Skill ID | Enemy Skill | Description |
---|---|---|
5001 | CD 1 ‧ Retaliation ‧ All-Runestone Shield (Full) | CD of the enemy's first attack will be 1. A Damage of 6,000 will be dealt to every Member who launches an attack. The enemy receives Attack-damage only when all Runestones are dissolved in the first batch. |
5002 | Burning Spread 20% ‧ Defensive Shield 20% ‧ Turning into Fire Runestones - Weakened Runestone 20% ‧ Defense Break | 2 random positions will be burned in the first Round. After that, 2 more positions will be burned each Round. Every time when a burned position is touched, 20% of Summoner's HP will be deducted. The more the burned positions, the higher the enemy's Attack. Damage dealt to the enemy each Round will not exceed 20% of its total HP (Active Skill is excepted from this limitation). Heart Runestones will be turned into Locked Fire Runestones each Round; Team Attack -20% for each Locked Runestone dissolved (triggering Dragonic Compulsion will be regarded as dissolving all present Locked Runestones). The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5003 | CD 1 ‧ Retaliation ‧ All-Runestone Shield (Full) | CD of the enemy's first attack will be 1. A Damage of 40,000 will be dealt to every Member who launches an attack. The enemy receives Attack-damage only when all Runestones are dissolved in the first batch. |
5004 | Non-Earth Attack Weakening 25% ‧ Trio Elemental Shield ‧ Green-red Vortex ‧ Uncontrollable | Damage dealt to the enemy by non-Earth attacks will be lowered to 25%. The enemy will receive Damage only when Water, Fire and Earth Runestones are dissolved in the same Round. Attack and Recovery can only be triggered when Summoner starts moving Runestones from the specific position (green vortex) and ends at the specific position (red vortex). (No Recovery can be triggered before fulfilling the condition). The enemy disregards all Controlling Skills. |
5005 | Non-Earth Attack Nullifying ‧ 3-Attribute Equal-Combo Shield ‧ Green-red Vortex ‧ Uncontrollable | The enemy only receives Damage dealt by Earth attacks. The enemy receives Damage only when the same number of Water, Fire and Earth Combos are dissolved in the first batch. Attack and Recovery can only be triggered when Summoner starts moving Runestones from the specific position (green vortex) and ends at the specific position (red vortex). (No Recovery can be triggered before fulfilling the condition). The enemy disregards all Controlling Skills. |
5006 | Clear Effects & CD ‧ Runestones Change ‧ Assigned Combo Safeguard - Crescendo (Hit) ‧ Uncontrollable | All effects in play will be cancelled at the beginning of the first Round; CD of the cancelled Skills will be reset. After that, all effects in play will be cancelled each Round. Runestones will be altered each Round. 50% of the enemy's HP will be deducted when the assigned Combos are made in the first batch. The enemy receives no other Damage (including Active Skills) and disregards all Controlling Skills. If the above conditions is fulfilled, the enemy will not attack in the Round. If not, 20% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills); the more times the enemy attacks, the more the enemy's Attack will increase. |
5007 | CD 4 ‧ Clear Skills & EP ‧ Hidden Runestones Before Moving ‧ 13-Runestone Shield (First Batch) | CD of the enemy's first attack will be 4. Skill CDs, EPs and accumulated Rounds of all Monsters will be reset at the beginning of the first Round. Types of Runestones will only be shown when Summoner starts moving Runestones every Round. Damage dealt to the enemy will be 1 unless 13 Runestones are dissolved in the first batch. |
5008 | Clear Effects & CD ‧ Runestones Change ‧ Assigned Combo Safeguard - Crescendo (Hit) ‧ Uncontrollable | All effects in play will be cancelled at the beginning of the first Round; CD of the cancelled Skills will be reset. After that, all effects in play will be cancelled each Round. Runestones will be altered each Round. 25% of the enemy's HP will be deducted when the assigned Combos are made in the first batch. The enemy receives no other Damage (including Active Skills) and disregards all Controlling Skills. If the above conditions is fulfilled, the enemy will not attack in the Round. If not, 25% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills); the more times the enemy attacks, the more the enemy's Attack will increase. |
5009 | CD 3 ‧ Clear Skills & EP ‧ Hidden Runestones Before Moving ‧ 21-Runestone Shield (First Batch) ‧ 1-Hit Kill | CD of the enemy's first attack will be 3. Skill CDs, EPs and accumulated Rounds of all Monsters will be reset at the beginning of the first Round. Types of Runestones will only be shown when Summoner starts moving Runestones every Round. Damage dealt to the enemy will be 1 unless 21 Runestones are dissolved in the first batch. 100% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills). |
5010 | Strength Mark ‧ ≥9-Combo Shield ‧ Anti-Light Runestone Shield (First batch) - Recovery & Counterattack ‧ Uncontrollable | All Light Runestones will be imprinted with “Strength Marks” each Round. "Strength Mark" Level +1 next Round for each of those Runestones dissolved. The enemy receives Damage only when the "Strength Mark" Level reaches 10. “Strength Marks” and the level of power will be reset when Summoner is defeated. 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. • If Light Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 200% of its Attack twice. The enemy disregards all Controlling Skills. |
5011 | CD 1 ‧ 33-Combo Shield ‧ Undissolvable Heart Runestones ‧ 1-Hit Kill | CD of the enemy's first attack will be 1. The enemy receives Damage only when 33 or more Combos are made. Heart Runestones cannot be dissolved. 100% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills). |
5012 | Initial Shield ‧ Burning Spread 10% ‧ Crescendo (Hit) ‧ Defense Break | The enemy will not receive any Damage until its first Attack. 2 random positions will be burned when the enemy first attacks. After that, 2 more positions will be burned each time when the enemy attacks. Every time when a burned position is touched, 10% of Summoner's HP will be deducted. 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 attacks regardless of all Damage-reducing and Willpower Skills. |
5013 | Initial Shield ‧ Burning Spread 20% ‧ Crescendo (Hit) ‧ Defense Break | The enemy will not receive any Damage until its first Attack. 2 random positions will be burned when the enemy first attacks. After that, 2 more positions will be burned each time when the enemy attacks. Every time when a burned position is touched, 20% of Summoner's HP will be deducted. 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 attacks regardless of all Damage-reducing and Willpower Skills. |
5014 | Initial Shield ‧ Sticky Land ‧ Crescendo (Hit) ‧ Defense Break | The enemy will not receive any Damage until its first Attack. 2 random positions will become sticky when the enemy attacks. If a sticky position is touched, Runestone movement will be stopped immediately. 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 attacks regardless of all Damage-reducing and Willpower Skills. |
5015 | Initial Shield ‧ Tornado ‧ Crescendo (Hit) ‧ Defense Break | The enemy will not receive any Damage until its first Attack. When the enemy first attacks, the columns on the far left and far right sides will be struck by a tornado. Runestones at those positions cannot be dissolved or exploded. If any of those positions is touched, Runestone movement will be stopped immediately. 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 attacks regardless of all Damage-reducing and Willpower Skills. |
5016 | Initial Shield ‧ Undissolvable Water Runestones ‧ Turning into Water Runestones ‧ Defense Break | The enemy will not receive any Damage until its first Attack. When the enemy first attacks: For 1 Round, Water Runestones cannot be dissolved; turn all Heart Runestones into Water Runestones. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5017 | Initial Shield ‧ Undissolvable Fire Runestones ‧ Turning into Fire Runestones ‧ Defense Break | The enemy will not receive any Damage until its first Attack. When the enemy first attacks: For 1 Round, Fire Runestones cannot be dissolved; turn all Heart Runestones into Fire Runestones. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5018 | Initial Shield ‧ Undissolvable Earth Runestones ‧ Turning into Earth Runestones ‧ Defense Break | The enemy will not receive any Damage until its first Attack. When the enemy first attacks: For 1 Round, Earth Runestones cannot be dissolved; turn all Heart Runestones into Earth Runestones. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5019 | Initial Shield ‧ Undissolvable Light Runestones ‧ Turning into Light Runestones ‧ Defense Break | The enemy will not receive any Damage until its first Attack. When the enemy first attacks: For 1 Round, Light Runestones cannot be dissolved; turn all Heart Runestones into Light Runestones. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5020 | Initial Shield ‧ Undissolvable Dark Runestones ‧ Turning into Dark Runestones ‧ Defense Break | The enemy will not receive any Damage until its first Attack. When the enemy first attacks: For 1 Round, Dark Runestones cannot be dissolved; turn all Heart Runestones into Dark Runestones. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5021 | Initial Shield ‧ Undissolvable Heart Runestones ‧ Turning into Heart Runestones ‧ Defense Break | The enemy will not receive any Damage until its first Attack. When the enemy first attacks: For 1 Round, Heart Runestones cannot be dissolved; turn Runestones of a random Attribute into Heart Runestones. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5022 | Initial Shield ‧ Crack ‧ ≥9-Combo Shield ‧ Defense Break | The enemy will not receive any Damage until its first Attack. 9 positions will be cracked when the enemy first attacks. Runestones at the cracked positions cannot be dissolved or exploded. The enemy receives Damage only when 9 or more Combos are made. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5023 | Initial Shield ‧ Masked Runestones ‧ ≥9-Combo Shield ‧ Defense Break | The enemy will not receive any Damage until its first Attack. Turn 15 random Runestones into Masked Runestones when the enemy first attacks. The enemy receives Damage only when 9 or more Combos are made. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5024 | Initial Shield ‧ Reduce Moving Time ‧ ≥9-Combo Shield ‧ Defense Break | The enemy will not receive any Damage until its first Attack. 3 random positions will be locked when the enemy attacks. Every time when a locked position is touched, Runestone-moving time will be reduced by 3 seconds. The enemy receives Damage only when 9 or more Combos are made. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5025 | Initial Shield ‧ Burning Path 2000 ‧ Fixed 8-Combo Shield ‧ Defense Break | The enemy will not receive any Damage until its first Attack. Positions recently touched while moving Runestones will be burned. Every time when a burned position is touched, ⇒ a Damage of 2,000 will be dealt to Summoner. The enemy will receive Damage only when 8 Combos are made in the first batch. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5026 | Initial Shield ‧ Burning Path 5000 ‧ Fixed 8-Combo Shield ‧ Defense Break | The enemy will not receive any Damage until its first Attack. Positions recently touched while moving Runestones will be burned. Every time when a burned position is touched, ⇒ a Damage of 5,000 will be dealt to Summoner. The enemy will receive Damage only when 8 Combos are made in the first batch. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5027 | 50-Attack Shield ‧ Counterattack ‧ Green-red Vortex ‧ Uncontrollable | The enemy receives Damage only after Summoner's 50th attack. Upon receiving Damage from Summoner's attacks (excluding Active Skills and Compulsion Skills), the enemy will reflect 100% of its Attack twice. Attack and Recovery can only be triggered when Summoner starts moving Runestones from the specific position (green vortex) and ends at the specific position (red vortex). (No Recovery can be triggered before fulfilling the condition). The enemy disregards all Controlling Skills. |
