP will be absorbed by the enemy each round when it attacks (regardless of all Damage-reducing Skills and Willpower Skills, except Active Skills) |
169 | 30% HP Reduction - Leader & Active Relieve | 30% of Summoner's HP will be deducted each Round by the enemy when it launches an attack (Damage can be relieved by both Leader or Active Skills) |
170 | 50% HP Reduction - Leader & Active Relieve | 50% of Summoner's HP will be deducted when the enemy attacks (Damage can be relieved by Leader or Active Skills) |
171 | 70% HP Reduction - Leader & Active Relieve | 70% of Summoner's HP will be deducted each Round by the enemy when it launches an attack (Damage can be relieved by both Leader or Active Skills) |
172 | 90% HP Reduction - Leader & Active Relieve | 90% of Summoner's HP will be deducted each Round by the enemy when it launches an attack (Damage can be relieved by both Leader or Active Skills) |
173 | 3- Combo Shield | Damage could be dealt only by making less than 3 Combos |
174 | 4- Combo Shield | Damage could be dealt only by making less than 4 Combos |
175 | 5- Combo Shield | Damage could be dealt only by making less than 5 Combos |
176 | 6- Combo Shield | Damage could be dealt only by making less than 6 Combos |
177 | Crescendo | The lower the enemy's HP, the minimally greater its Attack will be. |
178 | Crescendo EX | The lower the enemy's HP, the slightly greater its Attack will be. |
179 | Death Blow 2,000 - Leader Relieve | Upon the defeat of this enemy, Summoner receives a Damage of 2,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Leader Skills). |
180 | Death Blow 2,000 - Active Relieve | Upon the defeat of this enemy, Summoner receives a Damage of 2,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Active Skills). |
181 | Death Blow 2,000 - Leader & Active Relieve | Upon the defeat of this enemy, Summoner receives a Damage of 20,000 unless the enemy is defeated by Active Skills (Damage can be reduced by Leader and Active Skills). |
182 | Switching Shield - WFE · Weakness Block · Light & Dark Damage -50% | The enemy changes its Attribute every 2 Rounds (Water, Fire and Earth). Runestones of the enemy's present Weakness Attribute cannot be dissolved. Light and Dark Damage received -50%. |
183 | Precise Attack | Defeat the enemies in specific order, or else all of them revive |
184 | Precise Attack EX | Defeat the enemies in specific order, or else all of them revive instantly |
185 | 1 Weathered Rune | • Each Round before Runestone movement: ⇒ 1 random position will be changed into Weathered Area. • If any Weathered Area is touched, ⇒ Runestone Movement will be stopped immediately. |
186 | 1 Weathered Rune | • In the next Round before Runestone movement: ⇒ 1 random position will be changed into Weathered Area. • If any Weathered Area is touched, ⇒ Runestone Movement will be stopped immediately. |
187 | 1 Weathered 3k Mine - Moving | • In the next Round before Runestone movement: ⇒ 1 random position will be changed into Weathered Area. • If any Weathered Area is touched: ⓵ Runestone Movement will be stopped immediately. ⓶ A Damage of 3,000 will be dealt to Summoner. |
188 | 1 Weathered 3k Mine - Moving | • In the next Round before Runestone movement: ⇒ 1 random position will be changed into Weathered Area. • If any Weathered Area is touched: ⓵ Runestone Movement will be stopped immediately. ⓶ A Damage of 3,000 will be dealt to Summoner. |
189 | 1 Weathered 3k Mine | • Each Round before Runestone movement: ⇒ 1 random position will be changed into Weathered Area. • If any Weathered Area is touched: ⓵ Runestone Movement will be stopped immediately. ⓶ A Damage of 3,000 will be dealt to Summoner. |
190 | Retaliation 300 | A Damage of 300 will be dealt to each Member who launches an Attack. |
191 | Retaliation 500 | A Damage of 500 will be dealt to each Member who launches an Attack. |
192 | Retaliation 1,000 | A Damage of 1,000 will be dealt to each Member who launches an Attack. |
193 | Retaliation 2,000 | A Damage of 2,000 will be dealt to each Member who launches an Attack. |
194 | Retaliation 3,000 | A Damage of 3,000 will be dealt to each Member who launches an Attack |
195 | Retaliation 4,000 | A Damage of 4,000 will be dealt to each Member who launches an Attack |
196 | Retaliation 5,000 | A Damage of 5,000 will be dealt to each Member who launches an Attack |
197 | Fusion Shield - Trio Moving | • Damage dealt to the enemy will be 1 unless Runestones of the 3 specified Attributes are dissolved in the same Round. |
198 | Fusion Shield - Quad | • Damage dealt to the enemy will be 1 unless Runestones of the 4 specified Attributes are dissolved in the same Round. |
199 | Fusion Shield - W+FE | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Fire, Earth and Water) are dissolved in the same Round. |
200 | Fusion Shield - F+WE | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Water, Earth and Fire) are dissolved in the same Round. |
201 | Fusion Shield - E+WF | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Water, Fire and Earth) are dissolved in the same Round. |
202 | Fusion Shield - L+D | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Dark and Light) are dissolved in the same Round. |
203 | Fusion Shield - D+L | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Light and Dark) are dissolved in the same Round. |
204 | 1 Weathered Rune - Moving | Each Round while Summoner is moving Runestones, 1 random Runestone will be weathered. If any Weathered Runestone are touched, Runestone movement will be stopped immediately |
205 | Retaliation EX 3,00 | A Damage of 300 will be dealt to every Member who launches an Attack. |
206 | Retaliation EX 5,00 | A Damage of 500 will be dealt to every Member who launches an Attack. |
207 | Retaliation EX 1,000 | A Damage of 1,000 will be dealt to every Member who launches an Attack. |
208 | Retaliation EX 2,000 | A Damage of 2,000 will be dealt to every Member who launches an Attack. |
209 | Retaliation EX 3,000 | A Damage of 3,000 will be dealt to every Member who launches an Attack. |
210 | Retaliation EX 4,000 | A Damage of 4,000 will be dealt to every Member who launches an Attack. |
211 | Retaliation EX 5,000 | A Damage of 5,000 will be dealt to every Member who launches an Attack. |
212 | 5 Water Rune Shield | The enemy receives Damage only when 5 or more Water Runestones are dissolved. |
213 | 10 Water Rune Shield | The enemy receives Damage only when 10 or more Water Runestones are dissolved. |
214 | 15 Water Rune Shield | The enemy receives Damage only when 15 or more Water Runestones are dissolved. |
215 | 5 Fire Rune Shield | The enemy recives Damage only when 5 or more Fire Runestones are dissolved. |
216 | 10 Fire Rune Shield | The enemy receives Damage only when 10 or more Fire Runestones are dissolved. |
217 | 15 Fire Rune Shield | The enemy receives Damage only when 15 or more Fire Runestones are dissolved. |
218 | 5 Earth Rune Shield | The enemy receives Damage only when 5 or more Earth Runestones are dissolved. |
219 | 10 Earth Rune Shield | The enemy receives Damage only when 10 or more Earth Runestones are dissolved. |
220 | 15 Earth Rune Shield | The enemy receives Damage only when 15 or more Earth Runestones are dissolved. |
221 | 5 Light Rune Shield | The enemy receives Damage only when 5 or more Light Runestones are dissolved. |
222 | 10 Light Rune Shield | The enemy receives Damage only when 10 or more Light Runestones are dissolved. |
223 | 15 Light Rune Shield | The enemy receives Damage only when 15 or more Light Runestones are dissolved. |
224 | 5 Dark Rune Shield | The enemy receives Damage only when 5 or more Dark Runestones are dissolved. |
225 | 10 Dark Rune Shield | The enemy receives Damage only when 10 or more Dark Runestones are dissolved. |
226 | 15 Dark Rune Shield | The enemy receives Damage only when 15 or more Dark Runestones are dissolved. |
227 | Fusion Shield - Trio | • Damage dealt to the enemy will be 1 unless Runestones of the 3 specified Attributes are dissolved in the same Round. |
228 | Fusion Shield - Quad | • Damage dealt to the enemy will be 1 unless Runestones of the 4 specified Attributes are dissolved in the same Round. |
229 | Overheal Shield · 2 Weathered 20% Mines · Trojan Weathered | 2 random Runestones will be weathered each Round. If any Weathered Runestone are touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 20% of HP; The no. of attacks of the enemy increases with the no. of Weathered Runestones; After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
230 | Unlimited Runestone-moving Time | Unlimited Runestone-moving Time |
231 | Overheal Shield · 2 Weathered 20% Mines · Trojan Weathered | 2 random Runestones will be weathered each Round. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 20% of total HP; The no. of attacks of the enemy increases with the no. of Weathered Runestones; After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
232 | Overheal Shield · 2 Weathered 20% Mines · Trojan Weathered | 2 random Runestones will be weathered each Round. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 20% of total HP; The no. of attacks of the enemy increases with the no. of Weathered Runestones; After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
233 | Overheal Shield · 2 Weathered 20% Mines · Trojan Weathered | 2 random Runestones will be weathered each Round. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 20% of total HP; The no. of attacks of the enemy increases with the no. of Weathered Runestones; After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
234 | Overheal Shield · 2 Weathered 30% Mines · Trojan Weathered | 2 random Runestones will be weathered each Round. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 30% of total HP; The no. of attack of the enemy increases with the no. of Weathered Runestones; After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
235 | Overheal Shield · 2 Weathered 30% Mines · Trojan Weathered | 2 random Runestones will be weathered each Round. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 30% of total HP; The no. of attacks of the enemy increases with the no. of Weathered Runestones; After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
236 | Overheal Shield · 2 Weathered 30% Mines · Trojan Weathered | 2 random Runestones will be weathered each Round. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 30% of total HP; The no. of attacks of the enemy increases with the no. of Weathered Runestones; After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
237 | Fusion Shield - L+WF | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Water, Fire and Light) are dissolved in the same Round. |
238 | Fusion Shield - L+WE | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Water, Earth and Light) are dissolved in the same Round. |
239 | Fusion Shield - L+FE | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Earth, Fire and Light) are dissolved in the same Round. |
240 | Fusion Shield - D+WF | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Water, Fire and Dark) are dissolved in the same Round. |
241 | Fusion Shield - D+WE | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Water, Earth and Dark) are dissolved in the same Round. |
242 | Fusion Shield - D+FE | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Earth, Fire and Dark) are dissolved in the same Round. |
243 | Overheal Shield · 2 Weathered 30% Mines · Trojan Weathered | 2 random Runestones will be weathered each Round. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 30% of total HP; the enemy's number of attack increases with the no. of Weathered Runestones; After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
244 | Healing Conversion · Water | The enemy turns Water Runestones into Heart Runestones each Round |
245 | Healing Conversion · Fire | The enemy turns Fire Runestones into Heart Runestones each Round |
246 | Healing Conversion · Earth | The enemy turns Earth Runestones into Heart Runestones each Round |
247 | Healing Conversion · Light | The enemy turns Light Runestones into Heart Runestones each Round |
248 | Healing Conversion · Dark | The enemy turns Dark Runestones into Heart Runestones each Round |
249 | 5 Hit Shield | The enemy receives Damage only after Summoner's 5th attack |
250 | 15 Hit Shield | The enemy receives Damage only after Summoner's 15th attack |
251 | 20 Hit Shield | The enemy receives Damage only after Summoner's 20th attack |
252 | After Deafeated - Masked Runestones | All Runestones will be modified to become Masked Runestones after the enemy is defeated. |
253 | Symbiosis | All enemies live on each other; as long as one of them survives, it will revive the defeated ones |
254 | Life Hack EX | All enemies fully recover their HP each Round |
255 | 5 Heart Rune Shield | The enemy receives Damage only when 5 or more Heart Runestones are dissolved |
256 | 10 Heart Rune Shield | The enemy receives Damage only when 10 or more Heart Runestones are dissolved |
257 | 15 Heart Rune Shield | The enemy receives Damage only when 15 or more Heart Runestones are dissolved |
258 | 6 Water Rune Shield | The enemy receives Damage only when 6 or more Water Runestones are dissolved |
259 | 9 Water Rune Shield | The enemy receives Damage only when 9 or more Water Runestones are dissolved |
260 | 12 Water Rune Shield | The enemy receives Damage only when 12 or more Water Runestones are dissolved |
261 | 6 Fire Rune Shield | The enemy receives Damage only when 6 or more Fire Runestones are dissolved |
262 | 9 Fire Rune Shield | The enemy receives Damage only when 9 or more Fire Runestones are dissolved |
263 | 12 Fire Rune Shield | The enemy receives Damage only when 12 or more Fire Runestones are dissolved |
264 | 6 Earth Rune Shield | The enemy receives Damage only when 6 or more Earth Runestones are dissolved |
265 | 9 Earth Rune Shield | The enemy receives Damage only when 9 or more Earth Runestones are dissolved |
266 | 12 Earth Rune Shield | The enemy receives Damage only when 12 or more Earth Runestones are dissolved |
267 | 6 Light Rune Shield | The enemy receives Damage only when 6 or more Light Runestones are dissolved |
268 | 9 Light Rune Shield | The enemy receives Damage only when 9 or more Light Runestones are dissolved |
269 | 12 Light Rune Shield | The enemy receives Damage only when 12 or more Light Runestones are dissolved |
270 | 6 Dark Rune Shield | The enemy receives Damage only when 6 or more Dark Runestones are dissolved |
271 | 9 Dark Rune Shield | The enemy receives Damage only when 9 or more Dark Runestones are dissolved |
272 | 12 Dark Rune Shield | The enemy receives Damage only when 12 or more Dark Runestones are dissolved |
273 | 6 Heart Rune Shield | The enemy receives Damage only when 6 or more Heart Runestones are dissolved |
274 | 9 Heart Rune Shield | The enemy receives Damage only when 9 or more Heart Runestones are dissolved |
275 | 12 Heart Rune Shield | The enemy receives Damage only when 12 or more Heart Runestones are dissolved |
276 | Trojan Time | The Attack of enemy increases with the time spent on moving Runestones |
277 | Marred Hindrance EX <100% | The enemy will fully recover your HP on the 1st Round; Only when your HP is not full could you deal Damage on enemies |
278 | 7+ Combo Shield | The enemy receives Damage only when 7 or more Combos are made. |
279 | ≥7 Combo Shield | The enemy receives Damage only when 7 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 7 and the number of Combos made. |
280 | 8+ Combo Shield | The enemy receives Damage only when 8 or more Combos are made. |
281 | 8+ Combo Shield EX | The enemy receives Damage only when 8 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 8 and the number of Combos made. |
282 | Trojan Attack | The more the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round. |
283 | Trojan Fort EX | The lower the enemy's HP, the dramatically greater its Attack and Defense will be. |
284 | Trojan Attack ‧ Life Hack | The enemy's HP will be fully recovered each Round. The more the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round. |
285 | Visible Masked Board | Types of Runestones will only be shown when Summoner starts moving Runestones every Round. |
286 | Transmogrify | All Runestones will be turned into the same shape when Summoner starts moving Runestones. |
287 | Aegis Hack | You will deal only 1 Damage on the enemy for each Round of attack and the enemy will fully recover its HP accordingly. |
288 | Active Shield | The enemy will only receive Damage dealt by Active Skills. |
289 | LD Curing Reduction · Rage · Active Shield | The enemy recovers 30% HP if Light Runestones are dissolved and 30% of Summoner's HP is deducted if Dark Runestones are dissolved; The enemy will revive once after defeated. The enemy will only receive Damage dealt by Active Skills. |
290 | Stealth | 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. |
291 | Bestowment | As long as one enemy survives, it will fully recover its HP and absorb all abilities from all its defeated companions. |
292 | God Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Gods; the enemy's Attack increases if Gods are present. |
293 | 10 Second Round | Greatly extend Runestone-moving time to 10 seconds. |
294 | 20 Second Round | Greatly extend Runestone-moving time to 20 seconds. |
295 | 30 Second Round | Greatly extend Runestone-moving time to 30 seconds. |
296 | Transmogrify · Heart | Each Round while Summoner is moving Runestones, all Runestones will be turned into the same shape except for Heart Runestones. |
297 | Transmogrify · Enemy | Each Round while Summoner is moving Runestones, all Runestones will be changed to the same shape except for Runestones of enemy's Attribute. |
298 | Stealth · 2 Weathered 3k Mines | The enemy is invisble until its first attack. Before it reveals itself, it receives no Damage (except for Active Skills), regardless of all Controlling Skills. Each Round before Summoner starts moving Runestones, 2 Runestones will be weathered. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 3,000. |
299 | Fixed 1-Combo Shield | Damage dealt to the enemy will be 1 unless 1 Combo is made in the first batch. |
300 | Fixed 2-Combo Shield | Damage dealt to the enemy will be 1 unless 2 Combos are made in the first batch. |
301 | Fixed 3-Combo Shield | Damage dealt to the enemy will be 1 unless 3 Combos are made in the first batch. |
302 | Fixed 4-Combo Shield | Damage dealt to the enemy will be 1 unless 4 Combos are made in the first batch. |
303 | Fixed 5-Combo Shield | Damage dealt to the enemy will be 1 unless 5 Combos are made in the first batch. |
304 | Fixed 6-Combo Shield | Damage dealt to the enemy will be 1 unless 6 Combos are made in the first batch. |
305 | 20+ Combo Shield | The enemy receives Damage only when ≥20 Combos are made. |
306 | +3 Second Combo (7+) | Extend Runestone-moving time by 3 seconds; The enemy receives Damage only when 7 or more Combos are made (only the first batch of Runestones dissolved will be counted). |
307 | +3 Second Combo (8+) | Extend Runestone-moving time by 3 seconds; The enemy receives Damage only when 8 or more Combos are made (only the first batch of Runestones dissolved will be counted). |
308 | +3 Second Combo (9+) | Extend Runestone-moving time by 3 seconds; The enemy receives Damage only when 9 or more Combos are made (only the first batch of Runestones dissolved will be counted). |
