If any of the following conditions are met, Coin Power +1
- If target's Speed is faster than this unit's by 3 or more
- If this unit's Speed is 1 or slower
- If target has Dazzle
[On Use] If target has 6+ (Sinking + Burn), Coin Power +1
[On Use] Gain 1 Bind next turn
[On Hit] Inflict 2 Burn
[On Hit] Inflict 3 Sinking
3
+3
Destroy the Visible with the Invisible
67(+2)
Atk Weight
If any of the following conditions are met, Clash Power +2
- If target's Speed is faster than this unit's by 3 or more
- If this unit's Speed is 1 or slower
- If target has Dazzle
[On Use] If target has 6+ (Sinking + Burn), Coin Power +1
[On Hit] Inflict +3 Sinking Count
[On Hit] Deal (30% of this Coin's final damage) Blunt damage
[On Hit] Inflict 2 Sinking
[On Hit] Deal (30% of this Coin's final damage) Blunt damage
[On Hit] Inflict 2 Burn
[On Hit] Inflict +2 Burn Count
5
+4
Salvation for those Enchanted by the Lamp
70(+5)
Atk Weight
If any of the following conditions are met, Coin Power +1 and deal +40% damage
- If target's Speed is faster than this unit's by 3 or more
- If this unit's Speed is 1 or slower
- If target has Dazzle
[On Use] If target has 6+ (Sinking + Burn), Coin Power +1
[On Use] If target has Dazzle, convert all Coins on this Skill to Unbreakable Coins and gain Clash Power +3
[Attack End] If target is defeated, or if it has 3 Dazzle, gain 1 Plus Coin Boost next turn (once per turn)
[On Hit] Inflict +1 Burn Count
[On Hit] Inflict +3Sinking Count
[On Hit] Inflict 3 Burn
[On Hit] Inflict 3 Sinking
If the target(Core) has 25% or less HP, or if target has Dazzle, deal +60% damage
[On Hit] If target has Dazzle, deal Gloom damage equal to 80% of this Coin's final damage
3
+10
The Wick of Burned Feathers
70(+5)
Clashable Guard
[Combat Start] Gain Lamp up to 8 Stack; for every Stack gained, take HP damage equal to 1% of max HP (this effect does not reduce this unit's HP below 1)
[Turn End] Apply 1 Haste next turn to (Bind on self / 2) other allies with the slowest Speed (once per turn; rounded down)
Unbreakable Coin
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,