5028 | 50-Attack Shield ‧ Counterattack ‧ Electrify ‧ Uncontrollable | The enemy receives Damage only after Summoner's 50th attack. Upon receiving Damage from Summoner's attacks (excluding Active Skills and Compulsion Skills), the enemy will reflect 100% of its Attack twice. 2 random Runestones will be electrified 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. The enemy disregards all Controlling Skills. |
5029 | 50-Attack Shield ‧ Counterattack ‧ Uncontrollable | The enemy receives Damage only after Summoner's 50th attack. Upon receiving Damage from Summoner's attacks (excluding Active Skills and Compulsion Skills), the enemy will reflect 200% of its Attack twice. The enemy disregards all Controlling Skills. |
5030 | 50-Attack Shield ‧ Counterattack ‧ Green-red Vortex ‧ Uncontrollable | The enemy receives Damage only after Summoner's 50th attack. Upon receiving Damage from Summoner's attacks (excluding Active Skills and Compulsion Skills), the enemy will reflect 200% of its Attack twice. Attack and Recovery can only be triggered when Summoner starts moving Runestones from the specific position (green vortex) and ends at the specific position (red vortex). (No Recovery can be triggered before fulfilling the condition). The enemy disregards all Controlling Skills. |
5031 | 50-Attack Shield ‧ Counterattack ‧ Weakened Runestone 20% ‧ Uncontrollable | The enemy receives Damage only after Summoner's 50th attack. Upon receiving Damage from Summoner's attacks (excluding Active Skills and Compulsion Skills), the enemy will reflect 200% of its Attack twice. The bottom row will be locked each Round; Team Attack -20% for each Locked Runestone dissolved (triggering Dragonic Compulsion will be regarded as dissolving all present Locked Runestones). The enemy disregards all Controlling Skills. |
5032 | 50-Attack Shield ‧ Anti-Water Runestone Shield (First Batch) - Counterattack ‧ Defense Break | The enemy receives Attack-damage only after Summoner's 50th attack. If Water Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack twice. The enemy disregards all Damage-reducing and Willpower Skills. |
5033 | 50-Attack Shield ‧ Anti-Fire Runestone Shield (First Batch) - Counterattack ‧ Defense Break | The enemy receives Attack-damage only after Summoner's 50th attack. If Fire Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack twice. The enemy disregards all Damage-reducing and Willpower Skills. |
5034 | 50-Attack Shield ‧ Anti-Earth Runestone Shield (First Batch) - Counterattack ‧ Defense Break | The enemy receives Attack-damage only after Summoner's 50th attack. If Earth Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack twice. The enemy disregards all Damage-reducing and Willpower Skills. |
5035 | 50-Attack Shield ‧ Anti-Light Runestone Shield (First Batch) - Counterattack ‧ Defense Break | The enemy receives Attack-damage only after Summoner's 50th attack. If Light Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack twice. The enemy disregards all Damage-reducing and Willpower Skills. |
5036 | 50-Attack Shield ‧ Anti-Dark Runestone Shield (First Batch) - Counterattack ‧ Defense Break | The enemy receives Attack-damage only after Summoner's 50th attack. If Dark Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack twice. The enemy disregards all Damage-reducing and Willpower Skills. |
5037 | 50-Attack Shield ‧ Anti-Heart Runestone Shield (First Batch) - Counterattack ‧ Defense Break | The enemy receives Attack-damage only after Summoner's 50th attack. If Heart Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack twice. The enemy disregards all Damage-reducing and Willpower Skills. |
5038 | Arrow Area ‧ ≥7-Combo Shield ‧ Uncontrollable | Turn 4 random positions into arrow areas. If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, Runestone movement will be stopped immediately. 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. The enemy disregards all Controlling Skills. |
5039 | Arrow Area ‧ ≥8-Combo Shield ‧ Uncontrollable | Turn 4 random positions into arrow areas. If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, Runestone movement will be stopped immediately. 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. The enemy disregards all Controlling Skills. |
5040 | Arrow Area ‧ ≥9-Combo Shield ‧ Uncontrollable | Turn 4 random positions into arrow areas. If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, Runestone movement will be stopped immediately. 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. The enemy disregards all Controlling Skills. |
5041 | Arrow Area ‧ Fixed 6-Combo Shield ‧ Crescendo (Hit) | Turn 4 random positions into arrow areas. If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, Runestone movement will be stopped immediately. The enemy will receive Damage only when 6 Combos are made in the first batch. 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. |
5042 | Arrow Area ‧ Fixed 7-Combo Shield ‧ Crescendo (Hit) | Turn 4 random positions into arrow areas. If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, Runestone movement will be stopped immediately. The enemy will receive Damage only when 7 Combos are made in the first batch. 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. |
5043 | Arrow Area ‧ Fixed 8-Combo Shield ‧ Crescendo (Hit) | Turn 4 random positions into arrow areas. If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, Runestone movement will be stopped immediately. The enemy will receive Damage only when 8 Combos are made in the first batch. 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. |
5044 | Arrow Area ‧ All-Water Runestone Shield ‧ Crescendo (Hit) | • 4 random positions will be changed into Arrow Areas. • If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, ⇒ Runestone movement will be stopped immediately. • 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). • 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. |
5045 | Arrow Area ‧ All-Fire Runestone Shield ‧ Crescendo (Hit) | • 4 random positions will be changed into Arrow Areas. • If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, ⇒ Runestone movement will be stopped immediately. • 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). • 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. |
5046 | Arrow Area ‧ All-Earth Runestone Shield ‧ Crescendo (Hit) | • 4 random positions will be changed into Arrow Areas. • If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, ⇒ Runestone movement will be stopped immediately. • 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). • 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. |
5047 | Arrow Area ‧ All-Light Runestone Shield ‧ Crescendo (Hit) | • 4 random positions will be changed into Arrow Areas. • If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, ⇒ Runestone movement will be stopped immediately. • 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). • 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. |
5048 | Arrow Area ‧ All-Dark Runestone Shield ‧ Crescendo (Hit) | • 4 random positions will be changed into Arrow Areas. • If Summoner does not move the Runestone in the direction of the arrow when passing an arrow area, ⇒ Runestone movement will be stopped immediately. • 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). • 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. |
5049 | Character Runestone Area Shield ‧ All-Heart Runestone Shield ‧ Uncontrollable | • 2 random positions will be locked. • A Member's Character Runestone must be placed in the locked position upon the end of Runestone movement to deal Attack-damage to the enemy. • Attack of other Members becomes 0. • Attack-damage dealt to the enemy will be 1 unless all present Heart Runestones are dissolved in the first batch (dissolving Heart Runestones is necessary). The enemy disregards all Controlling Skills. |
5050 | Character Runestone Area Shield ‧ 1-billion Damage Shield ‧ Uncontrollable | 2 random positions will be locked. The “Character's Runestone” must be put in a locked position upon the completion of moving Runestones to deal Damage to the enemy, while the Attack of other Members becomes 0. The enemy will only receive Damage when a single attack reaches 1 billion Damage. The enemy disregards all Controlling Skills. |
5051 | Character Runestone Area Shield ‧ ≥7-Combo Shield ‧ Defense Break | 2 random positions will be locked. The “Character's Runestone” must be put in a locked position upon the completion of moving Runestones to deal Damage to the enemy, while the Attack of other Members becomes 0. 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. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5052 | Character Runestone Area Shield ‧ Retaliation ‧ Defense Break | 2 random positions will be locked. The “Character's Runestone” must be put in a locked position upon the completion of moving Runestones to deal Damage to the enemy, while the Attack of other Members becomes 0. A Damage of 40,000 will be dealt to every Member who launches an attack. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5053 | Character's Runestone Area Shield ‧ Earth Combo Nullifying ‧ Defense Break | 2 random positions will be locked. The Character Runestone must be put in a locked position upon the completion of moving Runestones to deal a Damage to the enemy, while the Attack of other Members becomes 0. If Earth Runestones are dissolved in the first batch, ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of Earth Runestones dissolved in the first batch. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5054 | 〖Corruption ‧ Fixed 10-Combo Shield〗 | The enemy receives Damage only when 10 Combos are made in the first batch. If not, the Damage dealt to the enemy will become 1. |
5055 | 〖Corruption ‧ ≥10-Combo Shield〗 | The enemy receives Damage only when ≥10 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5056 | 〖Corruption ‧ Bounded Enchanted Puzzle Shield of Weakness Attribute〗 | The enemy receives Damage only when Enchanted Runestones of the enemy's Weakness Attribute are dissolved according to the shape of the frame (Runestones should be dissolved only inside the frame). |
5057 | 〖Corruption ‧ Enchanted Quintet Elemental Shield〗 | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of 5 Attributes are dissolved in the same Round. |
5058 | 〖Corruption ‧ Quintet Equal-Combo Shield 〗 | The enemy receives Damage only when the same number of Water, Fire, Earth, Light and Dark Combos are made in the first batch. If not, the Damage dealt to the enemy will become 1. |
5059 | 〖Corruption ‧ Green-red Vortex〗 | Attack and Recovery can only be triggered when Summoner starts moving Runestones from the specific position (green vortex) and ends at the specific position (red vortex). (No Recovery can be triggered before fulfilling the condition) |