309 | Trojan EX | The lower the enemy's HP, the dramatically greater its Attack will be; the enemy attacks twice when HP is below 30%. |
310 | Medium Puzzle Shield | Puzzle Shield: The enemy receives Damage only when Runestones are dissolved according to the shape of the frame (Runestones adjacent to the frame could be dissolved together) |
311 | Medium Puzzle Shield EX | Puzzle Shield: The enemy receives Damage only when Runestones are dissolved according to the shape of the frame (Runestones adjacent to the frame cannot be dissolved together) |
312 | E-Fusion Shield - L+D+ | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Light and Dark) are dissolved in the same Round. |
313 | E-Fusion Shield - Duo | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of the 2 specified Attributes are dissolved in the same Round. |
314 | E-Fusion Shield - Duo | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of the 2 specified Attributes are dissolved in the same Round. |
315 | E-Fusion Shield - W+F+E+ | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Water, Fire and Earth) are dissolved in the same Round. |
316 | E-Fusion Shield - Trio | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of the 3 specified Attributes are dissolved in the same Round. |
317 | E-Fusion Shield - Trio | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of the 3 specified Attributes are dissolved in the same Round. |
318 | E-Fusion Shield - Quad | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of the 4 specified Attributes are dissolved in the same Round. |
319 | E-Fusion Shield - Quad | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of the 4 specified Attributes are dissolved in the same Round. |
320 | E-Fusion Shield - Quint | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of 5 Attributes are dissolved in the same Round. |
321 | Kamikaze 50% | The enemy will deplete 50% of its HP each round while receiving no Damage until defeated, regardless of all Controlling Skills. |
322 | Kamikaze 25% | The enemy will deplete 25% of its HP each round while receiving no Damage until defeated, regardless of all Controlling Skills. |
323 | Kamikaze 20% | The enemy will deplete 20% of its HP each round while receiving no Damage until defeated, regardless of all Controlling Skills. |
324 | Kamikaze 10% | The enemy will deplete 10% of its HP while receiving no attack Damage until defeated, regardless of all Controlling Skills. |
325 | Kamikaze 5% | The enemy will deplete 5% of its HP each round while receiving no Damage until defeated, regardless of all Controlling Skills. |
326 | Foul Play ‧ Lockdown | Summoner's HP will be depleted to 1 at the beginning of the first Round, while all Members' Active Skills will be permanently locked. |
327 | Fusion Shield Quint - 1000 | • Damage dealt to the enemy will be 1 unless Runestones of 5 Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 1,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
328 | Fusion Shield Quint - 2000 | • Damage dealt to the enemy will be 1 unless Runestones of 5 Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 2,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
329 | Fusion Shield Quint - 3000 | • Damage dealt to the enemy will be 1 unless Runestones of 5 Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 3,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
330 | Fusion Shield Quint - 4000 | • Damage dealt to the enemy will be 1 unless Runestones of 5 Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 4,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
331 | Fusion Shield Quint - 5000 | • Damage dealt to the enemy will be 1 unless Runestones of 5 Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 5,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
332 | Fusion Shield Quad - 1000 | • Damage dealt to the enemy will be 1 unless Runestones of the 4 specified Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 1,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
333 | Fusion Shield Quad - 2000 | • Damage dealt to the enemy will be 1 unless Runestones of the 4 specified Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 2,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
334 | Fusion Shield Quad - 3000 | • Damage dealt to the enemy will be 1 unless Runestones of the 4 specified Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 3,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
335 | Fusion Shield Quad - 4000 | • Damage dealt to the enemy will be 1 unless Runestones of the 4 specified Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 4,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
336 | Fusion Shield Quad - 5000 | • Damage dealt to the enemy will be 1 unless Runestones of the 4 specified Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ a Damage of 5,000 will be dealt to Summoner for each undissolved Attribute in the Round. |
337 | Fusion Restoral 10% ‧ Trio | • Damage dealt to the enemy will be 1 unless Runestones of the 3 specified Attributes are dissolved in the same Round. • For each undissolved Attribute in the Round, ⇒ the enemy recovers 10% of its HP. |
338 | Fusion Restoral 20% ‧ Trio | • Damage dealt to the enemy will be 1 unless Runestones of the 3 specified Attributes are dissolved in the same Round. • For each undissolved Attribute in the Round, ⇒ the enemy recovers 20% of its HP. |
339 | Fusion Restoral 10% ‧ Quad | The enemy will receive Damage only when Runestones of the 4 designated Attributes are dissolved in the same Round; For each Attribute missing, the enemy recovers 10% of its total HP. |
340 | Fusion Restoral 20% ‧ Quad | The enemy will receive Damage only when Runestones of the 4 designated Attributes are dissolved in the same Round; For each Attribute missing, the enemy recovers 20% of its total HP. |
341 | Mirror Shield - 100% | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • When the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ it reflects 100% of its Attack. |
342 | Mirror Shield - 50% x2 | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • When the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ it reflects 50% of its Attack twice. |
343 | Mirror Shield - 25% x2 | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • When the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ it reflects 25% of its Attack twice. |
344 | Drain Shield 50% | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • When the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ 50% of Summoner's HP will be deducted. |
345 | Drain Shield 40% | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • When the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ 40% of Summoner's HP will be deducted. |
346 | Drain Shield 30% | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • When the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ 30% of Summoner's HP will be deducted. |
347 | Drain Shield 20% | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • When the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ 20% of Summoner's HP will be deducted. |
348 | Restoral Shield 10% | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Everytime the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ the enemy recovers 10% of its HP, ⇒ to the max 50%. |
349 | Restoral Shield 5% | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Everytime the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ the enemy recovers 5% of its HP, ⇒ to the max 25%. |
350 | Enchanted Puzzle Shield | The enemy receives Damage only when Enchanted Runestones are dissolved according to the shape of the frame (Runestones adjacent to the frame could be dissolved together). |
351 | Enchanted Large Puzzle Shield | The enemy receives Damage only when Enchanted Runestones are dissolved according to the shape of the frame (Runestones adjacent to the frame could be dissolved together). |
352 | Enchanted Puzzle Shield EX | The enemy receives Damage only when Enchanted Runestones are dissolved according to the shape of the frame (Runestones adjacent to the frame cannot be dissolved together). |
353 | Human Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Humans; if Human(s) is present, the enemy's Attack increases. |
354 | Beast Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Beasts; if Beast(s) is present, the enemy's Attack increases. |
355 | Demon Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Demons; if Demon(s) is present, the enemy's Attack increases. |
356 | Dragon Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Dragons; if Dragon(s) is present, the enemy's Attack increases. |
357 | Elf Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Elves; if Elf(s) is present, the enemy's Attack increases. |
358 | Water Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Water Members; if Water Member(s) is present, the enemy's Attack increase. |
359 | Fire Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Fire Members; if Fire Member(s) is present, the enemy's Attack increase. |
360 | Earth Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Earth Members; if Earth Member(s) is present, the enemy's Attack increases. |
361 | Light Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Light Members; if Light Member(s) is present, the enemy's Attack increases. |
362 | Dark Lockdown & Racism | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Dark Members; if Dark Member(s) is present, the enemy's Attack increases. |
363 | Death Play | Summoner's HP will be depleted to 1 after the enemy is defeated (except defeated by Active Skills). |
364 | Death Play EX | Summoner's HP will be depleted to 1 after the enemy is defeated. |
365 | 100% HP Reduction | 100% of Summoner's HP will be deducted when the enemy attacks (regardless of Damage-reducing Skills and Willpower Skills). |
366 | Renegade Conversion ‧ Fire | A random type of Runestones will be turned into Fire Runestones each Round. For each Fire Runestone dissolved, 2% of Summoner's total HP will be deducted; for each Enchanted Fire Runestone dissolved, 10% of Summoner's total HP will be deducted, to the max 80% of Summoner's total HP will be deducted. |
367 | Curing Conversion ‧ Water | A random type of Runestones will be turned into Water Runestones each Round. For each Water Runestone dissolved, the enemy recovers 2% of its total HP; for each Enchanted Water Runestone dissolved, the enemy recovers 10% of its total HP, to the max 80% each Round. |
368 | Time Conversion ‧ Earth | A random type of Runestones will be turned into Earth Runestones each Round. For each Earth Runestone dissolved, 0.2 second will be deducted from Runestone-moving time next Round; for each Enchanted Earth Runestone dissolved, 1 second will be deducted from Runestone-moving time next Round (bottom out at 1 second for Runestone-moving time). |
369 | Neutralize | All effects in play will be cancelled by the enemy at the beginning of the first Round |
370 | Skill 370 | Each Round before Summoner starts moving Runestones, 2 random Runestones will be frozen; if any frozen Runestone is not dissolved, Skill CDs of Monsters will not drop for that Round |
371 | Weakened EX | Each Round before Summoner starts moving Runestones, 2 random Runestones will be weakened; if any of the weakened Runestones remains, the Attack of that Round will become 0 |
372 | Dual Burn Lock 10% | Each Round before Summoner starts moving Runestones, 2 random Runestones will be burned; For each burned Runestone remains, 10% of Summoner's HP per Runestone will be deducted |
373 | Revitalized Recovery | Each Round before Summoner starts moving Runestones, 2 random Runestones will be revitalized; For each revitalized Runestone remains, the enemy will recover 10% of its total HP, to the max 100% of the enemy's total HP will be recovered each Round. |
374 | 2 Runes Lock ‧ Conversion Lock | Each Round before Summoner starts moving Runestones, 2 random Runestones will be locked; if any of the locked Runestones remain, their Attributes could not be altered by Active Skills |
375 | Skill 375 | In the first Round before Summoner starts moving Runestones, 4 random Runestones will be frozen; if any of the frozen Runestones remains, the frozen effect extends to the surrounding Runestones and Skill CDs of Monsters will not drop for that Round |
376 | Skill 376 | Each Round before Summoner starts moving Runestones, 2 random Runestones will be blocked; By dissolving the blocked Runestones, Active Skill of a random Member will be locked for 2 Rounds (effects can be superimposed, to the max 6 Rounds) |
377 | Skill 377 | Each Round before Summoner starts moving Runestones, 1 random Runestone will be selected; if the selected Runestone is not dissolved, Attribute of all Runestones will become the same |
378 | Enchanted Block | No Enchanted Runestones will be generated by dissolving a group of 5 or more Runestones |
379 | Death Play | Summoner's HP will be depleted to 1 after the enemy is defeated (except death by Active Skills) |
380 | Death Play EX | Summoner's HP will be depleted to 1 after the enemy is defeated |
381 | Sticky Trail - 6 | When moving Runestones, recently touched Runestones will become sticky. If Sticky Runestones are touched, Runestone movement will be stopped immediately. |
382 | Burn Trail 100 | When moving Runestones, recently touched positions would be burned. Every time when a burned position is touched, Summoner will receive a Damage of 100. |
383 | Burn Trail 200 | When moving Runestones, recently touched positions would be burned. Every time when a burned position is touched, Summoner will receive a Damage of 200. |
384 | Burn Trail 500 | When moving Runestones, recently touched positions would be burned. Every time when a burned position is touched, Summoner will receive a Damage of 500. |
385 | Burn Trail 800 | When moving Runestones, recently touched positions would be burned. Every time when a burned position is touched, Summoner will receive a Damage of 800. |
386 | Burn Trail 1000 | When moving Runestones, recently touched positions would be burned. Every time when a burned position is touched, Summoner will receive a Damage of 1000. |
387 | 25 Water Rune Shield | The enemy receives Damage only when 25 or more Water Runestones are dissolved in the same Round |
388 | 25 Fire Rune Shield | The enemy receives Damage only when 25 or more Fire Runestones are dissolved in the same Round |
389 | 25 Earth Rune Shield | The enemy receives Damage only when 25 or more Earth Runestones are dissolved in the same Round |
390 | 25 Light Rune Shield | The enemy receives Damage only when 25 or more Light Runestones are dissolved in the same Round |
391 | 25 Dark Rune Shield | The enemy receives Damage only when 25 or more Dark Runestones are dissolved in the same Round |
392 | 30 Water Rune Shield | The enemy receives Damage only when 30 or more Water Runestones are dissolved in the same Round |
393 | 30 Fire Rune Shield | The enemy receives Damage only when 30 or more Fire Runestones are dissolved in the same Round |
394 | 30 Earth Rune Shield | The enemy receives Damage only when 30 or more Earth Runestones are dissolved in the same Round |
395 | 30 Light Rune Shield | The enemy receives Damage only when 30 or more Light Runestones are dissolved in the same Round |
396 | 30 Dark Rune Shield | The enemy receives Damage only when 30 or more Dark Runestones are dissolved in the same Round |
397 | Random Conversion - Water | Attribute of a random type of Runestone will be turned into Water each round |
398 | Random Conversion - Fire | Attribute of a random type of Runestone will be turned into Fire each round |
399 | Random Conversion - Earth | Attribute of a random type of Runestone will be turned into Earth each round |
400 | Random Conversion - Light | Attribute of a random type of Runestone will be turned into Light each round |
401 | Random Conversion - Dark | Attribute of a random type of Runestone will be turned into Dark each round |
402 | Frigid Board | All Runestones will be frozen at the beginning of the first Round. If any Frozen Runestones remains, Skill CDs of Monsters will not drop for that Round |
403 | Frigid Board EX | All Runestones will be frozen at the beginning of the first Round. If any Frozen Runestones remains, the area extends to the adjacent positions and Skill CDs of Monsters will not drop for that Round |
404 | Weakened | Each Round before Summoner starts moving Runestones, 1 random Runestone will be weakened; if any of the Weakened Runestones remains, no Damage will be dealt to the enemy that Round |
405 | Dual Weakened | Each Round before Summoner starts moving Runestones, 2 random Runestones will be weakened; if any of the Weakened Runestones remains, no Damage will be dealt to the enemy that Round |
406 | Triple Weakened | Each Round before Summoner starts moving Runestones, 3 random Runestones will be selected; if the selected Runestone is not dissolved, Attribute of all Runestones will become the same |
407 | Transmute | Each Round before Summoner starts moving Runestones, 1 random Runestone will be designated; if any of the Desiganted Runestones remains, Attribute of all Runestones will become the same. |
408 | Dual Transmute | Each Round before Summoner starts moving Runestones, 2 random Runestones will be designated; if any of the Desiganted Runestones remains, Attribute of all Runestones will become the same. |
409 | Triple Transmute | Each Round before Summoner starts moving Runestones, 3 random Runestones will be designated; if any of the Desiganted Runestones remains, Attribute of all Runestones will become the same. |
410 | Synthesis Shield (Duo) | The enemy receives Damage only when Attacks of 2 Attributes are launched in the same Round |
411 | Synthesis Shield (Trio) | The enemy receives Damage only when Attacks of 3 Attributes are launched in the same Round |
412 | Synthesis Shield (Quad) | • Damage dealt to the enemy will be 1 unless Runestones of the 4 specified Attributes are dissolved in the same Round. |
413 | Synthesis Shield (Quint) | The enemy receives Damage only when Attacks of 5 Attributes are launched in the same Round |
414 | Reverse Heart Lock ‧ 10% | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; For each Heart Runestone dissolved, the enemy recovers 10% of its total HP, to the max 50% of the enemy's total HP will be recovered each Round. |
415 | Reverse Heart Lock ‧ 20% | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; For each Heart Runestone dissolved, the enemy recovers 20% of its total HP, to the max 100% of the enemy's total HP will be recovered each Round. |
416 | Reverse Heart Lock ‧ 30% | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; For each Heart Runestone dissolved, the enemy recovers 30% of its total HP, to the max 100% of the enemy's total HP will be recovered each Round. |
417 | 9+ Combo Shield | The enemy receives Damage only when 9 or more Combos are made |
418 | 10+ Combo Shield | The enemy receives Damage only when 10 or more Combos are made |
419 | Reverse Heart Lock ‧ 2% | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; For each Heart Runestone dissolved, the enemy recovers 2% of its total HP, to the max 50% of the enemy's total HP will be recovered each Round. |
