[On Use] Deal +6% damage for every Charge on self (max 30%)
[On Use] At 3+/5+Charge, Coin Power +1/+2
[On Use] Clash Power +1 for every 5 Charge Count on self (max 2)
[On Use] At less than 10 Charge Count, gain +2 Charge Count
[On Hit] Gain +2 Charge Count
[On Hit] Inflict 1 Rupture
[On Hit] Gain +2 Charge Count
[On Hit] Inflict 1 Rupture
4
+4
DC Inversion
67(+2)
Atk Weight
[On Use] Deal +3% damage for every Charge on self (max 15%)
[On Use] At 3+/5+Charge, Coin Power +1/+2
- At 3+ Charge, convert the final Coin into Unbreakable Coin
[On Use] At 10+ Charge Count, consume 5 Charge Count to gain Base Power +1
[On Hit] Gain +5Charge Count
[On Hit] Inflict +2Rupture Count
[On Hit] Gain +(Charge + 2)Charge Count (max 5)
[On Hit] Inflict 2 Rupture
[On Hit] Inflict 2 Photoelectricity
- At 3+ Charge, inflict 3 Photoelectricity instead
5
+4
High-voltage Current Discharge
68(+3)
Atk Weight
[Combat Start] Gain High-voltage Exoskeleton equal to Charge (max 5, once per turn)
[Before Use] At 3+ Charge, activate as 'Maximum Output - Ultra High-voltage Current Discharge' (once per turn)
[On Use] At 3+/5+Charge, Coin Power +1/+2
- At 3+ Charge, convert the final Coin into Unbreakable Coin
[On Use] At 10+ Charge Count, consume 10 Charge Count to gain Coin Power +2
[On Hit] Gain +1 Charge Count
[On Hit] Gain +2 Charge Count
[On Hit] Inflict 3Rupture and +2 Rupture Count
[On Hit] Inflict 2 Photoelectricity
- At 3+ Charge, inflict 3 Photoelectricity instead
[On Hit] Inflict Charged Sting equal to Charge next turn (max 5)
- At 5+ Charge, inflict 5Charged Sting this turn and next turn instead (once per turn)
5
+5
Maximum Output - Ultra High-voltage Current Discharge
69(+4)
Atk Weight
Deal +50% damage for every excess Atk Weight beyond the number of actual targets (in Focused Encounters, the Part)
[On Use] At 5+ Charge, Coin Power +1
[On Use] At 10+ Charge Count, consume 10 Charge Count to gain Base Power +1 and Coin Power +2
- If there are any remaining Charge Count, consume up to 10 Charge Count to deal +(Charge Count additionally consumed due to this effect x 1.5)% damage (max 15%)
Unbreakable Coin
[On Hit] Inflict +2 Rupture Count
Unbreakable Coin
[On Hit] Inflict 3Rupture
Unbreakable Coin
[On Hit] Inflict 3 Photoelectricity
[On Hit] Inflict Charged Sting equal to Charge next turn (max 5)
- At 5+ Charge, inflict 5Charged Sting this turn and next turn instead (once per turn)
5
+10
This E.G.O Gift's Defensive Capability is Uniquely Superior
67(+2)
[Combat Start] Gain 2High-voltage Exoskeleton (once per turn)
[On Use] Gain Coin Power equal to Charge on self (max 5)
[On Use] Gain +2 Charge Count (2 times per turn)
[On Use] Gain +5 Aggro to this Skill Slot next turn
Panic
Panic Type
Panic
Panic Effect
Does not act for this turn.
Sanity Increase Conditions
Increases after winning a Clash based on the Clash count
(Base Value is 10, raised by 20% per Clash count after 1)
Increase by 10 after this unit defeats an enemy whose level was higher than or equal to this unit’s
Increase by 5 after an ally defeats an enemy whose level was higher than or equal to the unit’s
Sanity Decrease Conditions
If the level of the defeated ally was higher than or equal to the unit’s,