5060 | 〖Corruption ‧ All-Heart Runestone Shield〗 | • Attack-damage dealt to the enemy will be 1 unless all present Heart Runestones are dissolved in the first batch (dissolving Heart Runestones is necessary). |
5061 | 〖Corruption ‧ Anti-Heart Runestone Shield (First Batch) - Recovery & Counterattack〗 | If Heart Runestones are dissolved in the first batch and attacks are launched by the Team: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 200% of its Attack twice. |
5062 | 〖Corruption ‧ Electrified Runestones〗 | 6 random Runestones will be electrified each Round. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, no Attack-damage can be dealt to the enemy that Round. |
5063 | 〖Corruption ‧ 90-Runestone Shield of Weakness Attribute〗 | The enemy only receives Attack-damage if 90 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. |
5064 | 〖Corruption ‧ Non-Light Attack Weakening〗 | The enemy only receives Damage dealt by Light attacks. |
5065 | 〖Corruption ‧ Non-Light Attack Weakening〗 | Damage dealt to the enemy by Light attacks will be nullified. |
5066 | 〖Corruption ‧ Non-God Attack Weakening〗 | The enemy only receives Damage dealt by God attack(s). |
5067 | 〖Corruption ‧ 21-Runestone Shield (First Batch)〗 | The enemy receives Attack-Damage only when 21 Runestones are dissolved in the first batch. |
5068 | 〖Corruption ‧ Water Combo Nullifying〗 | If Water Runestones are dissolved in the first batch, ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of Water Runestones dissolved in the first batch. |
5069 | 〖Corruption ‧ 1-billion Damage Shield〗 | The enemy will only receive Attack-damage when a single Damage reaches 1 billion. |
5070 | 〖Corruption ‧ All-Runestone Shield〗 | The enemy receives Attack-damage only when all Runestones are dissolved in the first batch. |
5071 | 〖Corruption ‧ 5-Attribute Attack Shield〗 | Damage dealt to the enemy will be 1 unless the enemy receives Damage of 5 Attributes (non-Attributive attacks will not be affected). |
5072 | Enemy's Attribute Change - Leader's Attribute ‧ Leader's Attribute Combo Nullifying | Attribute of the enemy will synchronize with that of the Leader. (All Attribute-altering effects against the enemies will be nullified) When Runestones of the Leader's Attribute are dissolved in the first batch: ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of those Runestones dissolved in the first batch. |
5073 | Runestones Change - Enemy's Attribute | Turn a random type of Runestones (other than the enemy's Attribute) into the enemy's Attribute each Round. |
5074 | Runestone-turning Skill Nullifying | All Runestone-turning Skills will be nullified (those turning only the Race but not the type of Runestones are not limited). |
5075 | Non-B&W Recovery | When any of the Runestones is not turned into black and white (excluding the Runestone being held), the enemy receives no Damage and recovers HP as much as the Damage dealt by Summoner in the Round. |
5076 | Raid ‧ Burning Spread 20% | The enemy raids once. 3 more positions will be burned each time when the enemy attacks. Every time when a burned position is touched, 20% of Summoner's HP will be deducted. |
5077 | Self Destruction | In the first Round, the enemy will deduct 10% of its HP. After that, the enemy will deduct 20% of its HP each Round while receiving no Damage until its defeat. |
5078 | All-Runestone Safeguard (Type) - Attribute Alteration - Enemy Skill Change - Crescendo (Hit) ‧ Uncontrollable | 20% of the enemy's HP will be deducted when all the assigned Attributive Runestones are dissolved in the first batch (dissolving Runestones of the assigned Attribute is necessary). The enemy receives no other Damage and disregards all Controlling Skills. If the above condition is fulfilled, the enemy will not attack in the Round. If not, 25% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills); the more times the enemy attacks, the more the enemy's Attack will increase. The enemy will change its Attribute into the Counter Attribute of the Shield. Different enemy skills will appear according to its Attribute: 【Water】Frozen Runestones 【Fire】Burning Path 5000 【Earth】Tornados 【Light】Electrified Dark Runestones 【Dark】Masked Path |
5079 | First Attack CD1 | CD of the enemy's first attack will be 1. |
5080 | First Attack CD2 | CD of the enemy's first attack will be 2. |
5081 | First Attack CD3 | CD of the enemy's first attack will be 3. |
5082 | First Attack CD4 | CD of the enemy's first attack will be 4. |
5083 | When Equipped with Craft - Raid - Shatter Craft Apparatus ‧ If Not Equipped with Craft - Pre-empt Bloody Scythe (No Dodging) FSD: 100% | The enemy raids once (the attack cannot be dodged) and shatters the Craft Apparatus. If Summoner is not equipped with Dragonary Craft, 100% of Summoner's HP will be deducted at the beginning (the attack cannot be dodged). |
5084 | Damage Reduction | Damage received by the enemy -99% for 1 Round. |
5085 | Damage Reduction | Damage received by the enemy -99% for 2 Rounds. |
5086 | 1-billion Damage Shield | The enemy will only receive Damage when a single Damage reaches 1 billion. |
5087 | Water Combo Nullifying | When Water Runestones are dissolved in the first batch: ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of Water Runestones dissolved in the first batch. |
5088 | Fire Combo Nullifying | When Fire Runestones are dissolved in the first batch: ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of Fire Runestones dissolved in the first batch. |
5089 | Earth Combo Nullifying | When Earth Runestones are dissolved in the first batch: ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of Earth Runestones dissolved in the first batch. |
5090 | Light Combo Nullifying | When Light Runestones are dissolved in the first batch: ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of Light Runestones dissolved in the first batch. |
5091 | Dark Combo Nullifying | When Dark Runestones are dissolved in the first batch: ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of Dark Runestones dissolved in the first batch. |
5092 | Heart Combo Nullifying | When Heart Runestones are dissolved in the first batch: ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of Heart Runestones dissolved in the first batch. |
5093 | Turning into Water Runestones | Turn non-Water Attributive Runestones that are the least in number into Water Runestones each Round. |
5094 | Turning into Fire Runestones | Turn non-Fire Attributive Runestones that are the least in number into Fire Runestones each Round. |
5095 | Turning into Earth Runestones | Turn non-Earth Attributive Runestones that are the least in number into Earth Runestones each Round. |
5096 | Turning into Light Runestones | Turn non-Light Attributive Runestones that are the least in number into Light Runestones each Round. |
5097 | Turning into Dark Runestones | Turn non-Dark Attributive Runestones that are the least in number into Dark Runestones each Round. |
5098 | Turning into Heart Runestones | Turn Runestones of an Attribute that are the least in number into Heart Runestones each Round. |
5099 | Turning into Water Runestones | Turn non-Water Attributive Runestones that are the least in number into Water Runestones at the end of the Round. |
5100 | Turning into Fire Runestones | Turn non-Fire Attributive Runestones that are the least in number into Fire Runestones at the end of the Round. |
5101 | Turning into Earth Runestones | Turn non-Earth Attributive Runestones that are the least in number into Earth Runestones at the end of the Round. |
5102 | Turning into Light Runestones | Turn non-Light Attributive Runestones that are the least in number into Light Runestones at the end of the Round. |
5103 | Turning into Dark Runestones | Turn non-Dark Attributive Runestones that are the least in number into Dark Runestones at the end of the Round. |
5104 | Turning into Heart Runestones | Turn Runestones of an Attribute that are the least in number into Heart Runestones at the end of the Round. |
5105 | Blood Areas (Attack Nullifying) | 6 random positions will be changed into Blood Areas. If Runestone movement ends at a Blood Area, ⇒ the enemy receives no Attack-damage. |
5106 | Blood Areas (Attack Nullifying) | 9 random positions will be changed into Blood Areas. If Runestone movement ends at a Blood Area, ⇒ the enemy receives no Attack-damage. |
5107 | Full Blood Areas (Attack Nullifying) | 30 positions will be changed into Blood Areas. If Runestone movement ends at a Blood Area, ⇒ the enemy receives no Attack-damage. |
5108 | 2-layer Condensed - Extra Attack | Each Round before Summoner starts moving Runestones, 3 random Runestones will be condensed with 2 layers. A layer of a Condensed Runestone can be uncondensed by dissolving any one of the four Runestones adjacent to it by moving Runestones (only one layer can be uncondensed in the first batch of Runestones dissolved). The more the Condensed Runestones, the lower the enemy's next Damage received. The enemy launches an extra attack for every present Condensed Runestone. |
5109 | 3-layer Condensed - Extra Attack | Each Round before Summoner starts moving Runestones, 3 random Runestones will be condensed with 3 layers. A layer of a Condensed Runestone can be uncondensed by dissolving any one of the four Runestones adjacent to it by moving Runestones (only one layer can be uncondensed in the first batch of Runestones dissolved). The more the Condensed Runestones, the lower the enemy's next Damage received. The enemy launches an extra attack for every present Condensed Runestone. |
5110 | 2-layer Condensed - Extra Attack | Each Round before Summoner starts moving Runestones, 6 random Runestones will be condensed with 2 layers. A layer of a Condensed Runestone can be uncondensed by dissolving any one of the four Runestones adjacent to it by moving Runestones (only one layer can be uncondensed in the first batch of Runestones dissolved). The more the Condensed Runestones, the lower the enemy's next Damage received. The enemy launches an extra attack for every present Condensed Runestone. |
5111 | 3-layer Condensed - Extra Attack | Each Round before Summoner starts moving Runestones, 6 random Runestones will be condensed with 3 layers. A layer of a Condensed Runestone can be uncondensed by dissolving any one of the four Runestones adjacent to it by moving Runestones (only one layer can be uncondensed in the first batch of Runestones dissolved). The more the Condensed Runestones, the lower the enemy's next Damage received. The enemy launches an extra attack for every present Condensed Runestone. |
5113 | Clear Effects & CD | All Summoner's effects in play will be cancelled each Round; CD of the cancelled Skills will be reset. |
5114 | Quintet Elemental Shield - Extra Attack | • Damage dealt to the enemy will be 1 unless Runestones of 5 Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ it launches an extra attack for each undissolved Attribute in the Round. |
5115 | Enchanted Quintet Elemental Shield - Extra Attack | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of 5 Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ it launches an extra attack for each undissolved Attribute in the Round. |
5116 | Water, Fire & Earth Equal-Combo Shield | The enemy receives Damage only when the same number of Water, Fire and Earth Combos are made in the first batch. |