420 | Reverse Heart Lock ‧ 5% | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; For each Heart Runestone dissolved, the enemy recovers 5% of its total HP, to the max 50% of the enemy's total HP will be recovered each Round. |
421 | Trojan Combo (5) | The less Combos are made, the higher the enemy's Attack, to the max x 5. If 3 or less Combos are made, the enemy attacks twice |
422 | Trojan Combo (10) | The less Combos are made, the higher the enemy's Attack, to the max x 10. If 3 or less Combos are made, the enemy attacks twice |
423 | Trojan Combo (20) | The less Combos are made, the higher the enemy's Attack, to the max x 20. If 3 or less Combos are made, the enemy attacks twice |
424 | Poison 60% | The enemy poisons all Monsters, causing a Damage of 60% of Summoner's HP every Round until its defeat. |
425 | Poison 70% | The enemy poisons all Monsters, causing a Damage of 70% of Summoner's HP every Round until its defeat. |
426 | Poison 80% | The enemy poisons all Monsters, causing a Damage of 80% of Summoner's HP every Round until its defeat. |
427 | Poison 90% | The enemy poisons all Monsters, causing a Damage of 90% of Summoner's HP every Round until its defeat. |
428 | Recovery Weakening | Team Recovery will be lowered to 0. |
429 | Skill 429 | Runestones that do not belong to the enemy's Attribute will be turned randomly every Round. The more Runestones are turned, the higher the enemy's Attack will be. |
430 | Board Conversion & Attack Increase - Non-Water | Non-Water Runestones will be turned randomly every Round. The more Runestones are turned, the higher the enemy's Attack will be. |
431 | Board Conversion & Attack Increase - Non-Fire | Non-Fire Runestones will be turned randomly every Round. The more Runestones are turned, the higher the enemy's Attack will be. |
432 | Board Conversion & Attack Increase - Non-Earth | Non-Earth Runestones will be turned randomly every Round. The more Runestones are turned, the higher the enemy's Attack will be. |
433 | Board Conversion & Attack Increase - Non-Light | Non-Light Runestones will be turned randomly every Round. The more Runestones are turned, the higher the enemy's Attack will be. |
434 | Board Conversion & Attack Increase - Non-Dark | Non-Dark Runestones will be turned randomly every Round. The more Runestones are turned, the higher the enemy's Attack will be. |
435 | Board Conversion & Attack Increase - Non-Heart | Non-Heart Runestones will be turned randomly every Round. The more Runestones are turned, the higher the enemy's Attack will be. |
436 | Skill 436 | Summoner's HP will be fully recovered at the beginning of the first round. When the enemy attacks, Runestones of a random Attribute will become Heart Runestones and will be targeted. For each targeted Heart Runestone dissolved, the enemy recovers 2% of its total HP, to the max 50% each Round. |
437 | Skill 437 | Summoner's Active Skill would be locked for the first 2 Rounds at the beginning of the first Round. All Runestones would be frozen. If any of the frozen Runestones remains, Skill CDs of Monsters will not drop for that Round If any of them remains when the enemy attacks, Skill CD(s) of all Members becomes 0. |
438 | Initial Orb Shield ‧ Moving | A random number will be assigned when Summoner starts moving Runestones. Only by making Combos of the same number could the enemy be Damaged (dissolving Runestones is necessary). Only the first batch of Runestones dissolved would be counted. |
439 | Non-Human Racism | If non-Human(s) is present, the enemy's Attack increases. |
440 | Non-Dragon Racism | If non-Dragon(s) is present, the enemy's Attack increases. |
441 | Non-God Racism | If non-God(s) is present, the enemy's Attack increases. |
442 | Non-Elf Racism | If non-Elf(s) is present, the enemy's Attack increases. |
443 | Non-Beast Racism | If non-Beast(s) is present, the enemy's Attack increases. |
444 | Non-Demon Racism | If non-Demon(s) is present, the enemy's Attack increases. |
445 | Human Vitality Shield | If non-Human(s) is present, the enemy's HP increases. |
446 | Dragon Vitality Shield | If non-Dragon(s) is present, the enemy's HP increases. |
447 | God Vitality Shield | If non-God(s) is present, the enemy's HP increases. |
448 | Elf Vitality Shield | If non-Elf(s) is present, the enemy's HP increases. |
449 | Beast Vitality Shield | If non-Beast(s) is present, the enemy's HP increases. |
450 | Demon Vitality Shield | If non-Demon(s) is present, the enemy's HP increases. |
451 | Race Hostility | The more Team Members of different Races are present, the more the enemy's Attack increases. |
452 | Race Hostility EX | The more Team Members of different Races are present, the more the enemy's Attack increases. |
453 | Race Hostility SP | The more Team Members of different Races are present, the more the enemy's Attack massively increases. |
454 | Non-Water Racism | If non-Water Member(s) is present, the enemy's Attack increases. |
455 | Non-Fire Racism | If non-Fire Member(s) is present, the enemy's Attack increases. |
456 | Non-Earth Racism | If non-Earth Member(s) is present, the enemy's Attack increases. |
457 | Non-Light Racism | If non-Light Member(s) is present, the enemy's Attack increases. |
458 | Non-Dark Racism | If non-Dark Member(s) is present, the enemy's Attack increases. |
459 | Water Vitality Shield | If non-Water Member(s) is present, the enemy's HP increases. |
460 | Fire Vitality Shield | If non-Fire Member(s) is present, the enemy's HP increases. |
461 | Earth Vitality Shield | If non-Earth Member(s) is present, the enemy's HP increases. |
462 | Light Vitality Shield | If non-Light Member(s) is present, the enemy's HP increases. |
463 | Dark Vitality Shield | If non-Dark Member(s) is present, the enemy's HP increases. |
464 | Attribute Hostility | The more Team Members of different Attributes are present, the more the enemy's Attack increases. |
465 | Attribute Hostility EX | The more Team Members of different Attributes are present, the more the enemy's Attack increases. |
466 | Attribute Hostility SP | The more Team Members of different Attributes are present, the more the enemy's Attack increases. |
467 | Burn Wall ‧ Left | A column of positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted |
468 | Burn Wall ‧ 2 | A column of positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted |
469 | Burn Wall ‧ 3 | A column of positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted |
470 | Burn Wall ‧ 4 | A column of positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted |
471 | Burn Wall ‧ 5 | A column of positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted |
472 | Burn Wall ‧ Right | A column of positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted |
473 | Burn Wall ‧ Random | A random column of positions will be burned each Round. Every time when a burned position is touched, 10% of Summoner's HP will be deducted |
474 | Human Intimidation | The more Humans are in the Team, the lower Summoner's Attack |
475 | Dragon Intimidation | The more Dragons are in the Team, the lower Summoner's Attack |
476 | God Intimidation | The more Gods are in the Team, the lower Summoner's Attack |
477 | Elf Intimidation | The more Elves are in the Team, the lower Summoner's Attack |
478 | Beast Intimidation | The more Beasts are in the Team, the lower Summoner's Attack |
479 | Demon Intimidation | The more Demons are in the Team, the lower Summoner's Attack |
480 | Water Intimidation | The more Water Monsters are in the Team, the lower Summoner's Attack |
481 | Fire Intimidation | The more Fire Monsters are in the Team, the lower Summoner's Attack |
482 | Earth Intimidation | The more Earth Monsters are in the Team, the lower Summoner's Attack |
483 | Light Intimidation | The more Light Monsters are in the Team, the lower Summoner's Attack |
484 | Dark Intimidation | The more Dark Monsters are in the Team, the lower Summoner's Attack |
485 | Attribute Intimidation | The more Members of different Attrbutes are in the Team, the lower Summoner's Attack |
486 | Column Shot - Left | A column of positions will be shot. By touching any of the shot positions, Runestone movement will be stopped immediately |
487 | Column Shot - Right | A column of positions will be shot. By touching any of the shot positions, Runestone movement will be stopped immediately |
488 | Row Shot - Top | A row of positions will be shot. By touching any of the shot positions, Runestone movement will be stopped immediately |
489 | Row Shot - Bottom | A row of positions will be shot. By touching any of the shot positions, Runestone movement will be stopped immediately |
490 | 2 Freezing Runes | Each Round before Summoner starts moving Runestones, 2 random Runestones will be frozen; if any Frozen Runestone remains, they cannot be dissolved in the next 3 Rounds. |
491 | Freezing Board | All Runestones will be frozen at the beginning of the first Round; if any Frozen Runestone remains, they cannot be dissolved in the next 3 Rounds. |
492 | Summon Shield ‧ Survivor Bomb 10000 | The enemy summons minions when its CD reaches 0, but if any of the minions survives at the time, it attacks. If the enemy is defeated, Summoner receives a Damage of 10,000 from each minion remain (regardless of Damage-reducing Skills and Willpower Skills) |
493 | 3 Freezing Runes | Each Round before Summoner starts moving Runestones, 3 random Runestones will be frozen; if any Frozen Runestone remains, they cannot be dissolved in the next 3 Rounds. |
494 | 4 Freezing Runes | Each Round before Summoner starts moving Runestones, 4 random Runestones will be frozen; if any Frozen Runestone remains, they cannot be dissolved in the next 3 Rounds. |
495 | Stealth - 99% Damage | 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. The Damage dealt by the enemy while being invisible equals to 99% of Summoner's HP |
496 | Stealth - 3 Rounds Recovery Lock | 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, Summoner's Recovery becomes 0 for 3 Rounds. |
497 | Stealth - 4 Rounds Lockdown | 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, all Active Skills will be locked for 4 Rounds. |
498 | Burn Wall - Random | A random column of Runestones will be burned. For each Burned Runestone touched, 10% of Summoner's HP will be deducted |
499 | Alternate Column & Row Shot | When the enemy's CD reaches 2, the enemy shoots a column of positions; when it reaches 1, the enemy shoots a row of positions. If any shot positions is touched, Runestone movement will be stopped immediately |
500 | Heart Lock ‧ 10% | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; if any of the Locked Heart Runestones remains, the enemy recovers 10% of total HP |
501 | Heart Lock ‧ 20% | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; if any of the Locked Heart Runestones remains, the enemy recovers 20% of total HP |
502 | Heart Lock ‧ 50% | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; if any of the Locked Heart Runestones remains, the enemy recovers 50% of total HP |
503 | Heart Lock ‧ 100% | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; if any of the Locked Heart Runestones remains, the enemy recovers 100% of total HP |
504 | 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 the Damage dealt by Summoner in the Round |
505 | Chained Lockdown - Initial 4+ Combo | All Active Skills will be locked in 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). |
506 | Chained Lockdown - Initial 6+ Combo | All Active Skills will be locked in 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 6 Combos to remove a chain (only first batch of Runestones dissolved will be counted). |
507 | Chained Lockdown - Initial 4+ Combo | All Active Skills will be locked in 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). |
508 | Chained Lockdown - Initial 6+ Combo | All Active Skills will be locked in 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 6 Combos to remove a chain (only first batch of Runestones dissolved will be counted). |
509 | Uncontrollable ‧ 5 Round Damage Fury ‧ Atk+Def x20 & Double Attack | The enemy disregards all Controlling Skills. After a Damage is dealt to the enemy, its Attack and Defense will greatly increase in 5 rounds and it will attack twice. |
510 | 30% HP Reduction ‧ 2% Heart Damage | 30% 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, 2% of the enemy's HP will be deducted |
511 | 50% HP Reduction ‧ 1% Heart Damage | 50% 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, 1% of the enemy's HP will be deducted |
512 | 70% HP Reduction ‧ 0.5% Heart Damage | 70% 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, 0.5% of the enemy's HP will be deducted |
513 | Sticky | 1 random position will become sticky. By touching a sticky position, Runestone movement will be stopped immediately. |
514 | Dual Sticky | 2 random positions will become sticky. By touching a sticky position, Runestone movement will be stopped immediately. |
515 | Burn - 10% | 1 random position will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
516 | Dual Burn - 10% | 2 random positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
517 | Burn Fungus - 10% | 1 random position will be burned. The burning area will extend to an adjacent position each Round afterwards. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
518 | Burn Fungus +2 - 10% | 1 random position will be burned. The burning area will extend to 2 adjacent positions each Round afterwards. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
519 | Reverse Conversion - Water | The enemy turns Runestones of its Attribute into Water Runestones every Round |
520 | Reverse Conversion - Fire | The enemy turns Runestones of its Attribute into Fire Runestones every Round |
521 | Reverse Conversion - Earth | The enemy turns Runestones of its Attribute into Earth Runestones every Round |
522 | Reverse Conversion - Light | The enemy turns Runestones of its Attribute into Light Runestones every Round |
523 | Reverse Conversion - Dark | The enemy turns Runestones of its Attribute into Dark Runestones every Round |
524 | Hostility | The more Team Members, the higher the enemy's Attack |
525 | Hostility SP | The more Team Members there are, the higher the percentage of HP deduction from the Summoner's total HP when the enemy attacks (regardless of all Damage-reducing and Willpower Skills) |
526 | CD Restore - Human | At the beginning of the first Round, Skill CD(s) of Human(s) becomes 0. |
527 | CD Restore - Beast | At the beginning of the first Round, Skill CD(s) of Beast(s) becomes 0. |
528 | CD Restore - God | At the beginning of the first Round, Skill CD(s) of God(s) becomes 0. |
529 | CD Restore - Dragon | At the beginning of the first Round, Skill CD(s) of Dragon(s) becomes 0. |
530 | CD Restore - Elf | At the beginning of the first Round, Skill CD(s) of Elf(s) becomes 0. |
531 | CD Restore - Demon | At the beginning of the first Round, Skill CD(s) of Demon(s) becomes 0. |
532 | CD Restore - Combined | At the beginning of the first Round, Skill CD(s) of Combined Monster(s) becomes 0. |
533 | CD Reset - Human | At the beginning of the first Round, Skill CD(s) of Human(s) will be reset. |
534 | CD Reset - Beast | At the beginning of the first Round, Skill CD(s) of Beast(s) will be reset. |
535 | CD Reset - God | At the beginning of the first Round, Skill CD(s) of God(s) will be reset. |
536 | CD Reset - Dragon | At the beginning of the first Round, Skill CD(s) of Dragon(s) will be reset. |
537 | CD Reset - Elf | At the beginning of the first Round, Skill CD(s) of Elf(s) will be reset. |
538 | CD Reset - Demon | At the beginning of the first Round, Skill CD(s) of Demon(s) will be reset. |
539 | CD Reset - Non-Human | At the beginning of the first Round, Skill CD(s) of non-Human(s) will be reset. |
540 | CD Reset - Non-Beast | At the beginning of the first Round, Skill CD(s) of non-Beast(s) will be reset. |
541 | CD Reset - Non-God | At the beginning of the first Round, Skill CD(s) of non-God(s) will be reset. |
542 | CD Reset - Non-Dragon | At the beginning of the first Round, Skill CD(s) of non-Dragon(s) will be reset. |
543 | CD Reset - Non-Elf | At the beginning of the first Round, Skill CD(s) of non-Elf(s) will be reset. |
544 | CD Reset - Non-Demon | At the beginning of the first Round, Skill CD(s) of non-Demon(s) will be reset. |
545 | CD Reset - Uncombined | At the beginning of the first Round, Skill CD(s) of non-Combined Monster(s) will be reset. |
546 | Member Lockdown | At the beginning of the first Round, the enemy will permanently lock the Active Skills of all Members (excluding Leader and Ally). |
547 | CD Reset - Uncombined | At the beginning of the first Round, Skill CD(s) of non-Combined Monster(s) will be reset. |
548 | 3-5 Rounds Attack -50% | In the first Round, Attack of Summoner -50%. The effect stays in play for 3 to 5 Rounds. |
549 | 3-5 Rounds Attack -80% | In the first Round, Attack of Summoner -80%. The effect stays in play for 3 to 5 Rounds. |
550 | 3-5 Rounds Attack -90% | In the first Round, Attack of Summoner -90%. The effect stays in play for 3 to 5 Rounds. |
551 | 6 Round Deadline | Summoner will be defeated 6 Rounds after receiving Damage from the enemy. |
552 | 5 Rounds, 10% HP Reduction | In the 5 Rounds after receiving Damage from the enemy, 10% of Summoner's total HP will be deducted each Round. |
553 | 5 Rounds, 20% HP Reduction | In the 5 Rounds after receiving Damage from the enemy, 20% of Summoner's total HP will be deducted each Round. |
554 | 5 Rounds, 25% HP Reduction | In the 5 Rounds after receiving Damage from the enemy, 25% of Summoner's total HP will be deducted each Round. |
555 | 3-5 Rounds, 1 Second Waning Time | Reduce Runestone-moving time by 1 second for 3 to 5 Rounds (bottom out at 1 second for Runestone-moving time). |
556 | 3-5 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 3 to 5 Rounds (bottom out at 1 second for Runestone-moving time). |
557 | 5 Rounds, 20% HP Reduction & Burn Trail 500 | In the 5 Rounds after receiving Damage from the enemy, 20% of Summoner's total HP will be deducted each Round. When moving Runestones, recently touched positions would be burned. Every time when a burned position is touched, Summoner will receive a Damage of 500. |
558 | 5 Rounds, 25% HP Reduction & Burn Trail 500 | In the 5 Rounds after receiving Damage from the enemy, 25% of Summoner's total HP will be deducted each Round. When moving Runestones, recently touched positions would be burned. Every time when a burned position is touched, Summoner will receive a Damage of 500. |
559 | 5 Rounds, 20% HP Reduction & 2 Seconds Waning Time | In the 5 Rounds after receiving Damage from the enemy, 20% of Summoner's total HP will be deducted each Round; and Runestone-moving time will be reduced by 2 seconds (bottom out at 1 second for Runestone-moving time). |
560 | 5 Rounds, 25% HP Reduction & 2 Seconds Waning Time | In the 5 Rounds after receiving Damage from the enemy, 25% of Summoner's total HP will be deducted each Round; and Runestone-moving time will be reduced by 2 seconds (bottom out at 1 second for Runestone-moving time). |
561 | Neutralize · 6 Masked Runes & Attack x1.5 Cycle | All effects in play will be cancelled by the enemy at the beginning of the first Round. Upon the enemy's first attack, 6 random Runestones will be masked; upon the enemy's third and fourth attacks, enemy Attack x 1.5. The above runs as a cycle. |