5117 | Light & Dark Equal-Combo Shield | The enemy receives Damage only when the same number of Light and Dark Combos are made in the first batch. |
5118 | Damage-reducing Resistance | The enemy starts with a Damage-reducing effect of -100%. The more the enemy attacks, the lower its Damage-reducing effect. |
5119 | Damage-reducing Resistance | The enemy starts with a Damage-reducing effect of -100%. The more the times of receiving Damage from the enemy's attack, the lower its Damage-reducing effect. |
5120 | Water Metasphere - Turning into Water Runestones | 6 positions will be changed into Water Metasphere. When the Runestone being held passes through the Metasphere, it will be turned into Water Runestone (the Runestones being moved during spinning are not affected). Runestones at the Metasphere will be turned into Water Runestones each Round. |
5121 | Fire Metasphere - Turning into Fire Runestones | 6 positions will be changed into Fire Metasphere. When the Runestone being held passes through the Metasphere, it will be turned into Fire Runestone (the Runestones being moved during spinning are not affected). Runestones at the Metasphere will be turned into Fire Runestones each Round. |
5122 | Earth Metasphere - Turning into Earth Runestones | 6 positions will be changed into Earth Metasphere. When the Runestone being held passes through the Metasphere, it will be turned into Earth Runestone (the Runestones being moved during spinning are not affected). Runestones at the Metasphere will be turned into Earth Runestones each Round. |
5123 | Light Metasphere - Turning into Light Runestones | 6 positions will be changed into Light Metasphere. When the Runestone being held passes through the Metasphere, it will be turned into Light Runestone (the Runestones being moved during spinning are not affected). Runestones at the Metasphere will be turned into Light Runestones each Round. |
5124 | Dark Metasphere - Turning into Dark Runestones | 6 positions will be changed into Dark Metasphere. When the Runestone being held passes through the Metasphere, it will be turned into Dark Runestone (the Runestones being moved during spinning are not affected). Runestones at the Metasphere will be turned into Dark Runestones each Round. |
5125 | Heart Metasphere - Turning into Heart Runestones | 6 positions will be changed into Heart Metasphere. When the Runestone being held passes through the Metasphere, it will be turned into Heart Runestone (the Runestones being moved during spinning are not affected). Runestones at the Metasphere will be turned into Heart Runestones each Round. |
5126 | Skill & Attack Lock- Assigned Runestone Number Shield | Active Skills and attacks of the Team will be locked with 2-layer golden locks. A layer will be unlocked when the specified number of Runestones are dissolved in the first batch. |
5127 | Skill & Attack Lock- Assigned Runestone Number Shield | Active Skills and attacks of the Team will be locked with 3-layer golden locks. All Unlocking Skills will be nullified. A layer will be unlocked when the specified number of Runestones are dissolved in the first batch. |
5128 | Skill & Attack Lock- Assigned Runestone Number Shield | Active Skills and attacks of the Team will be locked with 4-layer golden locks. All Unlocking Skills will be nullified. A layer will be unlocked when the specified number of Runestones are dissolved in the first batch. |
5129 | Crescendo (Hit) | 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. |
5130 | Crescendo (Hit) | 50% of Summoner‘s HP will be deducted when the enemy attacks for the first time. The more times the enemy attacks, the more the enemy's Attack will increase. The enemy attacks regardless of all Damage-reducing and Willpower Skills. |
5131 | Clear Skills & EP | Skill CDs, EPs and accumulated Rounds of all Characters will be reset at the beginning. |
5132 | Undissolvable Water Runestones | Water Runestones cannot be dissolved. |
5133 | Undissolvable Fire Runestones | Fire Runestones cannot be dissolved. |
5134 | Undissolvable Earth Runestones | Earth Runestones cannot be dissolved. |
5135 | Undissolvable Light Runestones | Light Runestones cannot be dissolved. |
5136 | Undissolvable Dark Runestones | Dark Runestones cannot be dissolved. |
5137 | Undissolvable Heart Runestones | Heart Runestones cannot be dissolved. |
5138 | Black Holes | At the beginning, 6 random positions will be turned into Black Holes. If Summoner ends moving Runestones in a Black Hole, ⓵ Damage will be lowered to 0. ⓶ 100% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills). |
5139 | Black Holes | At the beginning, 9 random positions will be turned into Black Holes. If Runestone movement ends in a Black Hole, ⓵ Damage will be lowered to 0. ⓶ When the enemy attacks, 100% of Summoner‘s HP will be deducted (regardless of all Damage-reducing and Willpower Skills). |
5140 | Skill & Attack Lock | Active Skills and attacks of the Team will be locked for 1 Round. |
5141 | Skill & Attack Lock | Active Skills and attacks of the Team will be locked for 2 Rounds. |
5142 | Skill & Attack Lock | Active Skills and attacks of the Team will be locked for 3 Rounds. |
5143 | Skill & Attack Lock | Active Skills and attacks of the Team will be locked for 4 Rounds. |
5144 | Skill & Attack Lock | Active Skills and attacks of the Team will be locked for 5 Rounds. |
5145 | Turning into Water Runestones | Turn 6 random Runestones into Water Runestones each Round. |
5146 | Turning into Fire Runestones | Turn 6 random Runestones into Fire Runestones each Round. |
5147 | Turning into Earth Runestones | Turn 6 random Runestones into Earth Runestones each Round. |
5148 | Turning into Light Runestones | Turn 6 random Runestones into Light Runestones each Round. |
5149 | Turning into Dark Runestones | Turn 6 random Runestones into Dark Runestones each Round. |
5150 | Turning into Heart Runestones | Turn 6 random Runestones into Heart Runestones each Round. |
5151 | Electrified Water Runestones | All Water Runestones will be electrified at the beginning. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, Team Attack becomes 0 that Round. |
5152 | Electrified Fire Runestones | All Fire Runestones will be electrified at the beginning. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, Team Attack becomes 0 that Round. |
5153 | Electrified Earth Runestones | All Earth Runestones will be electrified at the beginning. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, Team Attack becomes 0 that Round. |
5154 | Electrified Light Runestones | All Light Runestones will be electrified at the beginning. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, Team Attack becomes 0 that Round. |
5155 | Electrified Dark Runestones | All Dark Runestones will be electrified at the beginning. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, Team Attack becomes 0 that Round. |
5156 | Electrified Heart Runestones | All Heart Runestones will be electrified at the beginning. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, Team Attack becomes 0 that Round. |
5157 | ≥1-Combo Shield | The enemy receives Damage only when ≥1 Combo is made. |
5158 | ≥2-Combo Shield - Counterattack | The enemy receives Damage only when ≥2 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 2 and the number of Combos made. |
5159 | ≥3-Combo Shield - Counterattack | The enemy receives Damage only when ≥3 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 3 and the number of Combos made. |
5160 | ≥4-Combo Shield - Counterattack | The enemy receives Damage only when ≥4 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 4 and the number of Combos made. |
5161 | ≥5-Combo Shield - Counterattack | The enemy receives Damage only when ≥5 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 5 and the number of Combos made. |
5162 | ≥6-Combo Shield - Counterattack | The enemy receives Damage only when ≥6 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 6 and the number of Combos made. |
5163 | ≥7-Combo Shield - Counterattack | The enemy receives Damage only when ≥7 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 7 and the number of Combos made. |
5164 | ≥8-Combo Shield - Counterattack | The enemy receives Damage only when ≥8 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 8 and the number of Combos made. |
5165 | ≥9-Combo Shield - Counterattack | The enemy receives Damage only when ≥9 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 9 and the number of Combos made. |
5166 | ≥10-Combo Shield - Counterattack | The enemy receives Damage only when ≥10 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5167 | Raid FSD: 10% | The enemy raids once. |
5168 | Raid FSD: 30% | The enemy raids once. |
5169 | Raid FSD: 50% | The enemy raids once. |
5170 | Raid FSD: 65% | The enemy raids once. |
5171 | Raid FSD: 100% | The enemy raids once. |
5172 | Water Evil Haze Runestone | Water Runestones will be modified to become Evil Haze Runestones at the first Round. Team Attack -20% for each Evil Haze Runestone dissolved (Evil Haze Runestones cannot be restored to normal state). |
5173 | Fire Evil Haze Runestone | Fire Runestones will be modified to become Evil Haze Runestones at the first Round. Team Attack -20% for each Evil Haze Runestone dissolved (Evil Haze Runestones cannot be restored to normal state). |
5174 | Earth Evil Haze Runestone | Earth Runestones will be modified to become Evil Haze Runestones at the beginning of the first Round. Team Attack -20% for each Evil Haze Runestone dissolved (Evil Haze Runestones cannot be restored to normal state). |
5175 | Light Evil Haze Runestone | Light Runestones will be modified to become Evil Haze Runestones at the first Round. Team Attack -20% for each Evil Haze Runestone dissolved (Evil Haze Runestones cannot be restored to normal state). |
5176 | Dark Evil Haze Runestone | Dark Runestones will be modified to become Evil Haze Runestones at the first Round. Team Attack -20% for each Evil Haze Runestone dissolved (Evil Haze Runestones cannot be restored to normal state). |
5177 | Heart Evil Haze Runestone | Heart Runestones will be modified to become Evil Haze Runestones at the first Round. Team Attack -20% for each Evil Haze Runestone dissolved (Evil Haze Runestones cannot be restored to normal state). |
5178 | Earth & Light Equal-Combo Shield | The enemy receives Damage only when the same number of Earth and Light Combos are dissolved in the first batch. |
5179 | ≥11-Combo Shield | Damage dealt to the enemy will be 1 unless ≥11 Combos are made. |
5180 | ≥12-Combo Shield | Damage dealt to the enemy will be 1 unless ≥12 Combos are made. |
5181 | ≥13-Combo Shield | Damage dealt to the enemy will be 1 unless ≥13 Combos are made. |
5182 | ≥14-Combo Shield | Damage dealt to the enemy will be 1 unless ≥14 Combos are made. |
5183 | ≥15-Combo Shield | Damage dealt to the enemy will be 1 unless ≥15 Combos are made. |
5184 | ≥16-Combo Shield | Damage dealt to the enemy will be 1 unless ≥16 Combos are made. |
5185 | ≥17-Combo Shield | Damage dealt to the enemy will be 1 unless ≥17 Combos are made. |
5186 | ≥18-Combo Shield | Damage dealt to the enemy will be 1 unless ≥18 Combos are made. |
5187 | ≥19-Combo Shield | Damage dealt to the enemy will be 1 unless ≥19 Combos are made. |
5188 | ≥20-Combo Shield | Damage dealt to the enemy will be 1 unless ≥20 Combos are made. |
5189 | 5-Attribute Damage Shield | Damage dealt to the enemy will be 1 unless the enemy receives Damage of 5 Attributes (non-Attributive attacks will not be affected). |
5190 | Water Runestone Removal - Attack+ | At the beginning, all Water Runestones will be removed to increase the enemy's Attack onwards. |
5191 | Fire Runestone Removal - Attack+ | At the beginning, all Fire Runestones will be removed to increase the enemy's Attack onwards. |
5192 | Earth Runestone Removal - Attack+ | At the beginning, all Earth Runestones will be removed to increase the enemy's Attack onwards. |
5193 | Light Runestone Removal - Attack+ | At the beginning, all Light Runestones will be removed to increase the enemy's Attack onwards. |
5194 | Dark Runestone Removal - Attack+ | At the beginning, all Dark Runestones will be removed to increase the enemy's Attack onwards. |
5195 | Heart Runestone Removal - Attack+ | At the beginning, all Heart Runestones will be removed to increase the enemy's Attack onwards. |
5196 | All-Runestone Shield (Full) | The enemy receives Damage only when all Runestones are dissolved in the first batch. |
5197 | Undissolvable Water Runestones | Water Runestones cannot be dissolved for 98 Rounds. |
5198 | Undissolvable Fire Runestones | Fire Runestones cannot be dissolved for 98 Rounds. |
5199 | Undissolvable Earth Runestones | Earth Runestones cannot be dissolved for 98 Rounds. |
5200 | Undissolvable Light Runestones | Light Runestones cannot be dissolved for 98 Rounds. |
5201 | Undissolvable Dark Runestones | Dark Runestones cannot be dissolved for 98 Rounds. |
5202 | Undissolvable Heart Runestones | Heart Runestones cannot be dissolved for 98 Rounds. |
5203 | Poisoning 30% | For 98 Rounds, the enemy poisons all Characters, deducting 30% of Summoner's HP each Round until its defeat. |
5204 | Poisoning 50% | For 98 Rounds, the enemy poisons all Characters, deducting 50% of Summoner's HP each Round until its defeat. |
5205 | Poisoning 90% | For 98 Rounds, the enemy poisons all Members, deducting 90% of Summoner's HP each Round until its defeat. |
5206 | Reduce Moving Time | Runestone-moving time will be reduced by 3 seconds for 98 Rounds (bottom out at 2 seconds). |
5207 | Reduce Moving Time | Runestone-moving time will be reduced by 5 seconds for 98 Rounds (bottom out at 2 seconds). |
5208 | Reduce Moving Time | Runestone-moving time will be reduced by 7 seconds for 98 Rounds (bottom out at 2 seconds). |
5209 | Reduce Moving Time | Runestone-moving time will be reduced by 99 seconds for 98 Rounds (bottom out at 2 seconds). |
5210 | ≥5-Combo Curse | For 98 Rounds, Attack and Recovery can only be triggered when ≥5 Combos are made. |
5211 | ≥6-Combo Curse | For 98 Rounds, Attack and Recovery can only be triggered when ≥6 Combos are made. |
5212 | ≥7-Combo Curse | For 98 Rounds, Attack and Recovery can only be triggered when ≥7 Combos are made. |
5213 | ≥8-Combo Curse | For 98 Rounds, Attack and Recovery can only be triggered when ≥8 Combos are made. |
5214 | ≥9-Combo Curse | For 98 Rounds, Attack and Recovery can only be triggered when ≥9 Combos are made. |
5215 | ≥10-Combo Curse | For 98 Rounds, Attack and Recovery can only be triggered when ≥10 Combos are made. |
5216 | 13-Runestone Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 13 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5217 | 14-Runestone Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 14 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5218 | 15-Runestone Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 15 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5219 | 16-Runestone Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 16 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5220 | 17-Runestone Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 17 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5221 | 18-Runestone Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 18 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5222 | 19-Runestone Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 19 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5223 | 20-Runestone Number Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 20 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5224 | 21-Runestone Number Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 21 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5225 | 22-Runestone Number Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 22 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5226 | 23-Runestone Number Shield (First Batch) - Counterattack | • Damage dealt to the enemy will be 1 unless 23 Runestones are dissolved in the first batch. • If the condition is fulfilled, ⇒ the enemy will not attack in the Round; • Otherwise, the enemy launches a number of attacks according to the difference. |
5227 | Enclosed Areas | • 2x2 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5228 | Enclosed Areas | • 2x3 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5229 | Enclosed Areas | • 2x4 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5230 | Enclosed Areas | • 2x5 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5231 | Enclosed Areas | • 3x3 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5232 | Enclosed Areas | • 3x4 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned, exploded or arranged. |
5233 | Enclosed Areas | • 3x5 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5234 | Enclosed Areas | • 4x4 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5235 | Enclosed Areas | • 4x5 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5236 | Enclosed Areas | • 6x5 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5237 | Enclosed Areas | • 6x5 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned, exploded or arranged. |
5238 | Enclosed Areas | • 4x3 random positions will be changed into Enclosed Areas. • Only the first batch of Runestones can be dissolved in the Enclosed Areas. • Runestones in the Enclosed Areas cannot be turned or exploded. |
5239 | Enclosed Protection State - Anti-Laser | By dissolving a Character Runestone in the first batch in an Enclosed Area: For 3 Rounds, Runestone movement will not be stopped when the Character Runestone of that Character touches a shot position of Laser Trap. |
5240 | Scorching Areas | • 1 random position will be changed into Scorching Area. • 5000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5241 | Scorching Areas | • 2 random positions will be changed into Scorching Areas. • 5000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5242 | Scorching Areas | • 3 random positions will be changed into Scorching Areas. • 5000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5243 | Scorching Areas | • 4 random positions will be changed into Scorching Areas. • 5000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5244 | Scorching Areas | • 5 random positions will be changed into Scorching Areas. • 5000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5245 | Scorching Areas | • 6 random positions will be changed into Scorching Areas. • 5000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5246 | Scorching Areas | • 1 random position will be changed into Scorching Area. • 10000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5247 | Scorching Areas | • 2 random positions will be changed into Scorching Areas. • 10000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5248 | Scorching Areas | • 3 random positions will be changed into Scorching Areas. • 10000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5249 | Scorching Areas | • 4 random positions will be changed into Scorching Areas. • 10000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5250 | Scorching Areas | • 5 random positions will be changed into Scorching Areas. • 10000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5251 | Scorching Areas | • 6 random positions will be changed into Scorching Areas. • 10000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5252 | Scorching Protection State - Anti-Stickiness | By dissolving a Character Runestone in the first batch in an Scorching Area: For 3 Rounds, Runestone movement will not be stopped when the Runestone of that Character touches a sticky position. |
5253 | Protected Water Runestone | • Water Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5254 | Protected Fire Runestone | • Fire Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5255 | Protected Earth Runestone | • Earth Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5256 | Protected Light Runestone | • Light Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5257 | Protected Dark Runestone | • Dark Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5258 | Protected Heart Runestone | • Heart Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5259 | Protected Runestone | • 1 random Runestone will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5260 | Protected Runestone | • 2 random Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5261 | Protected Runestone | • 3 random Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5262 | Protected Runestone | • 4 random Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5263 | Protected Runestone | • 5 random Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5264 | Protected Runestone | • 6 random Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5265 | Protected Runestone | • 7 random Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5266 | Protected Runestone | • 8 random Runestones will be modified to become Protected Runestones every Round. • Protected Runestones cannot be exploded. • The enemy receives no Damage when there are no Protected Runestones. |
5267 | Green-red Vortex - Fixed 7-Combo Safeguard ‧ Uncontrollable | 20% of the enemy's HP will be deducted when the following 2 conditions are fulfilled: ⓵ Summoner starts moving Runestones from the specific position (Character icons rank first in priority) and ends at the specific position. ⓶ 7 Combos are made in the first batch. The enemy receives no other Damage and disregards all Controlling Skills. If the above conditions are fulfilled: ⓵ The enemy will not attack in the Round. If the above conditions are not fulfilled: ⓵ No Recovery can be triggered. ⓶ 25% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills); the more times the enemy attacks, the more the enemy's Attack will increase. |
5268 | Green-red Vortex - Fixed 6-Combo Safeguard ‧ Uncontrollable | 25% of the enemy's HP will be deducted when the following 2 conditions are fulfilled: ⓵ Summoner starts moving Runestones from the specific position (Character icons rank first in priority) and ends at the specific position. ⓶ 6 Combos are made in the first batch. The enemy receives no other Damage and disregards all Controlling Skills. If the above conditions are fulfilled: ⓵ The enemy will not attack in the Round. If the above conditions are not fulfilled: ⓵ No Recovery can be triggered. ⓶ 25% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills); the more times the enemy attacks, the more the enemy's Attack will increase. |
5269 | Scorching Areas | • Change 6 fixed positions into Scorching Areas at the beginning. • 20000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5270 | Thorny Runestone | • 1 random Runestone will be modified to become Thorny Runestone. • Thorny Runestones cannot be turned. • Every time when a Thorny Runestone is touched, Summoner's HP will be deducted according to the enemy's Attack. |
5271 | Thorny Runestones | • 2 random Runestones will be modified to become Thorny Runestones. • Thorny Runestones cannot be turned. • Every time when a Thorny Runestone is touched, Summoner's HP will be deducted according to the enemy's Attack. |