562 | Water & Fire Damage -75% · 2 Rounds Lockdown EX | Water Attacks and Fire Attacks -75%. Active Skill and Attack of a random Monster will be locked for 2 Rounds when receiving Damage from the enemy (can be superimposed). |
563 | Enchanted Shield ‧ 4 Monsters Lockdown ‧ Row Shot EX - Top or Bottom | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • At the beginning of the first Round, Active Skills of 4 random Members will be permanently locked. • A random row will be shot. • If any shot positions are touched, ⇒ Runestone movement will be stopped immediately; ⇒ no Attack-damage can be dealt to the enemy. |
564 | Switching Shield - WFE ‧ Weakness Block ‧ Light & Dark Damage -95% | The enemy changes its Attribute every 2 Rounds (Water, Fire and Earth). Runestones of the enemy's present Weakness Attribute cannot be dissolved. Damage dealt to the enemy by Light and Dark attacks will be lowered to 5%. |
565 | Masked Trail - 4 | When moving Runestones, recently touched Runestones will become Masked Runestones |
566 | Masked Trail - 6 | When moving Runestones, recently touched Runestones will become Masked Runestones |
567 | Karmic Rebound 70% - 50% HP Reduction | When the HP of the enemy is lower than 70%, 50% 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) |
568 | Karmic Rebound 50% - 50% HP Reduction | When the HP of the enemy is lower than 50%, 50% 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) |
569 | Karmic Rebound 70% - 100% HP Reduction | When the HP of the enemy is lower than 70%, 100% 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) |
570 | Karmic Rebound 50% - 100% HP Reduction | When the HP of the enemy is lower than 50%, 100% 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) |
571 | Ambush ‧ 1 Frozen Rune FSD: 65% | The enemy raids once at the beginning of the first Round. 1 random Runestone will be frozen after as Summoner receives Damage and cannot be dissolved in the next 3 Rounds |
572 | Ambush ‧ 2 Frozen Runes FSD: 65% | The enemy raids once at the beginning of the first Round. 2 random Runestones will be frozen after as Summoner receives Damage and cannot be dissolved in the next 3 Rounds |
573 | Ambush ‧ Burn EX - 10% FSD: 65% | The enemy raids once at the beginning of the first Round. 1 random position will be burned as Summoner receives Damage. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
574 | Ambush ‧ Dual Burn EX - 10% FSD: 65% | The enemy raids once at the beginning of the first Round. 2 random positions will be burned as Summoner receives Damage. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
575 | Ambush ‧ Heart Lock FSD: 65% | The enemy raids once at the beginning of the first Round. All Heart Runestones will be locked as Summoner receives Damage. If any of the Locked Heart Runestones remains, the enemy recovers 10% of total HP |
576 | Ambush ‧ Heart & Water Lock FSD: 65% | The enemy raids once at the beginning of the first Round. All Heart and Water Runestones will be locked as Summoner receives Damage. If any Locked Runestone remains, the enemy recovers 20% of total HP |
577 | Phantom ‧ First Strike ‧ Kamikaze - 100% FSD: 100% | The enemy attacks once at the beginning of the first Round (regardless of all Damage-reducing and Willpower Skills). The enemy receives no Damage, regardless of all Controlling Skills; and will deplete 100% of its HP in the next Round. |
578 | Marred Hindrance <100% | The enemies receives Damage only when the Summoner's HP is not full (including Active Skills) |
579 | Marred Hindrance >50% | The enemies receives Damage only when the Summoner's HP is over 50% (including Active Skills) |
580 | 5+ Terminus Combo | At the Round when the enemy Attacks, Summoner has to make 5 Combos or more, or 100% of Summoner's HP will be deducted (regardless of all Damage-reducing and Willpower Skills) |
581 | 7+ Terminus Combo | At the Round when the enemy Attacks, Summoner has to make 7 Combos or more, or 100% of Summoner's HP will be deducted (regardless of all Damage-reducing and Willpower Skills) |
582 | 10+ Terminus Combo | At the Round when the enemy Attacks, Summoner has to make 10 Combos or more, or 100% of Summoner's HP will be deducted (regardless of all Damage-reducing and Willpower Skills) |
583 | Commute | Skills of deducting a certain percentage of the enemy's HP and one shot killing will be locked. |
584 | Energize | The Craft Apparatus will be fully charged at the beginning of the first Round. |
585 | Fusion Shield EX - WFE | • Damage dealt to the enemy will be 1 unless Water, Fire and Earth Runestones are dissolved in the same Round. • If Light or Dark Runestones are dissolved in the first batch, ⇒ Damage dealt to the enemy will be 1. |
586 | Fusion Shield EX - LD | • Damage dealt to the enemy will be 1 unless Light and Dark Runestones are dissolved in the same Round. • If Water, Fire or Earth Runestones are dissolved in the first batch, ⇒ Damage dealt to the enemy will be 1. |
587 | Heart Block | Heart Runestones cannot be dissolved. |
588 | Row Conversion ‧ Water | A random row of Runestones will be turned into Water Runestones after receiving Damage from the enemy. |
589 | Row Conversion ‧ Fire | A random row of Runestones will be turned into Fire Runestones after receiving Damage from the enemy. |
590 | Row Conversion ‧ Earth | A random row of Runestones will be turned into Earth Runestones after receiving Damage from the enemy. |
591 | Row Conversion ‧ Light | A random row of Runestones will be turned into Light Runestones after receiving Damage from the enemy. |
592 | Row Conversion ‧ Dark | A random row of Runestones will be turned into Dark Runestones after receiving Damage from the enemy. |
593 | Column Conversion ‧ Water | A random column of Runestones will be turned into Water Runestones after receiving Damage from the enemy. |
594 | Column Conversion ‧ Fire | A random column of Runestones will be turned into Fire Runestones after receiving Damage from the enemy. |
595 | Column Conversion ‧ Earth | A random column of Runestones will be turned into Earth Runestones after receiving Damage from the enemy. |
596 | Column Conversion ‧ Light | A random column of Runestones will be turned into Light Runestones after receiving Damage from the enemy. |
597 | Column Conversion ‧ Dark | A random column of Runestones will be turned into Dark Runestones after receiving Damage from the enemy. |
598 | Osmose | All Damage dealt by Active Skills will be absorbed by the enemy as HP Recovery |
599 | 50% HP Reduction ‧ 2% Heart Damage | 50% 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, 2% of the enemy's HP will be deducted |
600 | 70% HP Reduction ‧ 2% Heart Damage | 70% 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, 2% of the enemy's HP will be deducted |
601 | 30% HP Reduction ‧ 5% Heart Damage | 30% 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, 5% of the enemy's HP will be deducted |
602 | 50% HP Reduction ‧ 5% Heart Damage | 50% 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, 5% of the enemy's HP will be deducted |
603 | 70% HP Reduction ‧ 5% Heart Damage | 70% 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, 5% of the enemy's HP will be deducted |
604 | Sticky Trail EX | When moving Runestones, all Runestones touched will become sticky. If Sticky Runestones are touched, Runestone movement will be stopped immediately |
605 | 3 Weathered 3k Mines | Each Round before Summoner starts moving Runestones, 3 random Runestones will be weathered. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and a Damage of 3,000 will be dealt to Summoner. |
606 | Masked Runes 9/15% | There is a substantial chance that Masked Runestones will be generated every Round. |
607 | Sticky Trail · Elf Presence: Sticky Trail EX | When moving Runestones, recently touched Runestones will become sticky. If Sticky Runestones are touched, Runestone movement will be stopped immediately. If Elf(s) is present, all Runestones touched will become sticky. |
608 | Fusion Shield - WFE ‧ Dragon Presence: E-Fusion Shield - W+F+E+ | • Damage dealt to the enemy will be 1 unless Water, Fire and Earth Runestones are dissolved in the same Round. • If there is a Dragon(s) in the Team: ⇒ Damage dealt to the enemy will be 1 unless Enchanted Runestones (Water, Fire and Earth) are dissolved in the same Round. |
609 | 1 Weathered 3k Mine · Demon Presence: 1 Weathered 3k Mine | Each Round before Summoner starts moving Runestones, 1 random Runestones will be weathered. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and a Damage of 3,000 will be dealt to Summoner. When Demon(s) is present, 3 random Runestones will be weathered each Round instead of 1 |
610 | 7+ Combo Shield · Human Presence: 7+ Combo Shield EX | The enemy receives Damage only when 7 or more Combos are made. When Human(s) is present, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 7 and the number of Combos made |
611 | Masked Runes 3/15% ‧ God Presence: Masked Runes 9/15% | There is a substantial chance that Masked Runestones will be generated every Round. If God(s) is present, the chance of generating Masked Runestones will further increase |
612 | 5 Round Water Block | Water Runestones cannot be dissolved for 5 Rounds. |
613 | 5 Round Fire Block | Fire Runestones cannot be dissolved for 5 Rounds. |
614 | 5 Round Earth Block | Earth Runestones cannot be dissolved for 5 Rounds. |
615 | 5 Round Light Block | Light Runestones cannot be dissolved for 5 Rounds. |
616 | 5 Round Dark Block | Dark Runestones cannot be dissolved for 5 Rounds. |
617 | 5 Round Heart Block | Heart Runestones cannot be dissolved for 5 Rounds. |
618 | Phantom · 5 Round Fire & Dark Damage -100% · Burn EX 10% | The enemy will turn into Earth Attribute at the beginning of the first Round. Dark and Fire Attack could not Damage the enemy for 5 Rounds. The enemy ignores all Damage-reducing and Willpower Skills. 1 random position will be burned as Summoner receives Damage from the enemy. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
619 | Foul Play · Double Attack · Trojan Multi-Attack · Random Conversion - Fire & Dark | 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 1st mild attack, Runestones of a random type will be turned into Fire Runestones; upon the enemy's 2nd attack, Runestones of a random type will be turned into Dark Runestones. The above runs as a cycle. |
620 | Phantom · 5R, 2 Second Waning Time · Double Attack | The enemy will turn into Dark Attribute at the beginning of the first Round. Reduce Runestone-moving time by 2 seconds for 5 Rounds (bottom out at 1 second for Runestone-moving time). The enemy attacks twice every Round. (regardless of all Damage-reducing and Willpower Skills) |
621 | Neutralize · Light & Dark Combo Shield | The enemy will turn into Light Attribute at the beginning of the first Round. All effects in play will be cancelled by the enemy at the beginning of the first Round. The enemy receives Damage only when dissolving the same number of Light Combos and Dark Combos (only the first batch of Runestones dissolved will be counted). |
622 | Phantom ‧ 5R Damage -90% ‧ 2 Frozen Runes | The enemy will turn into Light Attribute at the beginning of the first Round. Attack of Summoner -90% for 5 Rounds. The enemy ignores all Damage-reducing and Willpower Skills. 2 random Runestones will be frozen after as Summoner receives Damage and cannot be dissolved in the next 3 Rounds. |
623 | Reflect 35% ‧ Non-Water & Non-Earth Damage -75% | The enemy will turn into Water Attribute at the beginning of the first Round. The enemy will reflect 35% of Summoner's attack (dissolving Runestones is necessary). Damage dealt to the enemy by non-Water and non-Earth Attack will be lowered to 25%. |
624 | Initial Shield · Poison 40% · 4 Rounds Lockdown · Trojan Attack | The enemy will turn into Fire Attribute at the beginning of the first Round. The enemy will not receive any Damage until its first Attack. The enemy poisons all Monsters, causing a Damage of 40% of Summoner's HP every Round until its defeat. Active Skills of all Members will be locked for 4 Rounds as Summoner receives Damage from enemy's attack. The more the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round. |
625 | Earth & Dark Damage -90% · 2 Weathered Runes · 2R Lockdown EX | The enemy will turn into Dark Attribute at the beginning of the first Round. Damage dealt to the enemy by Earth and Dark Attributive Attack will be lowered to 10%. Active Skills and attacks of a random Member will be locked for 2 Rounds as Summoner receives Damage from the enemy (can be superimposed). 2 random Runestones will be weathered by the enemy. If any Weathered Runestone is touched, Runestone movement will be stopped immediately. |
626 | 50%/100% HP Reduction · Water & Earth Combo Shield | The enemy will turn into Water Attribute at the beginning of the first Round. 50% of Summoner's HP will be deducted upon receiving Damage from the enemy's attack for the first time, and 100% for the attacks afterward. The enemy receives Damage only when dissolving the same number of Water Combos and Earth Combos (only the first batch of Runestones dissolved will be counted). |
627 | Column Conversion - Earth & Row Conversion - Water ‧ Trojan EX | The enemy will turn into Earth Attribute at the beginning of the first Round. 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 runs as a cycle. The lower the enemy's HP, the dramatically greater its Attack will be. When its HP drops to a certain level, the enemy attacks twice in a Round. |
628 | First Strike ‧ 5 Rounds Burn Trail - 800 ‧ 7+ Combo Shield EX FSD: 100% | The enemy will turn into Light Attribute at the beginning of the first Round. The enemy attacks once at the beginning of the first Round. For 5 Rounds, when moving Runestones, recently touched positions would be burned. Every time when a burned position is touched, Summoner will receive a Damage of 800. The enemy receives Damage only when 7 or more Combos are made. The enemy will launch a number of attacks to the Summoner. The number equals the difference between 7 and the number of Combos made. |
629 | Uncontrollable ‧ Determination 40% - Phantom + HP & Attack x1.5 | The enemy will turn into Fire Attribute at the beginning of the first Round. The enemy disregards all Controlling Skills. When the enemy's HP >40%, the next Damage dealt will not defeat the enemy (including Active Skills). When the enemy's HP becomes 1, its HP will be fully recovered (this effect will only activate once) and Attack x 1.5 (regardless of all Damage-reducing Skills and Willpower Skills). |
630 | 5 Rounds Phantom | All Damage-reducing and Willpower Skills will be ineffective for 5 Rounds. |
631 | 98 Rounds Phantom | All Damage-reducing and Willpower Skills will be ineffective for 98 Rounds. |
632 | 5 Rounds, 5+ Combo Shield - Attack & Recovery | Attack and Recovery can only be triggered when 5 or more Combos are made for 5 Rounds. |
633 | 5 Rounds, 6+ Combo Shield - Attack & Recovery | Attack and Recovery can only be triggered when 6 or more Combos are made for 5 Rounds. |
634 | 5 Rounds, 7+ Combo Shield - Attack & Recovery | Attack and Recovery can only be triggered when 7 or more Combos are made for 5 Rounds. |
635 | 5 Rounds, 8+ Combo Shield - Attack & Recovery | Attack and Recovery can only be triggered when 8 or more Combos are made for 5 Rounds. |
636 | Team Attack Shield | The enemy will receive Damage only when all Monsters in Team are attacking. |
637 | Non-Top Hit Shield | The Monster(s) inflicting the highest Damage cannot attack the enemy. |
639 | Shrouded Runes | Summoner will not be able to see the true Attributes of Runestones. |
640 | Trojan HP Attack - 10% | 10% of Summoner‘s HP will be deducted when receiving Damage from the enemy for the first time (regardless of all Damage-reducing and Willpower Skills); the more number of Damage the Summoner received, the more the enemy's Attack will increase. |
641 | Trojan HP Attack - 20% | 20% of Summoner‘s HP will be deducted when receiving Damage from the enemy for the first time (regardless of all Damage-reducing and Willpower Skills); the more number of Damage the Summoner received, the more the enemy's Attack will increase. |
642 | Trojan HP Attack - 25% | 25% of Summoner‘s HP will be deducted when receiving Damage from the enemy for the first time (regardless of all Damage-reducing and Willpower Skills); the more number of Damage the Summoner received, the more the enemy's Attack will increase. |
643 | 3 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 3 Rounds (bottom out at 1 second for Runestone-moving time). |
644 | 4 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 4 Rounds (bottom out at 1 second for Runestone-moving time). |
645 | 5 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 5 Rounds (bottom out at 1 second for Runestone-moving time). |
646 | 3 Rounds Recovery -50% | Recovery -50% for 3 Rounds. |
647 | 4 Rounds Recovery -50% | Recovery -50% for 4 Rounds. |
648 | 5 Rounds Recovery -50% | Recovery -50% for 5 Rounds. |
649 | Column & Row Conversion - Water | Upon receiving Damage from the enemy's attack for the first time, a random column of Runestones will be turned into Water Runestones; for the second time, a random row of Runestones will be turned into Water Runestones. The above runs as a cycle. |
650 | Column & Row Conversion - Fire | Upon receiving Damage from the enemy's attack for the first time, a random column of Runestones will be turned into Fire Runestones; for the second time, a random row of Runestones will be turned into Fire Runestones. The above runs as a cycle. |
651 | Column & Row Conversion - Earth | Upon receiving Damage from the enemy's attack for the first time, a random column of Runestones will be turned into Earth Runestones; for the second time, a random row of Runestones will be turned into Earth Runestones. The above runs as a cycle. |
652 | Column & Row Conversion - Light | Upon receiving Damage from the enemy's attack for the first time, a random column of Runestones will be turned into Light Runestones; for the second time, a random row of Runestones will be turned into Light Runestones. The above runs as a cycle. |
653 | Column & Row Conversion - Dark | Upon receiving Damage from the enemy's attack for the first time, a random column of Runestones will be turned into Dark Runestones; for the second time, a random row of Runestones will be turned into Dark Runestones. The above runs as a cycle. |
654 | Column & Row Conversion ‧ Heart | Upon receiving Damage from the enemy's attack for the first time, a random column of Runestones will be turned into Heart Runestones; for the second time, a random row of Runestones will be turned into Heart Runestones. The above runs as a cycle. |
655 | Inside & Outside Conversion ‧ Water | Upon receiving Damage from the enemy's attack for the first time, 6 Runestones in the center will be turned into Water Runestones; for the second time, the outermost Runestones will be turned into Water Runestones. The above runs as a cycle. |
656 | Inside & Outside Conversion ‧ Fire | Upon receiving Damage from the enemy's attack for the first time, 6 Runestones in the center will be turned into Fire Runestones; for the second time, the outermost Runestones will be turned into Fire Runestones. The above runs as a cycle. |