5272 | Thorny Runestone | • 3 random Runestones will be modified to become Thorny Runestones. • Thorny Runestones cannot be turned. • Every time when a Thorny Runestone is touched, Summoner's HP will be deducted according to the enemy's Attack. |
5273 | Thorny Runetsone | • 4 random Runestones will be modified to become Thorny Runestones. • Thorny Runestones cannot be turned. • Every time when a Thorny Runestone is touched, Summoner's HP will be deducted according to the enemy's Attack. |
5274 | Thorny Runestone | • 5 random Runestones will be modified to become Thorny Runestones. • Thorny Runestones cannot be turned. • Every time when a Thorny Runestone is touched, Summoner's HP will be deducted according to the enemy's Attack. |
5275 | Thorny Runestone | • 6 random Runestones will be modified to become Thorny Runestones. • Thorny Runestones cannot be turned. • Every time when a Thorny Runestone is touched, Summoner's HP will be deducted according to the enemy's Attack. |
5276 | Thorny Runetsone | • 7 random Runestones will be modified to become Thorny Runestones. • Thorny Runestones cannot be turned. • Every time when a Thorny Runestone is touched, Summoner's HP will be deducted according to the enemy's Attack. |
5277 | Thorny Runestone | • 8 random Runestones will be modified to become Thorny Runestones. • Thorny Runestones cannot be turned. • Every time when a Thorny Runestone is touched, Summoner's HP will be deducted according to the enemy's Attack. |
5278 | Non-Water Attack Weakening | Non-Water Damage dealt to the enemy will be lowered to 0%. |
5279 | Non-Fire Attack Weakening | Non-Fire Damage dealt to the enemy will be lowered to 0%. |
5280 | Non-Earth Attack Weakening | Non-Earth Damage dealt to the enemy will be lowered to 0%. |
5281 | Non-Light Attack Weakening | Non-Light Damage dealt to the enemy will be lowered to 0%. |
5282 | Non-Dark Attack Weakening | Non-Dark Damage dealt to the enemy will be lowered to 0%. |
5283 | Attributive Attack Weakening | Attributive Damage dealt to the enemy will be lowered to 0%. |
5284 | Green-red Vortex - Character Runestone | The first Runestone movement starts from the specific position (Character icons rank first in priority) and ends at the specific position. If the above conditions are not fulfilled in the Round: ⓵ Attack becomes 0. ⓶ No Recovery can be triggered. |
5285 | In Case of Skill Lock - Poisoning | If Summoner's Skills are locked when the enemy first attacks, the enemy poisons the Summoner at the end of the Round, deducting 100% of Summoner's HP each Round after Runestone movement. |
5286 | Poisoning | The enemy poisons the Summoner, deducting 100% of Summoner's HP every Round after moving Runestones. |
5287 | Anti-Water Runestone Shield (First Batch) | • If Water Runestones are dissolved in the first batch, ⇒ Damage dealt to the enemy will be 1. |
5288 | Anti-Fire Runestone Shield (First Batch) | • If Fire Runestones are dissolved in the first batch, ⇒ Damage dealt to the enemy will be 1. |
5289 | Anti-Earth Runestone Shield (First Batch) | • If Earth Runestones are dissolved in the first batch, ⇒ Damage dealt to the enemy will be 1. |
5290 | Anti-Light Runestone Shield (First Batch) | • If Light Runestones are dissolved in the first batch, ⇒ Damage dealt to the enemy will be 1. |
5291 | Anti-Dark Runestone Shield (First Batch) | • If Dark Runestones are dissolved in the first batch, ⇒ Damage dealt to the enemy will be 1. |
5292 | Anti-Heart Runestone Shield (First Batch) | • If Heart Runestones are dissolved in the first batch, ⇒ Damage dealt to the enemy will be 1. |
5293 | Fatigue | For 1 Round, Team Attack lowers to 0. |
5294 | Fatigue | For 2 Rounds, Team Attack lowers to 0. |
5295 | Fatigue | For 3 Rounds, Team Attack lowers to 0. |
5296 | Fatigue | For 4 Rounds, Team Attack lowers to 0. |
5297 | Fatigue | For 5 Rounds, Team Attack lowers to 0. |
5298 | Skill Lock | At the beginning, Active Skills of all Members will be locked for 1 Round. |
5299 | Skill Lock | At the beginning, Active Skills of all Members will be locked for 2 Rounds. |
5300 | Skill Lock | At the beginning, Active Skills of all Members will be locked for 3 Rounds. |
5301 | Skill Lock | At the beginning, Active Skills of all Members will be locked for 4 Rounds. |
5302 | Skill Lock | At the beginning, Active Skills of all Members will be locked for 5 Rounds. |
5303 | Skill Lock | At the beginning, Active Skills of all Members will be locked. |
5304 | Frozen Runestone | At the beginning, all non-Water Runestones will be modified to become Frozen Runestones (Glaciated state). Frozen Runestones cannot be dissolved, turned or exploded for 3 Rounds. |
5305 | 10-Hit Shield | Damage dealt to the enemy will be 1 before it receives Damage for 10 times in total. |
5306 | 20-Hit Shield | Damage dealt to the enemy will be 1 before it receives Damage for 20 times in total. |
5307 | 30-Hit Shield | Damage dealt to the enemy will be 1 before it receives Damage for 30 times in total. |
5308 | 39-Hit Shield | Damage dealt to the enemy will be 1 before it receives Damage for 39 times in total. |
5309 | 40-Hit Shield | Damage dealt to the enemy will be 1 before it receives Damage for 40 times in total. |
5310 | 50-Hit Shield | Damage dealt to the enemy will be 1 before it receives a Damage for 50 times in total. |
5311 | Water Runestone Removal - Attack + | All Water Runestones will be removed each Round to increase the enemy's next Attack. |
5312 | Fire Runestone Removal - Attack + | All Fire Runestones will be removed each Round to increase the enemy's next Attack. |
5313 | Earth Runestone Removal - Attack + | All Earth Runestones will be removed each Round to increase the enemy's next Attack. |
5314 | Light Runestone Removal - Attack + | All Light Runestones will be removed each Round to increase the enemy's next Attack. |
5315 | Dark Runestone Removal - Attack + | All Dark Runestones will be removed each Round to increase the enemy's next Attack. |
5316 | Heart Runestone Removal - Attack + | All Heart Runestones will be removed each Round to increase the enemy's next Attack. |
5317 | Clear Skills & Battle Rounds | At the beginning, Skill CDs and accumulated Rounds of all Members will be reset. |
5318 | ≥11-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥11 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5319 | ≥12-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥12 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5320 | ≥13-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥13 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5321 | ≥14-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥14 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5322 | ≥15-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥15 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5323 | ≥16-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥16 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5324 | ≥17-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥17 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5325 | ≥18-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥18 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5326 | ≥19-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥19 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5327 | ≥20-Combo Shield - Counterattack | Damage dealt to the enemy will be 1 unless ≥20 Combos are made. If not, the Damage dealt to the enemy will become 1 and it will launch a number of attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5328 | Turning into Water Runestones | Turn a number of Runestones into Water Runestones according to the number of present Water Runestones at the end of the Round. |
5329 | Turning into Fire Runestones | Turn a number of Runestones into Fire Runestones according to the number of present Fire Runestones at the end of the Round. |
5330 | Turning into Earth Runestones | Turn a number of Runestones into Earth Runestones according to the number of present Earth Runestones at the end of the Round. |
5331 | Turning into Light Runestones | Turn a number of Runestones into Light Runestones according to the number of present Light Runestones at the end of the Round. |
5332 | Turning into Dark Runestones | Turn a number of Runestones into Dark Runestones according to the number of present Dark Runestones at the end of the Round. |
5333 | Turning into Heart Runestones | Turn a number of Runestones into Heart Runestones according to the number of present Heart Runestones at the end of the Round. |
5334 | Non-Water Attack Weakening | Non-Water Damage dealt to the enemy will be lowered to 25%. |
5335 | Non-Fire Attack Weakening | Non-fire Damage dealt to the enemy will be lowered to 25%. |
5336 | Non-Earth Attack Weakening | Non-Earth Damage dealt to the enemy will be lowered to 25%. |
5337 | Non-Light Attack Weakening | Non-Light Damage dealt to the enemy will be lowered to 25%. |
5338 | Non-Dark Attack Weakening | Non-Dark Damage dealt to the enemy will be lowered to 25%. |
5339 | Non-Water Attack Weakening | Non-Water Damage dealt to the enemy will be lowered to 10%. |
5340 | Non-Fire Attack Weakening | Non-Fire Damage dealt to the enemy will be lowered to 10%. |
5341 | Non-Earth Attack Weakening | Non-Earth Damage dealt to the enemy will be lowered to 10%. |
5342 | Non-Light Attack Weakening | Non-Light Damage dealt to the enemy will be lowered to 10%. |
5343 | Non-Dark Attack Weakening | Non-Dark Damage dealt to the enemy will be lowered to 10%. |
5344 | Non-Water Attack Weakening | Non-Water Damage dealt to the enemy will be lowered to 5%. |
5345 | Non-Fire Attack Weakening | Non-Fire Damage dealt to the enemy will be lowered to 5%. |
5346 | Non-Earth Attack Weakening | Non-Earth Damage dealt to the enemy will be lowered to 5%. |
5347 | Non-Light Attack Weakening | Non-Light Damage dealt to the enemy will be lowered to 5%. |
5348 | Non-Dark Attack Weakening | Non-Dark Damage dealt to the enemy will be lowered to 5%. |
5349 | Anti-Water Runestone Shield (First Batch) - Counterattack | If Water Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 100% of its Attack. |
5350 | Anti-Fire Runestone Shield (First Batch) - Counterattack | If Fire Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 100% of its Attack. |
5351 | Anti-Earth Runestone Shield (First Batch) - Counterattack | If Earth Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 100% of its Attack. |
5352 | Anti-Light Runestone Shield (First Batch) - Counterattack | If Light Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 100% of its Attack. |
5353 | Anti-Dark Runestone Shield (First Batch) - Counterattack | If Dark Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 100% of its Attack. |
5354 | Anti-Heart Runestone Shield (First Batch) - Counterattack | If Heart Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 100% of its Attack. |
5355 | Anti-Water Runestone Shield (First Batch) - Counterattack | If Water Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack. |
5356 | Anti-Fire Runestone Shield (First Batch) - Counterattack | If Fire Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack. |
5357 | Anti-Earth Runestone Shield (First Batch) - Counterattack | If Earth Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack. |
5358 | Anti-Light Runestone Shield (First Batch) - Counterattack | If Light Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack. |