657 | Inside & Outside Conversion ‧ Earth | Upon receiving Damage from the enemy's attack for the first time, 6 Runestones in the center will be turned into Earth Runestones; for the second time, the outermost Runestones will be turned into Earth Runestones. The above runs as a cycle. |
658 | Inside & Outside Conversion ‧ Light | Upon receiving Damage from the enemy's attack for the first time, 6 Runestones in the center will be turned into Light Runestones; for the second time, the outermost Runestones will be turned into Light Runestones. The above runs as a cycle. |
659 | Inside & Outside Conversion ‧ Dark | Upon receiving Damage from the enemy's attack for the first time, 6 Runestones in the center will be turned into Dark Runestones; for the second time, the outermost Runestones will be turned into Dark Runestones. The above runs as a cycle. |
660 | Inside & Outside Conversion ‧ Heart | Upon receiving Damage from the enemy's attack for the first time, 6 Runestones in the center will be turned into Heart Runestones; for the second time, the outermost Runestones will be turned into Heart Runestones. The above runs as a cycle. |
661 | 4 Runes Conversion - Water | 4 random Runestones will be turned into Water Runestones after receiving Damage from the enemy. |
662 | 4 Runes Conversion - Fire | 4 random Runestones will be turned into Fire Runestones after receiving Damage from the enemy. |
663 | 4 Runes Conversion - Earth | 4 random Runestones will be turned into Earth Runestones after receiving Damage from the enemy. |
664 | 1 Weathered Rune | 1 random Runestone will be weathered after receiving Damage from the enemy. |
665 | 2 Masked Runes | 2 random Runestones will be masked after receiving Damage from the enemy. |
666 | 3 Round Attack Lock ‧ Heart to Earth Conversion | Summoner's Attack becomes 0 for 3 Rounds. Heart Runestones will be turned into Earth Runestones after receiving Damage from the enemy's attack. |
667 | Overheal Shield ‧ 1 Weathered 30% Mine ‧ Trojan Weathered EX | 1 random Runestone will be weathered each Round. The lower the enemy's HP, the more Runestones will be weathered, to the max 4 Runestones per Round; The no. of attacks of the enemy increases with the no. of Weathered Runestones. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and 30% of Summoner‘s HP will be deducted. After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
668 | Overheal Shield ‧ 2 Weathered 30% Mines ‧ Trojan Weathered EX | 2 random Runestones will be weathered each Round. The lower the enemy's HP, the more Runestones will be weathered, to the max 5 Runestones per Round; The no. of attacks of the enemy increases with the no. of Weathered Runestones. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and 30% of Summoner‘s HP will be deducted. After Summoner's HP is fully recovered, Recovery surplus will become an attack. |
669 | Neutralize ‧ Random & Heart Conversion & 1% HP Reduction - Earth | All effects in play will be cancelled by the enemy at the beginning of the first Round. In the first Round, a random type of Runestones will be turned into Earth Runestones; in the second Round, Earth Runestones will be turned into Heart Runestones. The above runs as a cycle. For each Earth Runestone dissolved, 1% of Summoner's total HP will be absorbed in the next Round cumulatively until the enemy is defeated. |
670 | Neutralize ‧ Random & Heart Conversion & 2% HP Reduction - Earth | All effects in play will be cancelled by the enemy at the beginning of the first Round. In the first Round, a random type of Runestones will be turned into Earth Runestones; in the second Round, Earth Runestones will be turned into Heart Runestones. The above runs as a cycle. For each Earth Runestone dissolved, 2% of Summoner's total HP will be absorbed in the next Round cumulatively until the enemy is defeated. |
671 | Demon & Elf CD Reset ‧ Enchanted Shield ‧ Column & Row Conversion - Water | • Skill CDs of Demons and Elves will be reset. • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • In the first Round, a random column will be turned into Water Runestones; • In the second Round, a random row will be turned into Water Runestones. • The above runs as a cycle. |
672 | Uncontrollable ‧ Phantom ‧ Determination 40% - HP & Attack x2 | The enemy attacks regardless of all Controlling Skills, Damage-reducing and Willpower Skills. When the enemy's HP >40%, the next Damage dealt will not defeat the enemy (including Active Skills). When the enemy's HP becomes 1, its HP will be fully recovered (one activation only); HP and Attack of the enemy x 2. |
673 | Uncontrollable ‧ Phantom ‧ Determination 50% - HP & Attack x2 | The enemy attacks regardless of all Controlling Skills, Damage-reducing and Willpower Skills. When the enemy's HP >50%, the next Damage dealt will not defeat the enemy (including Active Skills). When the enemy's HP becomes 1, its HP will be fully recovered (one activation only); HP and Attack of the enemy x 2. |
674 | Uncontrollable ‧ Phantom ‧ Determination 60% - HP & Double Attack x2 | The enemy attacks regardless of all Controlling Skills, Damage-reducing and Willpower Skills. When the enemy's HP >60%, the next Damage dealt will not defeat the enemy (including Active Skills). When the enemy's HP becomes 1, its HP will be fully recovered (one activation only); HP and Attack of the enemy x 2; the enemy attacks twice every Round. |
675 | Uncontrollable ‧ Determination 40% - Phantom + HP & Attack x3 | The enemy disregards all Controlling Skills. When the enemy's HP >40%, the next Damage dealt will not defeat the enemy (including Active Skills). When the enemy's HP becomes 1, its HP will be fully recovered (one activation only); HP and Attack of the enemy x 3 (regardless of all Damage-reducing Skills and Willpower Skills). |
676 | Uncontrollable ‧ Determination 50% - Phantom + HP & Attack x3 | The enemy disregards all Controlling Skills. When the enemy's HP >50%, the next Damage dealt will not defeat the enemy (including Active Skills). When the enemy's HP becomes 1, its HP will be fully recovered (one activation only); HP and Attack of the enemy x 3 (regardless of all Damage-reducing Skills and Willpower Skills). |
677 | Uncontrollable ‧ Determination 60% - Phantom + HP & Double Attack x3 | The enemy disregards all Controlling Skills. When the enemy's HP >60%, the next Damage dealt will not defeat the enemy (including Active Skills). When the enemy's HP becomes 1, its HP will be fully recovered (one activation only); HP and Attack of the enemy x 3; the enemy attacks twice every Round (regardless of all Damage-reducing Skills and Willpower Skills). |
678 | Repeated Member Lockdown EX | At the beginning of the first Round, the enemy will permanently lock the Active Skills and nullify the attacks of repeated Members (Leader and Ally excluded). |
679 | Repeated Member Lockdown EX · Trojan Attack | At the beginning of the first Round, the enemy will permanently lock the Active Skills and nullify the attacks of repeated Members. The more times the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round. |
680 | Fixed Masked Runes 3/15% | Runestones at fixed positions will be masked; there is a substantial chance that Masked Runestones will be generated every Round. |
681 | Fixed Masked Runes 4/15% | Runestones at fixed positions will be masked; there is a substantial chance that Masked Runestones will be generated every Round. |
682 | Fixed Masked Runes 5/15% | Runestones at fixed positions will be masked; there is a substantial chance that Masked Runestones will be generated every Round. |
683 | Uncontrollable ‧ 3 Initial & 1 Random Masked Rune ‧ Self Attribute Damage -75% | The enemy disregards all Controlling Skills. In the first Round, 3 random Runestones will be masked. When the enemy receives Damage of its Attribute, the Damage will be lowered to 25%. 1 random Runestone will be masked after receiving Damage from the enemy. |
684 | Uncontrollable ‧ 6 Initial & 2 Random Masked Runes ‧ Self Attribute Damage -90% | The enemy disregards all Controlling Skills. In the first Round, 6 random Runestones will be masked. When the enemy receives Damage of its Attribute, the Damage will be lowered to 10%. 2 random Runestone will be masked after receiving Damage from the enemy. |
685 | 3R, 2S Waning Time ‧ Self Attribute Damage -75% ‧ Outside & Inside Curing Conversion ‧ Water | Reduce Runestone-moving time by 2 seconds for 3 Rounds. When the enemy receives Damage of its Attribute, Damage will be lowered to 25%. Upon receiving Damage from the enemy's attack for the first time, outermost Runestones will be turned into Water Runestones; for the second time, 6 Runestones in the center will be turned into Water Runestones. The above runs as a cycle. For each Water Runestone dissolved, the enemy recovers 2% of its total HP; for each Enchanted Water Runestone dissolved, the enemy recovers 10% of its total HP, to the max 80% each Round. |
686 | 5R, 2S Waning Time ‧ Self Attribute Damage -90% ‧ Outside & Inside Curing Conversion - Water | Reduce Runestone-moving time by 2 seconds for 5 Rounds. When the enemy receives Damage of its Attribute, Damage will be lowered to 10%. Upon receiving Damage from the enemy's attack for the first time, outermost Runestones will be turned into Water Runestones; for the second time, 6 Runestones in the center will be turned into Water Runestones. The above runs as a cycle. For each Water Runestone dissolved, the enemy recovers 2% of its total HP; for each Enchanted Water Runestone dissolved, the enemy recovers 10% of its total HP, to the max 80% each Round. |
687 | Neutralize ‧ 1 Weathered Rune ‧ Revolution ‧ Self Attribute Damage -75% | All effects in play will be cancelled by the enemy at the beginning of the first Round. In the first Round, a random Runestone will be weathered. If any Weathered Runestone are touched, Runestone movement will be stopped immediately. The enemy will randomly change the types of all Runestones every Round. When the enemy receives Damage of its Attribute, the Damage will be lowered to 25%. 1 random Runestone will be weathered after receiving Damage from the enemy. |
688 | Neutralize ‧ 2 Weathered 3k Mines ‧ Revolution ‧ Self Attribute Damage -90% | All effects in play will be cancelled by the enemy at the beginning of the first Round. In the first Round, 2 random Runestones will be weathered. If any Weathered Runestone are touched, Runestone movement will be stopped immediately and a Damage of 3,000 will be dealt to Summoner. The enemy will randomly change the types of all Runestones every Round. When the enemy receives Damage of its Attribute, the Damage will be lowered to 10%. 2 random Runestones will be weathered after receiving Damage from the enemy. |
689 | 3R Phantom · Switching Shield - LD · Self Attribute Damage -75% | The enemy attacks regardless of all Damage-reducing and Willpower Skills for 3 Rounds. When the enemy receives Damage of its Attribute, the Damage will be lowered to 25%. The enemy will attack and change its Attribute when its CD reaches 0. It will also turn the Attributes of Runestones to that of its. |
690 | 5R Phantom · Switching Shield EX - LD · Self Attribute Damage -90% | The enemy attacks regardless of all Damage-reducing and Willpower Skills for 5 Rounds. When the enemy receives Damage of its Attribute, the Damage will be lowered to 10%. The enemy will attack and change its Attribute when its CD reaches 0. It will also turn the Attributes of Runestones to that of its. If Runestones of the enemy's Attribute are dissolved, Summoner's HP will be absorbed and become the enemy's. |
691 | Fixed Conversion - Light & Heart · Self Damage -75% · Double Attack · Trojan Multi-Attack | The enemy will turn Runestones at fixed positions into Light Runestones, and other Light Runestones into Heart Runestones at the beginning of the first Round. When the enemy receives Damage of its Attribute, the Damage will be lowered to 25%. The enemy attacks twice in a Round. The lower the enemy's HP, the more times it attacks in a Round. |
692 | Fixed Conversion · Light & Heart · Self Damage -90% · Double Attack · Trojan Multi-Attack | The enemy will turn Runestones at fixed positions into Light Runestones, and other Light Runestones into Heart Runestones at the beginning of the first Round. When the enemy receives Damage of its Attribute, the Damage will be lowered to 10%. The enemy attacks twice in a Round. The lower the enemy's HP, the more times it attacks in a Round. |
693 | Heart Lock | All Heart Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack. If any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
694 | Heart & Water Lock | All Heart and Water Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack. If any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
695 | Heart & Fire Lock | All Heart and Fire Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack. If any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
696 | Heart & Earth Lock | All Heart and Earth Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack. If any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
697 | Heart & Light Lock | All Heart and Light Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack. If any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
698 | Heart & Dark Lock | All Heart and Dark Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack. If any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
699 | Heart Conversion ‧ Heart Lock | In the first Round, the enemy turns Runestones at fixed positions into Heart Runestones, and other Heart Runestones into Runestones of its Attribute. After that, all Heart Runestones will be locked every Round. If any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
700 | Initial Orb Shield | A random number of Combos will be assigned. Damage can be dealt to the enemy only by making the same or ±2 number of Combos (dissolving Runestones is necessary) (only the first batch of Runestones dissolved will be counted). If the specific number of Combos are made, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the assigned number and the number of Combos made. |
701 | Combo Seal | The enemy only receives Damage when the assigned number of Combos are made. If the condition is fulfilled, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the assigned number and the number of Combos made. |
702 | Initial Orb Shield - Moving | Each Round while Summoner starts moving Runestones, a random number of Combos will be assigned. Damage can be dealt to the enemy only by making the same or ±2 number of Combos (dissolving Runestones is necessary) (only the first batch of Runestones dissolved will be counted). If the same number of Combos are made, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the assigned number and the number of Combos made. |
703 | Combo Seal | The enemy only receives Damage when the assigned number of Combos are made. If the condition is fulfilled, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the assigned number and the number of Combos made. |
704 | Clear Effects & CD | All effects in play will be cancelled by the enemy at the beginning; CD of the cancelled Skills will be reset. |
705 | Neutralize EX ‧ Phantom | All effects in play will be cancelled by the enemy at the beginning of the first Round; CD of the cancelled Skills will be reset. The enemy ignores all Damage-reducing and Willpower Skills. |
706 | Neutralize EX ‧ 2 Second Round | All effects in play will be cancelled by the enemy at the beginning of the first Round; CD of the cancelled Skills will be reset. Runestone-moving time will be reduced to 2 seconds. |
707 | Neutralize EX ‧ 2 Weathered 3k Mines | All effects in play will be cancelled by the enemy at the beginning of the first Round; CD of the cancelled Skills will be reset. Each Round before Summoner starts moving Runestones, 2 Runestones will be weathered. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 3,000. |
708 | Neutralize EX ‧ Trojan Attack | All effects in play will be cancelled by the enemy at the beginning of the first Round; CD of the cancelled Skills will be reset. The more the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round. |
709 | Neutralize EX ‧ Trojan EX | All effects in play will be cancelled by the enemy at the beginning of the first Round; CD of the cancelled Skills will be reset. The lower the enemy's HP, the dramatically greater its Attack will be. When its HP drops to a certain level, the enemy attacks twice in a Round. |
710 | Neutralize EX ‧ Reflect 15% | All effects in play will be cancelled by the enemy at the beginning of the first Round; CD of the cancelled Skills will be reset. The enemy will reflect 15% of Summoner's attack (dissolving Runestones is necessary). |
711 | Uncontrollable ‧ Phantom | The enemy attacks regardless of all Controlling Skills, Damage-reducing and Willpower Skills. |
712 | Post Defeat - Enchanted Runes | After the enemy is defeated, all Runestones will be turned into Enchanted Runestones. |
715 | Neutralize EX ‧ Phantom ‧ Enchanted Shield | • At the beginning of the first Round, all effects in play will be cancelled and CDs of the cancelled Skills will be reset. • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • The enemy disregards all Damage-reducing and Willpower Skills. |
716 | Light & Dark Damage -90% · Trojan EX | Light and Dark Damage -90%. The lower the enemy's HP, the dramatically greater its Attack will be. When its HP drops to a certain level, the enemy attacks twice in a Round. |
717 | 5 Rounds God & Demon Lockdown EX · Trojan HP Attack - 20% ‧ Masked Trail - 9 | For 5 Rounds, Active Skills and attacks of Gods and Demons will be locked. 20% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills); the more number of Damage the Summoner received, the more the enemy's Attack will increase. When moving Runestones, recently touched Runestones will become Masked Runestones. |
718 | 2 Second Round ‧ 9 Initial & 2 Freezing Runes | Runestone-moving time will be reduced to 2 seconds. At the beginning of the first Round before Summoner starts moving Runestones, 9 random Runestones will be frozen. 2 random Runestones will be frozen after receiving Damage from the enemy. If any Frozen Runestone remains, it cannot be dissolved in the next 3 Rounds. |
719 | Thaw Conversion - 20% ‧ 6+ Combo Shield EX | At the beginning of the first Round, the enemy will thaw Frozen Runestones, and instead burn their respective positions. Every time when a burned position is touched, 20% of Summoner's HP will be deducted. The enemy receives Damage only when 6 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 6 and the number of Combos made. |
720 | Post Defeat - Enchanted Runes & CD Restore | After the enemy is defeated, all Runestones will be turned into Enchanted Runestones; Skill CD(s) of all Members becomes 0.. |
721 | 1 Round Recovery Lock | Team Recovery becomes 0 for 1 Round after receiving Damage from the enemy's attack. |
722 | 2 Rounds Recovery Lock | Team Recovery becomes 0 for 2 Rounds after receiving Damage from the enemy's attack. |
723 | 3 Rounds Recovery Lock | Team Recovery becomes 0 for 3 Rounds after receiving Damage from the enemy's attack. |
724 | 4 Rounds Recovery Lock | Team Recovery becomes 0 for 4 Rounds after receiving Damage from the enemy's attack. |