5359 | Anti-Dark Runestone Shield (First Batch) - Counterattack | If Dark Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack. |
5360 | Anti-Heart Runestone Shield (First Batch) - Counterattack | If Heart Runestones are dissolved in the first batch and the enemy is hit: ⓵ Damage dealt to the enemy will be 1. ⓶ The enemy reflects 200% of its Attack. |
5361 | Anti-Water Runestone Shield (First Batch) - Recovery & Counterattack | If Water Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 100% of its Attack. |
5362 | Anti-Fire Runestone Shield (First Batch) - Recovery & Counterattack | If Fire Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 100% of its Attack. |
5363 | Anti-Earth Runestone Shield (First Batch) - Recovery & Counterattack | If Earth Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 100% of its Attack. |
5364 | Anti-Light Runestone Shield (First Batch) - Recovery & Counterattack | If Light Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 100% of its Attack. |
5365 | Anti-Dark Runestone Shield (First Batch) - Recovery & Counterattack | If Dark Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 100% of its Attack. |
5366 | Anti-Heart Runestone Shield (First Batch) - Recovery & Counterattack | If Heart Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 100% of its Attack. |
5367 | Anti-Water Runestone Shield (First Batch) - Recovery & Counterattack | If Water Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 500% of its Attack. |
5368 | Anti-Fire Runestone Shield (First Batch) - Recovery & Counterattack | If Fire Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 500% of its Attack. |
5369 | Anti-Earth Runestone Shield (First Batch) - Recovery & Counterattack | If Earth Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 500% of its Attack. |
5370 | Anti-Light Runestone Shield (First Batch) - Recovery & Counterattack | If Light Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 500% of its Attack. |
5371 | Anti-Dark Runestone Shield (First Batch) - Recovery & Counterattack | If Dark Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 500% of its Attack. |
5372 | Anti-Heart Runestone Shield (First Batch) - Recovery & Counterattack | If Heart Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 500% of its Attack. |
5373 | Smog | Emit smog at 2 random positions each Round. Each time Summoner passes through smog, ⇒ 10% Smog Concentration will be accumulated. When Smog Concentration reaches 100%, ⇒ Summoner will be defeated at the end of the Round. |
5374 | Smog | Emit smog at 2 random positions each Round. Each time Summoner passes through smog, ⇒ 20% Smog Concentration will be accumulated. When Smog Concentration reaches 100%, ⇒ Summoner will be defeated at the end of the Round. |
5375 | Attribute Change - enemy's Attribute Combo Nullifying | The enemy changes its Attribute every Round. When Runestones of the enemy's Attribute are dissolved in the first batch (regardless of Attribute-altering Skills): ⓵ Team Attack becomes 0 that Round. ⓶ The enemy launches an extra attack for every group of those Runestones dissolved in the first batch. |
5376 | Fire, Dark & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire, Dark and Heart Combos are made in the first batch. |
5377 | Fire, Light & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire, Light and Heart Combos are made in the first batch. |
5378 | ≥5-Combo Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥5 Combos are made in the first batch. |
5379 | ≥6-Combo Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥6 Combos are made in the first batch. |
5380 | ≥7-Combo Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥7 Combos are made in the first batch. |
5381 | ≥8-Combo Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥8 Combos are made in the first batch. |
5382 | ≥9-Combo Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥9 Combos are made in the first batch. |
5383 | ≥10-Combo Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥10 Combos are made in the first batch. |
5384 | Turning into Water Runestones | When the enemy attacks 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. |
5385 | Turning into Fire Runestones | When the enemy attacks for the first time, a random row will be turned into Fire Runestones; for the second time, a random column will be turned into Fire Runestones. The above runs as a cycle. |
5386 | Turning into Earth Runestones | When the enemy attacks for the first time, a random row will be turned into Earth Runestones; for the second time, a random column will be turned into Earth Runestones. The above runs as a cycle. |
5387 | Turning into Light Runestones | When the enemy attacks for the first time, a random row will be turned into Light Runestones; for the second time, a random column will be turned into Light Runestones. The above runs as a cycle. |
5388 | Turning into Dark Runestones | When the enemy attacks for the first time, a random row will be turned into Dark Runestones; for the second time, a random column will be turned into Dark Runestones. The above runs as a cycle. |
5389 | Scorching Areas | • Change the far left and far right columns into Scorching Areas at the beginning. • 10000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5390 | Scorching Areas | • Change the far left and far right columns into Scorching Areas at the beginning. • 20000 Summoner's HP will be deducted every time when Runestones are dissolved in a Scorching Area. * This Damage can be fended off with 【Protective Shield】. |
5391 | Sticky Land | 30 positions will become sticky. If any sticky position is touched, Runestone movement will be stopped immediately. |
5392 | ≥4 groups of Attributive Runestones Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥4 groups of Attributive Runestones are dissolved in the first batch. |
5393 | ≥5 groups of Attributive Runestones Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥5 groups of Attributive Runestones are dissolved in the first batch. |
5394 | ≥6 groups of Attributive Runestones Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥6 groups of Attributive Runestones are dissolved in the first batch. |
5395 | ≥7 groups of Attributive Runestones Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥7 groups of Attributive Runestones are dissolved in the first batch. |
5396 | ≥8 groups of Attributive Runestones Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥8 groups of Attributive Runestones are dissolved in the first batch. |
5397 | ≥9 groups of Attributive Runestones Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥9 groups of Attributive Runestones are dissolved in the first batch. |
5398 | ≥10 groups of Attributive Runestones Shield (First Batch) | Damage dealt to the enemy will be 1 unless ≥10 groups of Attributive Runestones are dissolved in the first batch. |
5399 | Water & Fire Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water and Fire Combos are made in the first batch. |
5400 | Water & Earth Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water and Earth Combos are made in the first batch. |
5401 | Water & Light Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water and Light Combos are made in the first batch. |
5402 | Water & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water and Dark Combos are made in the first batch. |
5403 | Water & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water and Heart Combos are made in the first batch. |
5404 | Fire & Earth Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire and Earth Combos are made in the first batch. |
5405 | Fire & Light Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire and Light Combos are made in the first batch. |
5406 | Fire & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire and Dark Combos are made in the first batch. |
5407 | Fire & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire and Heart Combos are made in the first batch. |
5408 | Earth & Light Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Earth and Light Combos are made in the first batch. |
5409 | Earth & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Earth and Dark Combos are made in the first batch. |
5410 | Earth & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Earth and Heart Combos are made in the first batch. |
5411 | Light & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Light and Dark Combos are made in the first batch. |
5412 | Light & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Light and Heart Combos are made in the first batch. |
5413 | Dark & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Dark and Heart Combos are made in the first batch. |
5414 | Water, Fire & Earth Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Fire and Earth Combos are made in the first batch. |
5415 | Water, Fire & Light Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Fire and Light Combos are made in the first batch. |
5416 | Water, Fire & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Fire and Dark Combos are made in the first batch. |
5417 | Water, Fire & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Fire and Heart Combos are made in the first batch. |
5418 | Water, Earth & Light Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Earth and Light Combos are made in the first batch. |
5419 | Water, Earth & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Earth and Dark Combos are made in the first batch. |
5420 | Water, Earth & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Earth and Heart Combos are made in the first batch. |
5421 | Water, Light & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Light and Dark Combos are made in the first batch. |
5422 | Water, Light & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Light and Heart Combos are made in the first batch. |
5423 | Water, Dark & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Water, Dark and Heart Combos are made in the first batch. |
5424 | Fire, Earth & Light Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire, Earth and Light Combos are made in the first batch. |
5425 | File:ESHB027.png Fire, Earth & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire, Earth and Dark Combos are made in the first batch. |
5426 | Fire, Earth & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire, Earth and Heart Combos are made in the first batch. |
5427 | Fire, Light & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire, Light and Dark Combos are made in the first batch. |
5428 | Fire, Light & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire, Light and Heart Combos are made in the first batch. |
5429 | Fire, Dark & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Fire, Dark and Heart Combos are made in the first batch. |
5430 | Earth, Light & Dark Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Earth, Light and Dark Combos are made in the first batch. |
5431 | Earth, Light & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Earth, Light and Heart Combos are made in the first batch. |
5432 | Earth, Dark & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Earth, Dark and Heart Combos are made in the first batch. |
5433 | Light, Dark & Heart Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Light, Dark and Heart Combos are made in the first batch. |
5434 | Quintet Equal-Combo Shield | Damage dealt to the enemy will be 1 unless the same number of Combos of 5 Attributes are dissolved in the first batch. |
5435 | Attack Weakening | All Damage dealt to the enemy will be lowered to 25%. |
5436 | Attack Weakening | All Damage dealt to the enemy will be lowered to 10%. |
5437 | Attack Weakening | All Damage dealt to the enemy will be lowered to 5%. |
5438 | Water Runestone Kick-start Shield | Attack will be 0 unless a Water Runestone is picked up to start moving. |
5439 | Fire Runestone Kick-start Shield | Attack will be 0 unless a Fire Runestone is picked up to start moving. |
5440 | Earth Runestone Kick-start Shield | Attack will be 0 unless an Earth Runestone is picked up to start moving. |
5441 | Light Runestone Kick-start Shield | Attack will be 0 unless a Light Runestone is picked up to start moving. |
5442 | Dark Runestone Kick-off Shield | Attack will be 0 unless a Dark Runestone is picked up to start moving. |
5443 | Heart Runestone Kick-start Shield | Attack will be 0 unless a Heart Runestone is picked up to start moving. |
5444 | enemy's Attribute Kick-start Shield | Attack will be 0 unless a Runestone of the enemy's Attribute is picked up to start moving. |
5445 | After Defeated - Runestones Change | • Upon the defeat of this enemy, all Runestones will be turned into Runestones of random Attributes. |
5446 | After Defeated - Total Explosion | • Upon the defeat of this enemy, all Runestones will be exploded. |
5447 | Deadly Dormancy | • All Members become disabled and no skill and attack can be launched after 1 Round. |
5448 | Deadly Dormancy | • All Members become disabled and no skill and attack can be launched after 2 Rounds. |
5449 | Deadly Dormancy | • All Members become disabled and no skill and attack can be launched after 3 Rounds. |
5450 | Deadly Dormancy | • All Members become disabled and no skill and attack can be launched after 4 Rounds. |
5451 | Deadly Dormancy | • All Members become disabled and no skill and attack can be launched after 5 Rounds. |
5452 | Deadly Dormancy | • All Members become disabled and no skill and attack can be launched after 6 Rounds. |
5453 | Deadly Dormancy | • All Members become disabled and no skill and attack can be launched after 7 Rounds. |
5454 | 〖Corruption ‧ Fixed 8-Combo Shield〗 | Damage dealt to the enemy will be 1 unless 8 Combos are made in the first batch. |
5455 | 〖Corruption ‧ Fixed 9-Combo Shield〗 | Damage dealt to the enemy will be 1 unless 9 Combos are made in the first batch. |
5456 | 〖Corruption ‧ Fixed 10-Combo Shield〗 | Damage dealt to the enemy will be 1 unless 10 Combos are made in the first batch. |
5457 | 〖Corruption ‧ ≥8-Combo Shield - Extra Attack〗 | Damage dealt to the enemy will be 1 unless ≥8 Combos are made; otherwise, the enemy will launch a number of extra attacks to the Summoner. The number equals the difference between 8 and the number of Combos made. |
5458 | 〖Corruption ‧ ≥10-Combo Shield - Extra Attack〗 | Damage dealt to the enemy will be 1 unless ≥10 Combos are made; otherwise, the enemy will launch a number of extra attacks to the Summoner. The number equals the difference between 10 and the number of Combos made. |
5459 | 〖Corruption ‧ ≥15-Combo Shield - Extra Attack〗 | Damage dealt to the enemy will be 1 unless ≥15 Combos are made; otherwise, the enemy will launch a number of extra attacks to the Summoner. The number equals the difference between 15 and the number of Combos made. |
5460 | 〖Corruption ‧ ≥20-Combo Shield - Extra Attack〗 | Damage dealt to the enemy will be 1 unless ≥20 Combos are made; otherwise, the enemy will launch a number of extra attacks to the Summoner. The number equals the difference between 20 and the number of Combos made. |
5461 | 〖Corruption ‧ Bounded Enchanted Puzzle Shield of Weakness Attribute〗 | Damage dealt to the enemy will be 1 unless Enchanted Runestones of the enemy's Weakness Attribute are dissolved according to the shape of the frame (Runestones should be dissolved only inside the frame). |
5462 | 〖Corruption ‧ Bounded Enchanted Puzzle Shield of enemy's Attribute〗 | Damage dealt to the enemy will be 1 unless Enchanted Runestones of the enemy's Attribute are dissolved according to the shape of the frame (Runestones should be dissolved only inside the frame). |
5463 | 〖Corruption ‧ Quintet Elemental Shield 〗 | • Damage dealt to the enemy will be 1 unless Runestones of 5 Attributes are dissolved in the same Round. |
5464 | 〖Corruption ‧ Enchanted Quintet Elemental Shield 〗 | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of 5 Attributes are dissolved in the same Round. |
5465 | 〖Corruption ‧ Quintet Elemental Shield - Extra Attack〗 | • Damage dealt to the enemy will be 1 unless Runestones of 5 Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ it launches an extra attack for each undissolved Attribute in the Round. |
5466 | 〖Corruption ‧ Enchanted Quintet Elemental Shield - Extra Attack〗 | • Damage dealt to the enemy will be 1 unless Enchanted Runestones of 5 Attributes are dissolved in the same Round. • When the enemy attacks, ⇒ it launches an extra attack for each undissolved Attribute in the Round. |
5467 | 〖Corruption ‧ Water, Fire & Earth Equal-Combo Shield〗 | Damage dealt to the enemy will be 1 unless the same number of Water, Fire and Earth Combos are made in the first batch. |
5468 | 〖Corruption ‧ Light & Dark Equal-Combo Shield〗 | Damage dealt to the enemy will be 1 unless the same number of Light and Dark Combos are made in the first batch. |
5469 | 〖Corruption ‧ Quintet Equal-Combo Shield〗 | Damage dealt to the enemy will be 1 unless the same number of Combos of 5 Attributes are dissolved in the first batch. |
5470 | 〖Corruption ‧ Quintet & Heart Equal-Combo Shield〗 | Damage dealt to the enemy will be 1 unless the same number of Heart Combos and Combos of 5 Attributes are dissolved in the first batch. |
5471 | 〖Corruption ‧ Green-red Vortex〗 | Summoner has to start moving Runestones from the specific position (green vortex) and end at the specific position (red vortex). If the above conditions are not fulfilled in the Round: ⓵ Attack becomes 0. ⓶ No Recovery can be triggered. |
5472 | 〖Corruption ‧ 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). |
5473 | 〖Corruption ‧ 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). |
5474 | 〖Corruption ‧ 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). |
5475 | 〖Corruption ‧ 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). |
5476 | 〖Corruption ‧ 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). |
5477 | 〖Corruption ‧ All-Heart Runestone Shield〗 | • Attack-damage dealt to the enemy will be 1 unless all present Heart Runestones are dissolved in the first batch (dissolving Heart Runestones is necessary). |
5478 | 〖Corruption ‧ Anti-Water Runestone Shield (First Batch) - Recovery & Counterattack〗 | If Water Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 200% of its Attack twice. |
5479 | 〖Corruption ‧ Anti-Fire Runestone Shield (First Batch) - Recovery & Counterattack〗 | If Fire Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 200% of its Attack twice. |
5480 | 〖Corruption ‧ Anti-Earth Runestone Shield (First Batch) - Recovery & Counterattack〗 | If Earth Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 200% of its Attack twice. |
5481 | 〖Corruption ‧ Anti-Light Runestone Shield (First Batch) - Recovery & Counterattack〗 | If Light Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 200% of its Attack twice. |
5482 | 〖Corruption ‧ Anti-Dark Runestone Shield (First Batch) - Recovery & Counterattack〗 | If Dark Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 200% of its Attack twice. |
5483 | 〖Corruption ‧ Anti-Heart Runestone Shield (First Batch) - Recovery & Counterattack〗 | If Heart Runestones are dissolved in the first batch and the enemy is hit: ⓵ The enemy receives no Damage. ⓶ The enemy recovers HP as much as the Damage dealt by Summoner in the Round. ⓷ The enemy reflects 200% of its Attack twice. |
5484 | 〖Corruption ‧ 30-Runestone Shield of Enemy's Attribute〗 | • Damage dealt to the enemy will be 1 unless 30 Runestones of the enemy's Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). • If the above condition is fulfilled: ⇒ when the enemy's CD reaches 0, ⓵ The enemy will reset the number of Runestones accumulated. ⓶ The enemy will not attack. ⇒ Otherwise, the enemy will attack. |
5485 | 〖Corruption ‧ 60-Runestone Shield of Enemy's Attribute〗 | • Damage dealt to the enemy will be 1 unless 60 Runestones of the enemy's Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). • If the above condition is fulfilled: ⇒ when the enemy's CD reaches 0, ⓵ The enemy will reset the number of Runestones accumulated. ⓶ The enemy will not attack. ⇒ Otherwise, the enemy will attack. |
5486 | 〖Corruption ‧ 90-Runestone Shield of Enemy's Attribute〗 | • Damage dealt to the enemy will be 1 unless 90 Runestones of the enemy's Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). • If the above condition is fulfilled: ⇒ when the enemy's CD reaches 0, ⓵ The enemy will reset the number of Runestones accumulated. ⓶ The enemy will not attack. ⇒ Otherwise, the enemy will attack. |
5487 | 〖Corruption ‧ 30-Runestone Shield of Weakness Attribute〗 | • Damage dealt to the enemy will be 1 unless 30 Runestones of the enemy's Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). • If the above condition is fulfilled: ⇒ when the enemy's CD reaches 0, ⓵ The enemy will reset the number of Runestones accumulated. ⓶ The enemy will not attack. ⇒ Otherwise, the enemy will attack. |
5488 | 〖Corruption ‧ 60-Runestone Shield of Weakness Attribute〗 | • Damage dealt to the enemy will be 1 unless 60 Runestones of the enemy's Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). • If the above condition is fulfilled: ⇒ when the enemy's CD reaches 0, ⓵ The enemy will reset the number of Runestones accumulated. ⓶ The enemy will not attack. ⇒ Otherwise, the enemy will attack. |
5489 | 〖Corruption ‧ 90-Runestone Shield of Weakness Attribute〗 | • Damage dealt to the enemy will be 1 unless 90 Runestones of the enemy's Weakness Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). • If the above condition is fulfilled: ⇒ when the enemy's CD reaches 0, ⓵ The enemy will reset the number of Runestones accumulated. ⓶ The enemy will not attack. ⇒Otherwise, the enemy will attack. |
5490 | 〖Corruption ‧ Non-Water Attack Weakening〗 | • Non-Water Damage dealt to the enemy will be lowered to 0%. |
5491 | 〖Corruption ‧ Non-Fire Attack Weakening〗 | • Non-Fire Damage dealt to the enemy will be lowered to 0%. |
5492 | 〖Corruption ‧ Non-Earth Attack Weakening〗 | • Non-Earth Damage dealt to the enemy will be lowered to 0%. |
5493 | 〖Corruption ‧ Non-Light Attack Weakening〗 | • Non-Light Damage dealt to the enemy will be lowered to 0%. |
5494 | 〖Corruption ‧ Non-Dark Attack Weakening〗 | • Non-Dark Damage dealt to the enemy will be lowered to 0%. |
5495 | 〖Corruption ‧ Attributive Attack Weakening〗 | • Attributive Damage dealt to the enemy will be lowered to 0%. |
5496 | 〖Corruption ‧ Water Attack Weakening〗 | • Water Damage dealt to the enemy will be lowered to 0%. |
5497 | 〖Corruption ‧ Fire Attack Weakening〗 | • Fire Damage dealt to the enemy will be lowered to 0%. |
5498 | 〖Corruption ‧ Earth Attack Weakening〗 | • Earth Damage dealt to the enemy will be lowered to 0%. |
5499 | 〖Corruption ‧ Light Attack Weakening〗 | • Light Damage dealt to the enemy will be lowered to 0%. |
5500 | 〖Corruption ‧ Dark Attack Weakening〗 | • Dark Damage dealt to the enemy will be lowered to 0%. |
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Enemy Skills By ID/8
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