725 | 5 Rounds Recovery Lock | Team Recovery becomes 0 for 5 Rounds after receiving Damage from the enemy's attack. |
726 | 98 Rounds Recovery Lock | Team Recovery becomes 0 for 98 Rounds after receiving Damage from the enemy's attack. |
727 | 1 Round, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 1 Round after receiving Damage from the enemy's attack. |
728 | 2 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 2 Rounds after receiving Damage from the enemy's attack. |
729 | 3 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 3 Rounds after receiving Damage from the enemy's attack. |
730 | 4 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 4 Rounds after receiving Damage from the enemy's attack. |
731 | 5 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 5 Rounds after receiving Damage from the enemy's attack. |
732 | 98 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 98 Rounds after receiving Damage from the enemy's attack. |
733 | 1 Round, Attack -50% | Summoner's Attack -50% for 1 Round after receiving Damage from the enemy's attack. |
734 | 2 Rounds, Attack -50% | Summoner's Attack -50% for 2 Rounds after receiving Damage from the enemy's attack. |
735 | 3 Rounds, Attack -50% | Summoner's Attack -50% for 3 Rounds after receiving Damage from the enemy's attack. |
736 | 4 Rounds, Attack -50% | Summoner's Attack -50% for 4 Rounds after receiving Damage from the enemy's attack. |
737 | 5 Rounds, Attack -50% | Summoner's Attack -50% for 5 Rounds after receiving Damage from the enemy's attack. |
738 | 98 Rounds, Attack -50% | Summoner's Attack -50% for 98 Rounds after receiving Damage from the enemy's attack. |
739 | 1 Round, Poison 30% | The enemy absorbs per Round 30% of Summoner's HP for 1 Round after the Summoner receives Damage from the enemy's attack. |
740 | 2 Rounds, Poison 30% | The enemy absorbs per Round 30% of Summoner's HP for 2 Rounds after the Summoner receives Damage from the enemy's attack. |
741 | 3 Rounds, Poison 30% | The enemy absorbs per Round 30% of Summoner's HP for 3 Rounds after the Summoner receives Damage from the enemy's attack. |
742 | 4 Rounds, Poison 30% | The enemy absorbs per Round 30% of Summoner's HP for 4 Rounds after the Summoner receives Damage from the enemy's attack. |
743 | 5 Rounds, Poison 30% | The enemy absorbs per Round 30% of Summoner's HP for 5 Rounds after the Summoner receives Damage from the enemy's attack. |
744 | 98 Rounds, Poison 30% | The enemy absorbs per Round 30% of Summoner's HP for 98 Rounds after the Summoner receives Damage from the enemy's attack. |
745 | 1 Round, Poison 50% | The enemy absorbs per Round 50% of Summoner's HP for 1 Round after the Summoner receives Damage from the enemy's attack. |
746 | 2 Rounds, Poison 50% | The enemy absorbs per Round 50% of Summoner's HP for 2 Rounds after the Summoner receives Damage from the enemy's attack. |
747 | 3 Rounds, Poison 50% | The enemy absorbs per Round 50% of Summoner's HP for 3 Rounds after the Summoner receives Damage from the enemy's attack. |
748 | 4 Rounds, Poison 50% | The enemy absorbs per Round 50% of Summoner's HP for 4 Rounds after the Summoner receives Damage from the enemy's attack. |
749 | 5 Rounds, Poison 50% | The enemy absorbs per Round 50% of Summoner's HP for 5 Rounds after the Summoner receives Damage from the enemy's attack. |
750 | 98 Rounds, Poison 50% | The enemy absorbs per Round 50% of Summoner's HP for 98 Rounds after the Summoner receives Damage from the enemy's attack. |
751 | Become Water | The enemy will turn into Water Attribute at the beginning of the first Round. |
752 | Become Fire | The enemy will turn into Fire Attribute at the beginning of the first Round. |
753 | Become Earth | The enemy will turn into Earth Attribute at the beginning of the first Round. |
754 | Become Light | The enemy will turn into Light Attribute at the beginning of the first Round. |
755 | Become Dark | The enemy will turn into Dark Attribute at the beginning of the first Round. |
756 | Thaw Conversion - 10% | At the beginning of the first Round, the enemy will thaw Frozen Runestones, and instead burn their respective positions. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
757 | Thaw Conversion - 20% | At the beginning of the first Round, the enemy will thaw Frozen Runestones, and instead burn their respective positions. Every time when a burned position is touched, 20% of Summoner's HP will be deducted. |
758 | Thaw Conversion - 30% | At the beginning of the first Round, the enemy will thaw Frozen Runestones, and instead burn their respective positions. Every time when a burned position is touched, 30% of Summoner's HP will be deducted. |
759 | Post Defeat - 1 Round Recovery Lock | Team Recovery becomes 0 for 1 Round after defeating the enemy. |
760 | Post Defeat - 2 Rounds Recovery Lock | Team Recovery becomes 0 for 2 Rounds after defeating the enemy. |
761 | Post Defeat - 3 Rounds Recovery Lock | Team Recovery becomes 0 for 3 Rounds after defeating the enemy. |
762 | Post Defeat - 4 Rounds Recovery Lock | Team Recovery becomes 0 for 4 Rounds after defeating the enemy. |
763 | Post Defeat - 5 Rounds Recovery Lock | Team Recovery becomes 0 for 5 Rounds after defeating the enemy. |
764 | Post Defeat - 98 Rounds Recovery Lock | Team Recovery becomes 0 for 98 Rounds after defeating the enemy. |
765 | Post Defeat - 1 Round, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 1 Round after defeating the enemy. |
766 | Post Defeat - 2 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 2 Rounds after defeating the enemy. |
767 | Post Defeat - 3 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 3 Rounds after defeating the enemy. |
768 | Post Defeat - 4 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 4 Rounds after defeating the enemy. |
769 | Post Defeat - 5 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 5 Rounds after defeating the enemy. |
770 | Post Defeat - 98 Rounds, 2 Seconds Waning Time | Reduce Runestone-moving time by 2 seconds for 98 Rounds after defeating the enemy. |
771 | Post Defeat - 1 Round Enfeeble 50% | Summoner's Attack -50% for 1 Round after defeating the enemy. |
772 | Post Defeat - 2 Rounds Enfeeble 50% | Summoner's Attack -50% for 2 Rounds after defeating the enemy. |
773 | Post Defeat - 3 Rounds Enfeeble 50% | Summoner's Attack -50% for 3 Rounds after defeating the enemy. |
774 | Post Defeat - 4 Rounds Enfeeble 50% | Summoner's Attack -50% for 4 Rounds after defeating the enemy. |
775 | Post Defeat - 5 Rounds Enfeeble 50% | Summoner's Attack -50% for 5 Rounds after defeating the enemy. |
776 | Post Defeat - 98 Rounds Enfeeble 50% | Summoner's Attack -50% for 98 Rounds after defeating the enemy. |
777 | Double Attack · Post Defeat - Masked Board | The enemy attacks twice in a Round. All Runestones will be masked after the enemy is defeated. |
778 | Trojan · Post Defeat - Masked Board | The lower the enemy's HP, the greater its Attack will be. When its HP drops to a certain level, the enemy attacks twice in a Round. All Runestones will be masked after the enemy is defeated. |
779 | 30% HP Reduction · Post Defeat - Masked Board | 30% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills). All Runestones will be masked after the enemy is defeated. |
780 | 50% HP Reduction · Post Defeat - Masked Board | 50% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills). All Runestones will be masked after the enemy is defeated. |
781 | 70% HP Reduction · Post Defeat - Masked Board | 70% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills). All Runestones will be masked after the enemy is defeated. |
782 | Phantom ‧ Post Defeat - Masked Board | The enemy ignores all Damage-reducing and Willpower Skills. All Runestones will be masked after the enemy is defeated. |
783 | Enchanted Shield ‧ Post Defeat - Masked Board | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Upon the defeat of this enemy, all Runestones will be turned into Masked Runestones. |
784 | Row & Column Conversion - Water | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Water Runestones; for the second time, a random column of Runestones will be turned into Water Runestones. The above runs as a cycle. |
785 | Row & Column Conversion - Fire | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Fire Runestones; for the second time, a random column of Runestones will be turned into Fire Runestones. The above runs as a cycle. |
786 | Row & Column Conversion - Earth | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Earth Runestones; for the second time, a random column of Runestones will be turned into Earth Runestones. The above runs as a cycle. |
787 | Row & Column Conversion - Light | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Light Runestones; for the second time, a random column of Runestones will be turned into Light Runestones. The above runs as a cycle. |
788 | Row & Column Conversion - Dark | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Dark Runestones; for the second time, a random column of Runestones will be turned into Dark Runestones. The above runs as a cycle. |
789 | Row & Column Conversion - Water ‧ Post Defeat - Masked Board | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Water Runestones; for the second time, a random column of Runestones will be turned into Water Runestones. The above runs as a cycle. All Runestones will be masked after the enemy is defeated. |
790 | Row & Column Conversion - Fire ‧ Post Defeat - Masked Board | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Fire Runestones; for the second time, a random column of Runestones will be turned into Fire Runestones. The above runs as a cycle. All Runestones will be masked after the enemy is defeated. |
791 | Row & Column Conversion - Earth ‧ Post Defeat - Masked Board | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Earth Runestones; for the second time, a random column of Runestones will be turned into Earth Runestones. The above runs as a cycle. All Runestones will be masked after the enemy is defeated. |
792 | Row & Column Conversion - Light ‧ Post Defeat - Masked Board | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Light Runestones; for the second time, a random column of Runestones will be turned into Light Runestones. The above runs as a cycle. All Runestones will be masked after the enemy is defeated. |
793 | Row & Column Conversion - Dark ‧ Post Defeat - Masked Board | Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Dark Runestones; for the second time, a random column of Runestones will be turned into Dark Runestones. The above runs as a cycle. All Runestones will be masked after the enemy is defeated. |
794 | Fixed Penta Burn 10% | 6 fixed positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
795 | Fixed Penta Burn 10% | 6 fixed positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
796 | X Burn 10% | 10 fixed positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
797 | Fixed Penta \ Weathered Runes | 5 Runestones at fixed positions will be weathered after defeating the enemy. If any Weathered Runestone is touched, Runestone movement will be stopped immediately. |
798 | Fixed Penta / Weathered Runes | 5 Runestones at fixed positions will be weathered after defeating the enemy. If any Weathered Runestone is touched, Runestone movement will be stopped immediately. |
799 | Post Defeat - X Weathered Runes | 10 Runestones at fixed positions will be weathered after defeating the enemy. If any Weathered Runestone is touched, Runestone movement will be stopped immediately. |
800 | 9-Runestone Shield of Weakness Attribute | The enemy only receives Damage if ≥9 Runestones of its Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
801 | 12-Runestone Shield of Weakness Attribute | The enemy only receives Damage if ≥12 Runestones of its Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
802 | 15-Runestone Shield of Weakness Attribute | The enemy only receives Damage if ≥15 Runestones of its Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
803 | 20-Runestone Shield of Weakness Attribute | The enemy only receives Damage if ≥20 Runestones of its Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
804 | 30-Runestone Shield of Weakness Attribute | The enemy only receives Damage if ≥30 Runestones of its Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
805 | 50-Runestone Shield of Weakness Attribute | The enemy only receives Damage if ≥50 Runestones of its Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
806 | 90-Runestone Shield of Weakness Attribute | The enemy only receives Damage if ≥90 Runestones of its Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
807 | 9 Cumulative Shield EX | The enemy only receives Damage if 9 or more Runestones of its Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
808 | 12 Cumulative Shield EX | The enemy only receives Damage if 12 or more Runestones of its Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
809 | 15 Cumulative Shield EX | The enemy only receives Damage if 15 or more Runestones of its Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
810 | 20 Cumulative Shield EX | The enemy only receives Damage if 20 or more Runestones of its Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
811 | 30 Cumulative Shield EX | The enemy only receives Damage if 30 or more Runestones of its Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
812 | 50 Cumulative Shield EX | The enemy only receives Damage if 50 or more Runestones of its Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
813 | 90 Cumulative Shield EX | The enemy only receives Damage if 90 or more Runestones of its Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
814 | 15 Cumulative Weakness Shield EX · Trojan Attack | The more the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round. The enemy only receives Damage if 15 or more Runestones of its Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
815 | 3+ Combo Shield EX | The enemy receives Damage only when 3 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 3 and the number of Combos made. |
816 | 4+ Combo Shield EX | The enemy receives Damage only when 4 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 4 and the number of Combos made. |
817 | 5+ Combo Shield EX | The enemy receives Damage only when 5 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 5 and the number of Combos made. |
818 | 6+ Combo Shield EX | The enemy receives Damage only when 6 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 6 and the number of Combos made. |
819 | 9+ Combo Shield EX | The enemy receives Damage only when 9 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 9 and the number of Combos made. |
820 | Water Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Water Runestones are dissolved, Team Attack -50%. |
821 | Non-Water Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Water Runestones are not dissolved, Team Attack -50%. |
822 | Fire Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Fire Runestones are dissolved, Team Attack -50%. |
823 | Non-Fire Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Fire Runestones are not dissolved, Team Attack -50%. |
824 | Earth Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Earth Runestones are dissolved, Team Attack -50%. |
825 | Non-Earth Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Earth Runestones are not dissolved, Team Attack -50%. |
826 | Light Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Light Runestones are dissolved, Team Attack -50%. |
827 | Non-Light Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Light Runestones are not dissolved, Team Attack -50%. |
828 | Dark Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Dark Runestones are dissolved, Team Attack -50%. |
829 | Non-Dark Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Dark Runestones are not dissolved, Team Attack -50%. |
830 | Heart Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Heart Runestones are dissolved, Team Attack -50%. |
831 | Non-Heart Enfeeble 50% | At the beginning of the first Round, the enemy casts the following permanent debuff on Summoner: every Round when Heart Runestones are not dissolved, Team Attack -50%. |
832 | Foul Play ‧ Kamikaze 100% | Summoner's HP will depleted to 1 at the beginning of the first Round. The enemy receives no Damage, regardless of all Controlling Skills, and will deplete 100% of its HP in the next Round. |
833 | Recovery Lock ‧ Rejuvenate - 200 | Team Recovery becomes 0. The enemy will imbue the Runestones touched while moving with rejuvenating power. For each Rejuvenating Runestone touched, Summoner's HP will be recovered by 200. |
834 | Recovery Lock ‧ Rejuvenate - 500 | Team Recovery becomes 0. The enemy will imbue the Runestones touched while moving with rejuvenating power. For each Rejuvenating Runestone touched, Summoner's HP will be recovered by 500. |
835 | Recovery Lock ‧ Rejuvenate - 800 | Team Recovery becomes 0. The enemy will imbue the Runestones touched while moving with rejuvenating power. For each Rejuvenating Runestone touched, Summoner's HP will be recovered by 800. |
836 | 2 Second Round ‧ Rejuvenate - 500 | Runestone-moving time will be reduced to 2 seconds. The enemy will imbue the Runestones touched while moving with rejuvenating power. For each Rejuvenating Runestone touched, Summoner's HP will be recovered by 500. |
837 | 2 Second Round ‧ Rejuvenate - 800 | Runestone-moving time will be reduced to 2 seconds. The enemy will imbue the Runestones touched while moving with rejuvenating power. For each Rejuvenating Runestone touched, Summoner's HP will be recovered by 800. |
838 | 2 Second Round ‧ Rejuvenate - 1000 | Runestone-moving time will be reduced to 2 seconds. The enemy will imbue the Runestones touched while moving with rejuvenating power. For each Rejuvenating Runestone touched, Summoner's HP will be recovered by 1000. |
839 | Recovery Lock ‧ 90% HP Reduction ‧ Rejuvenate - 200 | Team Recovery becomes 0. 90% of Summoner's HP will be deducted when the enemy attacks every Round (regardless of all Damage-reducing and Willpower Skills). The enemy will imbue the Runestones touched while moving with rejuvenating power. For each Rejuvenating Runestone touched, Summoner's HP will be recovered by 200. |
840 | Recovery Lock ‧ 90% HP Reduction ‧ Rejuvenate - 500 | Team Recovery becomes 0. 90% of Summoner's HP will be deducted when the enemy attacks every Round (regardless of all Damage-reducing and Willpower Skills). The enemy will imbue the Runestones touched while moving with rejuvenating power. For each Rejuvenating Runestone touched, Summoner's HP will be recovered by 500. |
841 | Recovery Lock ‧ 90% HP Reduction ‧ Rejuvenate - 800 | Team Recovery becomes 0. 90% of Summoner's HP will be deducted when the enemy attacks every Round (regardless of all Damage-reducing and Willpower Skills). The enemy will imbue the Runestones touched while moving with rejuvenating power. For each Rejuvenating Runestone touched, Summoner's HP will be recovered by 800. |
842 | Enchanted Shield ‧ Row & Column Conversion - Water | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Upon receiving the enemy's attack for the first time, a random row will be turned into Water Runestones; • for the second time, a random column will be turned into Water Runestones. • The above runs as a cycle. |
843 | First Strike ‧ Enchanted Shield ‧ Row & Column Conversion - Water FSD: 100% | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • At the beginning of the first Round, the enemy attacks once and turn 2 fixed columns into Water Runestones. • Upon receiving the enemy's attack for the first time after that, a random row will be turned into Water Runestones; • for the second time, a random column will be turned into Water Runestones. • The above runs as a cycle (excluding the first attack). |
844 | Enchanted Shield · Trojan EX | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • The lower the enemy's HP, the greater its Attack will be. • When its HP drops to a certain level, the enemy attacks twice a Round. |
845 | Enchanted Shield · Uncontrollable · Trojan EX | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • The enemy disregards all Controlling Skills. • The lower the enemy's HP, the greater its Attack will be. • When its HP drops to a certain level, the enemy attacks twice a Round. |
846 | Enchanted Shield · Shrouded Runes | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Summoner will not be able to see the true Attributes of Runestones. |
847 | Enchanted Shield · Shrouded Runes · 1 Weathered 3k Mine - Moving | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Summoner will not be able to see the true Attributes of Runestones. • Each Round when Summoner starts moving Runestones, 1 random Runestone will be weathered. • If any Weathered Runestone is touched, ⓵ Runestone movement will be stopped immediately. ⓶ A Damage of 3,000 will be dealt to Summoner. |
848 | Enchanted Shield · Lockdown (2-4) | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Active Skills of 2 random Members will be locked for 2 - 4 Rounds in the first Round and every 3 Rounds afterwards (the effect can be superimposed). |
849 | Enchanted Shield · 2 Second Lockdown (3-6) | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Every 3 Rounds, Active Skills of 2 random Members will be locked for 3 - 6 Rounds (the effect can be superimposed). • If the Active Skill of any Member is being locked, Runestone-moving time will be reduced to 2 seconds. |
850 | Enchanted Shield · Masked Board - Moving | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Types of Runestones will only be shown when Summoner starts moving Runestones each Round. |
851 | Enchanted Shield · Shrouded Runes · Sticky Trail | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Attributes of Runestones will only be shown when Summoner starts moving Runestones each Round. • Runestones recently touched while moving will become sticky. • If any Sticky Runestone is touched, Runestone movement will be stopped immediately. |
852 | First Blood Shield | Summoner can only deal Damage to other enemies after defeating this enemy. |
853 | Uncontrollable · Survivor Fury - Atk+Def x50 | The enemy disregards all Controlling Skills. When other enemies are defeated, the enemy's Attack and Defense increases to 50x starting from next Round. |
854 | Phantom · Uncontrollable · 50% HP Reduction · Survivor Fury - Def x50 & 100% HP Reduction | The enemy disregards all Controlling Skills. 50% of Summoner's HP will be deducted when the enemy attacks every Round. When other enemies are defeated, the enemy's Defense increases to 50x starting from next Round; and 100% of Summoner's HP will be deducted when the enemy attacks. (Regardless of all Damage-reducing and Willpower Skills) |
855 | Phantom · Uncontrollable · 70% HP Reduction · Survivor Fury - Def x50 & 100% HP Reduction | The enemy disregards all Controlling Skills. 70% of Summoner's HP will be deducted when the enemy attacks every Round. When other enemies are defeated, the enemy's Defense increases to 50x starting from next Round; and 100% of Summoner's HP will be deducted when the enemy attacks. (Regardless of all Damage-reducing and Willpower Skills) |
856 | 30 Cumulative Shield EX · 5 Round 20,000 Cannon EX | The enemy only receives Damage if 30 or more Runestones of its Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. The enemy will deal an extra 20,000 Damage to the Summoner every 5 Rounds, regardless of all Damage-reducing and Willpower Skills. |
857 | Skill 857 | When a group of 4 or more Attributive Runestones are dissolved, the enemy will not receive the Damage of that Attribute (only dissolved Runestones will be counted). |
858 | Human Damage -80% & Neighbour Lock | Human Attack will be weakened to 20%. Active Skills of the two Monsters beside Human(s) will be locked. |
859 | God Damage -80% & Neighbour Lock | God Attack will be weakened to 20%. Active Skills of the two Monsters beside God(s) will be locked. |
860 | Beast Damage -80% & Neighbour Lock | Beast Attack will be weakened to 20%. Active Skills of the two Monsters beside Beast(s) will be locked. |
861 | Dragon Damage -80% & Neighbour Lock | Dragon Attack will be weakened to 20%. Active Skills of the two Monsters beside Dragon(s) will be locked. |
862 | Elf Damage -80% & Neighbour Lock | Elf Attack will be weakened to 20%. Active Skills of the two Monsters beside Elves will be locked. |
863 | Demon Damage -80% & Neighbour Lock | Demon Attack will be weakened to 20%. Active Skills of the two Monsters beside Demon(s) will be locked. |
864 | Energize Reset | The enemy will clear the power gathered in the Craft Apparatus at the beginning of the first Round. |
865 | 1 Electrified Rune | Each Round before Summoner starts moving Runestones, 1 random Runestone will be electrified. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, no Damage could be dealt to the enemy that Round. |
866 | 2 Electrified Runes | Each Round before Summoner starts moving Runestones, 2 random Runestones will be electrified. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, no Damage could be dealt to the enemy that Round. |
867 | 3 Electrified Runes | Each Round before Summoner starts moving Runestones, 3 random Runestones will be electrified. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, no Damage could be dealt to the enemy that Round. |
868 | Puzzle Shield - Enemy Attribute | The enemy receives Damage only when Runestones of its Attribute are dissolved according to the shape of the frame (Runestones adjacent to the frame could be dissolved together). |
869 | Large Puzzle Shield - Enemy Attribute | The enemy receives Damage only when Runestones of its Attribute are dissolved according to the shape of the frame (Runestones adjacent to the frame could be dissolved together). |
870 | Puzzle Shield EX - Enemy Attribute | The enemy receives Damage only when Runestones of its Attribute are dissolved according to the shape of the frame (Runestones adjacent to the frame cannot be dissolved together). |
871 | Monochrome Trail | When moving Runestones, the Runestones recently touched will be in black and white. |
872 | B&W Path | When moving Runestones, all Runestones touched will be in black and white. |
873 | Initial Board & Heart Lock | All Runestones will be locked in the first Round. After that, all Heart Runestones will be locked every Round. If any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
874 | Masked Trail EX | When moving Runestones, all touched Runestones will become Masked Runestones. |
875 | Skill 875 | The enemy casts the following permanent debuff on Summoner from the first Round onwards: every Round when Water Runestones are dissolved, Team Attack -50%. Heart Runestones will be turned into Water Runestones after receiving Damage from the enemy. |
876 | Enchanted Shield - HP Recovery · Trojan Attack | The more the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round. • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • When the enemy receives Damage dealt by non-Enchanted Runestones, ⇒ it recovers HP as much as the Damage dealt by Summoner in the Round. |
878 | First Strike · Shrouded Runes · Fusion Shield - WFE FSD: 100% | The enemy attacks once at the beginning of the first Round. Summoner will not be able to see the true Attributes of Runestones. The enemy will receive Damage only when Water, Fire and Earth Runestones are dissolved in the same Round. |
879 | 3R God & Demon Lockdown EX · 1 Electrified Rune - Trojan | For 3 Rounds, Active Skills and attacks of God and Demon Monsters will be locked. Upon receiving Damage from the enemy's attack, 1 random Runestone will be electrified. The more the number of Damage the Summoner received, the more the number of Runestones to be electrified, to the max 3 Runestones each Round. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, no Damage could be dealt to the enemy that Round. |
880 | Neutralize · Non-Earth Damage -75% · Curing Conversion - Water | All effects in play will be cancelled by the enemy at the beginning of the first Round. Damage dealt to the enemy by non-Earth Attack will be lowered to 25%. A random type of Runestones will be turned into Water Runestones each Round. For each Water Runestone dissolved, the enemy recovers 2% of its total HP; for each Enchanted Water Runestone dissolved, the enemy recovers 10% of its total HP, to the max 80% each Round. |
881 | Ambush · Non-Water Damage -75% · Row & Column Burn - 10% FSD: 30% | The enemy raids once at the beginning of the first Round. Damage dealt to the enemy by non-Water Attack will be lowered to 25%. Upon receiving Damage from the enemy's attack for the first time, a row of positions will be burned; for the second time, a column of positions will be burned. The above runs as a cycle. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
882 | 5 Rounds, 5+ Combo Shield - Attack & Recovery · Non-Fire Damage -75% · Poison 60% | Attack and Recovery can only be triggered when 5 or more Combos are made for 5 Rounds. Damage dealt to the enemy by non-Fire Attack will be lowered to 25%. The enemy poisons all Monsters, causing a Damage of 60% of Summoner's HP every Round until its defeat. |
884 | Enchanted Shield · 4R Attack -80% · Left & Right Column Weathered 3k Mines | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • Summoner's Attack -80% for 4 Rounds. • Upon receiving Damage from the enemy's attack, the far left and far right columns will be weathered. • If any of Weathered Runestone is touched: ⓵ Runestone movement will be stopped immediately. ⓶ A Damage of 3,000 will be dealt to Summoner. |
885 | Ambush ‧ Row & Column Conversion - Water FSD: 50% | The enemy raids once at the beginning of the first Round. Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Water Runestones; for the second time, a random column of Runestones will be turned into Water Runestones. The above runs as a cycle. |
886 | Uncontrollable ‧ Trojan Attack | The enemy disregards all Controlling Skills. The more the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round. |
887 | 5 Rounds, 2 Seconds Waning Time ‧ Morale x2 & 50% HP Recovery | Reduce Runestone-moving time by 2 seconds for 5 Rounds (bottom out at 1 second for Runestone-moving time). Attack and Defense of the other enemies x 2 and 50% of their HP will be recovered each Round. |
888 | Random Conversion - Light ‧ 2 Freezing Runes | A random type of Runestones will be turned into Light Runestones at the beginning of the first Round. Upon receiving Damage from the enemy's attack, 2 random Runestones will be frozen. If any Frozen Runestone remains, it cannot be dissolved in the next 3 Rounds. |
889 | Enchanted Shield ‧ 6 Masked Runes 9/15% | • At the beginning of the first Round, 6 random Runestones will be turned into Masked Runestones; there will be a substantial chance that Masked Runestones will be generated each Round. • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. |
890 | Morale x2 | Attack and Defense of the other enemies x 2. |
891 | Morale x3 | Attack and Defense of the other enemies x 3. |
892 | Morale x2 & 50% HP Recovery | Attack and Defense of the other enemies x 2 and 50% of their HP will be recovered each Round. |
893 | Morale x3 & 50% HP Recovery | Attack and Defense of the other enemies x 3 and 50% of their HP will be recovered each Round. |
894 | Morale x2 & Life Hack | Attack and Defense of the other enemies x 2 and 100% of their HP will be recovered each Round. |
895 | Morale x3 & Life Hack | Attack and Defense of the other enemies x 3 and 100% of their HP will be recovered each Round. |
896 | Non-Water Damage -90% | Damage dealt to the enemy by non-Water Attack will be lowered to 10%. |
897 | Non-Fire Damage -90% | Damage dealt to the enemy by non-Fire Attack will be lowered to 10%. |
898 | Non-Earth Damage -90% | Damage dealt to the enemy by non-Earth Attack will be lowered to 10%. |
899 | Non-Light Damage -90% | Damage dealt to the enemy by non-Light Attack will be lowered to 10%. |
900 | Non-Dark Damage -90% | Damage dealt to the enemy by non-Dark Attack will be lowered to 10%. |
901 | Non-Human Damage -90% | Damage dealt to the enemy by non-Humans will be lowered to 10%. |
902 | Non-Beast Damage -90% | Damage dealt to the enemy by non-Beasts will be lowered to 10%. |
903 | Non-Dragon Damage -90% | Damage dealt to the enemy by non-Dragons will be lowered to 10%. |
904 | Damage -90% | Damage dealt to the enemy will be lowered to 10%. |
905 | Non-Demon Damage -90% | Damage dealt to the enemy by non-Demons will be lowered to 10%. |
906 | Non-Elf Damage -90% | Damage dealt to the enemy by non-Elves will be lowered to 10%. |
907 | Ambush · Fixed Freezing Runes FSD: 10% | The enemy raids once at the beginning of the first Round. Upon receiving Damage from the enemy's attack for the first time, Runestones at fixed positions will be frozen. If any Frozen Runestone remains, it cannot be dissolved in the next 3 Rounds. |
908 | Ambush · Fixed Frozen Runes FSD: 10% | The enemy raids once at the beginning of the first Round. Upon receiving Damage from the enemy's attack for the first time, Runestones at fixed positions will be frozen and cannot be dissolved in the next 3 Rounds. |
909 | All-Water Runestone Shield | Attack-damage dealt to the enemy will be 1 unless all present Water Runestones are dissolved in the first batch (dissolving Water Runestones is necessary). |
910 | All-Fire Runestone Shield | Attack-damage dealt to the enemy will be 1 unless all present Fire Runestones are dissolved in the first batch (dissolving Fire Runestones is necessary). |
911 | All-Earth Runestone Shield | Attack-damage dealt to the enemy will be 1 unless all present Earth Runestones are dissolved in the first batch (dissolving Earth Runestones is necessary). |
912 | All-Light Runestone Shield | Attack-damage dealt to the enemy will be 1 unless all present Light Runestones are dissolved in the first batch (dissolving Light Runestones is necessary). |
913 | All-Dark Runestone Shield | Attack-damage dealt to the enemy will be 1 unless all present Dark Runestones are dissolved in the first batch (dissolving Dark Runestones is necessary). |
914 | Revolution | The enemy will randomly change the types of all Runestones at the beginning of the first Round. |
915 | Revolution ‧ 2 | The enemy will randomly change the types of all Runestones at the beginning of the first Round. After that, the enemy will randomly change the types of all Runestones every 2 Rounds. |
916 | Hostility EX | The more Team Members there are, the higher the percentage of HP deduction from the Summoner's total HP when the enemy attacks. |
917 | 2 Second Round ‧ Heart & Water Lock | Runestone-moving time will be reduced to 2 seconds. All Heart and Water Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
918 | Random, Row & Column Conversion - Water ‧ Trojan Multi-Attack | A random type of Runestones will be turned into Water Runestones at the beginning of the first Round. When the enemy attacks for the first time, a random row of Runestones will be turned into Water Runestones; for the second time, a random column of Runestones will be turned into Water Runestones. The above runs as a cycle. The lower the enemy's HP, the more times it attacks in a Round. |
919 | Phantom ‧ Heart & Fire Lock | The enemy ignores all Damage-reducing and Willpower Skills. All Heart and Fire Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner dealt in the Round. |
920 | Random, Row & Column Conversion - Fire ‧ Burn Trail - 1000 | A random type of Runestones will be turned into Fire Runestones at the beginning of the first Round. When the enemy attacks for the first time, a random row of Runestones will be turned into Fire Runestones; for the second time, a random column of Runestones will be turned into Fire Runestones. The above runs as a cycle. When moving Runestones, recently touched positions would be burned. Every time when a burned position is touched, Summoner will receive a Damage of 1000. |
921 | Poison 40% ‧ Heart & Earth Lock | The enemy poisons all Monsters, causing a Damage of 40% of Summoner's HP every Round until its defeat. All Heart and Earth Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
922 | Random, Row & Column Conversion ‧ Enfeeble 50% - Earth | A random type of Runestones will be turned into Earth Runestones at the beginning of the first Round; the enemy casts the following permanent debuff on Summoner from the first Round onwards: every Round when Earth Runestones are dissolved, Team Attack -50%. When the enemy attacks for the first time, a random row of Runestones will be turned into Earth Runestones; for the second time, a random column of Runestones will be turned into Earth Runestones. The above runs as a cycle. |
923 | Enchanted Shield · Heart & Light Lock | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • In the first Round and upon receiving an attack from the enemy, all Heart and Light Runestones will be locked. • If any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
924 | Random, Row & Column Conversion ‧ Light ‧ 1 Weathered Rune ‧ Trojan Weathered | A random type of Runestones will be turned into Light Runestones at the beginning of the first Round. After that, 1 random Runestone will be weathered each Round. The lower the enemy's HP, the more Runestones will be weathered, to the max 4 Runestones per Round. If any Weathered Runestone is touched, Runestone movement will be stopped immediately. When the enemy attacks for the first time, a random row of Runestones will be turned into Light Runestones; for the second time, a random column of Runestones will be turned into Light Runestones. The above runs as a cycle. |
925 | Recovery Lock · Heart & Dark Lock | Team Recovery becomes 0. All Heart and Dark Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
926 | Monochrome Runes ‧ Random, Row & Column Conversion - Dark | A random type of Runestones will be turned into Dark Runestones at the beginning of the first Round. All Runestones will be in black and white. When the enemy attacks for the first time, a random row of Runestones will be turned into Dark Runestones; for the second time, a random column of Runestones will be turned into Dark Runestones. The above runs as a cycle. |
929 | Water Lock Bomb - 20% HP Reduction | Each Round before Summoner starts moving Runestones, all Water Runestones will be locked; if any Locked Runestone remains, it will explode; 20% of Summoner's HP will be deducted for every Runestone exploded. |
930 | Fire Lock Bomb - 20% HP Reduction | Each Round before Summoner starts moving Runestones, all Fire Runestones will be locked; if any Locked Runestone remains, it will explode; 20% of Summoner's HP will be deducted for every Runestone exploded. |
931 | Earth Lock Bomb - 20% HP Reduction | Each Round before Summoner starts moving Runestones, all Earth Runestones will be locked; if any Locked Runestone remains, it will explode; 20% of Summoner's HP will be deducted for every Runestone exploded. |
932 | Light Lock Bomb - 20% HP Reduction | Each Round before Summoner starts moving Runestones, all Light Runestones will be locked; if any Locked Runestone remains, it will explode; 20% of Summoner's HP will be deducted for every Runestone exploded. |
933 | Dark Lock Bomb - 20% HP Reduction | Each Round before Summoner starts moving Runestones, all Dark Runestones will be locked; if any Locked Runestone remains, it will explode; 20% of Summoner's HP will be deducted for every Runestone exploded. |
934 | Heart Lock Bomb - 20% HP Reduction | Each Round before Summoner starts moving Runestones, all Heart Runestones will be locked; if any Locked Runestone remains, it will explode; 20% of Summoner's HP will be deducted for every Runestone exploded. |
935 | Phantom ‧ Heart Lock | The enemy ignores all Damage-reducing and Willpower Skills. All Heart Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
936 | Phantom ‧ Heart & Water Lock | The enemy ignores all Damage-reducing and Willpower Skills. All Heart and Water Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
937 | Phantom ‧ Heart & Fire Lock | The enemy ignores all Damage-reducing and Willpower Skills. All Heart and Fire Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
938 | Phantom ‧ Heart & Earth Lock | The enemy ignores all Damage-reducing and Willpower Skills. All Heart and Earth Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
939 | Phantom ‧ Heart & Light Lock | The enemy ignores all Damage-reducing and Willpower Skills. All Heart and Light Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
940 | Phantom ‧ Heart & Dark Lock | The enemy ignores all Damage-reducing and Willpower Skills. All Heart and Dark Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
941 | Phantom ‧ Initial Board & Heart Lock | The enemy ignores all Damage-reducing and Willpower Skills. All Runestones will be locked in the first Round. After that, all Heart Runestones will be locked every Round; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. |
942 | Anti-Active Shield | The more times an Active Skill is activated in the Round, the less Damage the enemy will receive (Combine Skills will be counted as 2 times). When Active Skills are activated 3 times, the enemy takes 0 Damage for the Round. |
943 | Phantom ‧ Anti-Active Shield | The enemy ignores all Damage-reducing and Willpower Skills. The more times an Active Skill is activated in the Round (Combine Skills will be counted as 2 times), the less Damage the enemy will receive. When Active Skills are activated 3 times, the enemy takes 0 Damage for the Round. |
944 | Revival - 3 Attacks | The enemy will revive after defeated until Summoner is attacked 3 times; the enemy's Attack -50% after each of the first 3 revivals. |
945 | Revival - 5 Attacks | The enemy will revive after defeated until Summoner is attacked for 5 times; the enemy's Attack -50% after each of the first 3 revivals. |
946 | Phantom ‧ Revival - 3 Attacks | The enemy ignores all Damage-reducing and Willpower Skills. The enemy will revive after defeated until Summoner is attacked for 3 times; the enemy's Attack -50% after each of the first 3 revivals. |
947 | Phantom ‧ Revival - 3 Attacks | The enemy ignores all Damage-reducing and Willpower Skills. The enemy will revive after defeated until Summoner took 5 attacks; the enemy's Attack -50% after each of the first 5 revivals. |
948 | Phantom ‧ Mirror Shield 100% ‧ Dark Damage -90% | • The enemy disregards all Damage-reducing and Willpower Skills. • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • When the enemy receives Damage dealt by non-Enchanted Runestones, the enemy will reflect 100% of its Attack. • Dark Attack-damage will be lowered to 10%. |
949 | Burn - 20% | 1 random position will be burned. Every time when a burned position is touched, 20% of Summoner's HP will be deducted. |
950 | Dual Burn - 20% | 2 random positions will be burned. Every time when a burned position is touched, 20% of Summoner's HP will be deducted. |
951 | Burn - 25% | 1 random position will be burned. Every time when a burned position is touched, 25% of Summoner's HP will be deducted. |
952 | Dual Burn - 25% | 2 random positions will be burned. Every time when a burned position is touched, 25% of Summoner's HP will be deducted. |
953 | Triple Burn - 10% | 3 random positions will be burned. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. |
954 | Triple Burn - 20% | 3 random positions will be burned. Every time when a burned position is touched, 20% of Summoner's HP will be deducted. |
955 | Triple Burn - 25% | 3 random positions will be burned. Every time when a burned position is touched, 25% of Summoner's HP will be deducted. |
956 | Renegade Conversion ‧ Water | A random type of Runestones will be turned into Water Runestones each Round. For each Water Runestone dissolved, 2% of Summoner's total HP will be deducted; for each Enchanted Water Runestone dissolved, 10% of Summoner's total HP will be deducted, to the max 80% each Round. |
957 | Renegade Conversion ‧ Earth | A random type of Runestones will be turned into Earth Runestones each Round. For each Earth Runestone dissolved, 2% of Summoner's total HP will be deducted; for each Enchanted Earth Runestone dissolved, 10% of Summoner's total HP will be deducted, to the max 80% each Round. |
958 | Renegade Conversion ‧ Light | A random type of Runestones will be turned into Light Runestones each Round. For each Light Runestone dissolved, 2% of Summoner's total HP will be deducted; for each Enchanted Light Runestone dissolved, 10% of Summoner's total HP will be deducted, to the max 80% each Round. |
959 | Renegade Conversion ‧ Dark | A random type of Runestones will be turned into Dark Runestones each Round. For each Dark Runestone dissolved, 2% of Summoner's total HP will be deducted; for each Enchanted Dark Runestone dissolved, 10% of Summoner's total HP will be deducted, to the max 80% each Round. |
960 | Renegade Conversion ‧ Heart | A random type of Runestones will be turned into Heart Runestones each Round. For each Heart Runestone dissolved, 2% of Summoner's total HP will be deducted; for each Enchanted Heart Runestone dissolved, 10% of Summoner's total HP will be deducted, to the max 80% each Round. |
961 | Curing Conversion ‧ Fire | A random type of Runestones will be turned into Fire Runestones each Round. For each Fire Runestone dissolved, the enemy recovers 2% of its total HP; for each Enchanted Fire Runestone dissolved, the enemy recovers 10% of its total HP, to the max 80% each Round. |
962 | Curing Conversion ‧ Earth | A random type of Runestones will be turned into Earth Runestones each Round. For each Earth Runestone dissolved, the enemy recovers 2% of its total HP; for each Enchanted Earth Runestone dissolved, the enemy recovers 10% of its total HP, to the max 80% each Round. |
963 | Curing Conversion ‧ Light | A random type of Runestones will be turned into Light Runestones each Round. For each Light Runestone dissolved, the enemy recovers 2% of its total HP; for each Enchanted Light Runestone dissolved, the enemy recovers 10% of its total HP, to the max 80% each Round. |
964 | Curing Conversion ‧ Dark | A random type of Runestones will be turned into Dark Runestones each Round. For each Dark Runestone dissolved, the enemy recovers 2% of its total HP; for each Enchanted Dark Runestone dissolved, the enemy recovers 10% of its total HP, to the max 80% each Round. |
965 | Curing Conversion ‧ Heart | A random type of Runestones will be turned into Heart Runestones each Round. For each Heart Runestone dissolved, the enemy recovers 2% of its total HP; for each Enchanted Heart Runestone dissolved, the enemy recovers 10% of its total HP, to the max 80% each Round. |
966 | Time Conversion ‧ Water | A random type of Runestones will be turned into Water Runestones each Round. For each Water Runestone dissolved, 0.2 second will be deducted from Runestone-moving time next Round; for each Enchanted Water Runestone dissolved, 1 second will be deducted from Runestone-moving time next Round (bottom out at 1 second for Runestone-moving time). |
967 | Time Conversion ‧ Fire | A random type of Runestones will be turned into Fire Runestones each Round. For each Fire Runestone dissolved, 0.2 second will be deducted from Runestone-moving time next Round; for each Enchanted Fire Runestone dissolved, 1 second will be deducted from Runestone-moving time next Round (bottom out at 1 second for Runestone-moving time). |
968 | Time Conversion ‧ Light | A random type of Runestones will be turned into Light Runestones each Round. For each Light Runestone dissolved, 0.2 second will be deducted from Runestone-moving time next Round; for each Enchanted Light Runestone dissolved, 1 second will be deducted from Runestone-moving time next Round (bottom out at 1 second for Runestone-moving time). |
969 | Time Conversion ‧ Dark | A random type of Runestones will be turned into Dark Runestones each Round. For each Dark Runestone dissolved, 0.2 second will be deducted from Runestone-moving time next Round; for each Enchanted Dark Runestone dissolved, 1 second will be deducted from Runestone-moving time next Round (bottom out at 1 second for Runestone-moving time). |
970 | Time Conversion ‧ Heart | A random type of Runestones will be turned into Heart Runestones each Round. For each Heart Runestone dissolved, 0.2 second will be deducted from Runestone-moving time next Round; for each Enchanted Heart Runestone dissolved, 1 second will be deducted from Runestone-moving time next Round (bottom out at 1 second for Runestone-moving time). |
971 | Neutralize EX · Recovery Lock | All effects in play will be cancelled by the enemy at the beginning of the first Round; CD of the cancelled Skills will be reset. Team Recovery becomes 0. |
972 | Neutralize EX · Initial Board & Random Conversion - Heart · Recovery Lock | At the beginning of the first Round: all effects in play will be cancelled by the enemy; CD of the cancelled Skills will be reset; all Runestones will be turned into Heart Runestones. After that, a random type of Runestones will be turned into Heart Runestones each Round. Team Recovery becomes 0. |
973 | Uncontrollable ‧ Determination 50% - 50% HP Recovery ‧ HP < 50% - Attack x2 | The enemy disregards all Controlling Skills. When the enemy's HP >50%, the next Damage dealt will not defeat the enemy (including Active Skills). When the enemy's HP becomes 1, it recovers 50% of its HP. When the enemy's HP <50%, enemy's Attack x 2. |
974 | Uncontrollable ‧ Determination 50% - 50% HP Recovery ‧ 5% HP Reduction ‧ Trojan HP Reduction | The enemy disregards all Controlling Skills.5% of Summoner‘s HP will be deducted when the enemy attacks. The lower the enemy's HP, the more the Summoner's HP will be deducted when the enemy attacks, to the max 100% of Summoner's HP (regardless of all Damage-reducing and Willpower Skills). When the enemy's HP >50%, the next Damage dealt will not defeat the enemy (including Active Skills). When the enemy's HP becomes 1, it recovers 50% of its HP. |
975 | Switching Shield ‧ Non-Weakness Damage -100% ‧ Earth Lock Bomb ‧ 20% HP Reduction | The enemy only receives Damage of its Weakness Attribute. The enemy attacks or changes its Attribute alternatively when the CD reaches 0. Each Round before Summoner starts moving Runestones, all Earth Runestones will be locked; if any Locked Runestone remains, it will explode; 20% of Summoner's HP will be deducted for every Runestone exploded. |
976 | Enchanted Shield ‧ Switching Shield ‧ Non-Weakness Damage -100% ‧ Earth Lock Bomb ‧ 20% HP Reduction | • Damage dealt to the enemy will be 1 unless Enchanted Attributive Runestones are dissolved. • The enemy only receives Damage of its Weakness Attribute. • The enemy attacks or changes its Attribute alternatively when the CD reaches 0. • Each Round before Summoner starts moving Runestones, all Earth Runestones will be locked. • If any Locked Runestone remains, it will explode; • 20% of Summoner's HP will be deducted for every Runestone exploded. |
977 | Fusion Shield - WL ‧ Row & Column Conversion - Light & Water | The enemy will receive Damage only when Water and Light Runestones are dissolved in the same Round. Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Light Runestones; for the second time, a random column of Runestones will be turned into Water Runestones. The above runs as a cycle. |
978 | E-Fusion Shield - W+L+ ‧ Fire & Dark Damage -90% ‧ Row & Column Conversion - Light & Water | • Damage dealt to the enemy will be 1 unless Enchanted Runestones (Water and Light) are dissolved in the same Round. • Fire and Dark Damage dealt to the enemy will be lowered to 10%. • Upon receiving Damage from the enemy's attack for the first time, ⇒ a random row will be turned into Light Runestones; • for the second time, ⇒ a random columnwill be turned into Water Runestones. • The above runs as a cycle. |
979 | Ambush · 2 Second Round · 4 Masked Runes FSD: 30% | Runestone-moving time will be reduced to 2 seconds. The enemy raids once at the beginning of the first Round. Upon receiving Damage from the enemy's attack, 4 random Runestones will be masked. |
980 | 2 Second Round · 6 Round Deadline · Initial Masked Board & 4 Masked Runes | Runestone-moving time will be reduced to 2 seconds. The enemy casts the following permanent debuff on Summoner from the first Round onwards: Summoner will be defeated after 6 Rounds. All Runestones will be masked by the enemy at the beginning of the first Round. Upon receiving Damage from the enemy's attack, 4 random Runestones will be masked. |
981 | 98 Rounds, 3 Second Waning Time · 2 Electrified Runes | The enemy casts the following permanent debuff on Summoner from the first Round onwards: reduce Runestone-moving time by 3 seconds for 98 Rounds. Each Round before Summoner starts moving Runestones, 2 random Runestones will be electrified. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, no Damage could be dealt to the enemy that Round. Each Round before Summoner starts moving Runestones, 2 random Runestones will be electrified. If any of the Electrified Runestones is touched, Runestone movement will be stopped immediately; if the Electrified Runestones is not dissolved, no Damage could be dealt to the enemy that Round. |
982 | Neutralize ‧ Heart & Water Lock ‧ Trojan Attack | All effects in play will be cancelled by the enemy at the beginning of the first Round. All Heart and Water Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round. The more the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round. |
983 | Self Attribute Damage -20% ‧ Trojan HP Attack - 20% | When the enemy receives Damage of its Attribute, the Damage will be lowered to 20%. 20% of Summoner‘s HP will be deducted when receiving Damage from the enemy for the first time (regardless of all Damage-reducing and Willpower Skills); the more number of Damage the Summoner received, the more the enemy's Attack will increase. |
984 | Overheal Shield ‧ Initial Fixed to Heart & Self Conversion ‧ Random to Heart Conversion | After Summoner's HP is fully recovered, Recovery surplus will become an attack. In the first Round, the enemy turns Runestones at fixed positions into Heart Runestones, and other Runestones into Runestones of its Attribute. After that, a random type of Runestones will be turned into Heart Runestones each Round. |
985 | Shrouded Runes ‧ Non-Earth Damage -75% ‧ 2 Freezing Runes | Summoner will not be able to see the true Attributes of Runestones. Damage dealt to the enemy by non-Earth Attack will be lowered to 25%. Upon receiving Damage from the enemy's attack, 2 random Runestones will be frozen. If any Frozen Runestone remains, it cannot be dissolved in the next 3 Rounds. |
986 | Skill 986 | When the Team consists of Monsters of less than 5 Attributes, the enemy's Attack will increase. The fewer the Attributes present in the Team, the higher the enemy's Attack. |
987 | Skill 987 | When the Team consists of Monsters of less than 4 Attributes, the enemy's Attack will increase. The fewer the Attributes present in the Team, the higher the enemy's Attack. |
988 | Skill 988 | When the Team consists of Monsters of less than 3 Attributes, the enemy's Attack will increase. The fewer the Attributes present in the Team, the higher the enemy's Attack. |
989 | Skill 989 | When the Team consists of Monsters of less than 6 Races, the enemy's Attack will increase. The fewer the Races present in the Team, the higher the enemy's Attack. |
990 | Skill 990 | When the Team consists of Monsters of less than 4 Races, the enemy's Attack will increase. The fewer the Races present in the Team, the higher the enemy's Attack. |
991 | Skill 991 | When the Team consists of Monsters of less than 3 Races, the enemy's Attack will increase. The fewer the Races present in the Team, the higher the enemy's Attack. |
992 | 3R non-Demon & non-Elf Lockdown EX · 70% Poison | For 3 Rounds, Active Skills and attacks of non-Demons and non-Elves will be locked. The enemy poisons all Monsters, causing a Damage of 70% of Summoner's HP every Round until its defeat. |
993 | 6 Round Deadline · 15 Cumulative Weakness Shield EX | The enemy casts the following permanent debuff on Summoner from the first Round onwards: Summoner will be defeated after 6 Rounds. The enemy only receives Damage if 15 or more Runestones of its Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack. |
997 | Fixed HP Reduction ‧ Kamikaze 100% ‧ 3 Freezing Runes | When the enemy attacks, a fixed amount of Summoner's HP will be deducted (regardless of all Damage-reducing and Willpower Skills), the enemy will deplete 100% of its HP, and 3 random Runestones will be frozen. If any Frozen Runestone remains, it cannot be dissolved in the next 3 Rounds. |
998 | Fixed HP Reduction ‧ Kamikaze 100% ‧ 6 Freezing Runes | When the enemy attacks, a fixed amount of Summoner's HP will be deducted (regardless of all Damage-reducing and Willpower Skills), the enemy will deplete 100% of its HP, and 6 random Runestones will be frozen. If any Frozen Runestone remains, it cannot be dissolved in the next 3 Rounds. |
999 | Fixed HP Reduction ‧ Kamikaze 100% ‧ 9 Freezing Runes | When the enemy attacks, a fixed amount of Summoner's HP will be deducted (regardless of all Damage-reducing and Willpower Skills), the enemy will deplete 100% of its HP, and 9 random Runestones will be frozen. If any Frozen Runestone remains, it cannot be dissolved in the next 3 Rounds. |
1000 | Phantom ‧ Self Destruction & 3 Locked Runes Bomb - 20% HP Reduction | When the enemy attacks, a fixed amount of Summoner's HP will be deducted (regardless of all Damage-reducing and Willpower Skills), the enemy will deplete 100% of its HP, and 3 random Runestones will be locked. If any Locked Runestone remains, it will explode; 20% of Summoner's HP will be deducted for every Runestone exploded. |
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Enemy Skills By ID/1
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