Stage Mechanics
Mechanics added on top of certain raid stages, dungeons, or PvE encounters.
Mechanics are special battle rules or card systems that change how encounters and abilities play.
Mechanics added on top of certain raid stages, dungeons, or PvE encounters.
Mechanics attached to cards that modify their abilities, battle role, or team interactions.
Meters, stacks, and gauges that increase in battle through abilities or normal attacks. When they reach their maximum, the card can usually unleash a special attack or gain buffs.
Flow buffs from Black Flashes are permanent for the rest of battle and stack; Every Flow buff applied increases the next one by 5%; At 10 stacks, this card's attacks deal bonus damage equal to the total stack count multiplied by 2% of the enemy's Max HP; Allied Jujutsu Sorcerer cards within the team inherit 25% of this card's total Sparks stacks as a flat damage bonus.
This card can be Trained from its card view, running a career of 40 turns across five facilities: Speed, Stamina, Power, Guts and Wit; Each stat caps at 200 for a grade of SS, and you only ever earn enough points to max three of them; Speed grants up to +150% SPD, Power up to +100% Damage Inflicted, Guts up to +50% Crit Chance and unlocks Overcrit at SS, Wit up to +20% Evasion, and Stamina up to +50% Max HP with +10% Damage Reduction; Training costs energy, and sessions can fail when energy runs low.
Whenever this activates, instantly fire this card's Ultimate Ability; If this card has no ultimate-type ability, immediately share all active buffs to all other allied Bloom cards instead.
Crit Chance above this card's Overcrit threshold — 100% unless the card sets a lower one — converts into Crit Damage instead of being wasted. The overflow is measured against uncapped Crit Chance, so crit buffs keep paying off past the cap, and a card with a lower threshold has its rolled Crit Chance held at that threshold.
This card counts as every Tag and Category, fulfilling the requirements for any ability that requires a specific Tag or Category.
Gains a +75% (or higher) buff to stats within Raids, Dungeons and Veils.
Whenever this card takes damage from an enemy, Element, or Status Effect it has not yet Adapted to in this fight, it Adapts to that source, permanently taking 50% less damage from it for the rest of the fight and gaining 1 Adaptation Stack. Each Stack grants +8% to all Stats, up to 10 Stacks, and increases the damage of this card's next attack by 25%. At 10 Stacks, this card can no longer be Adapted against, enemies can no longer reduce or remove its Adaptation, and all damage caps on it are removed.
This card uses named basic attacks that rotate in declaration order, one per basic attack. Some attacks may require Prestige or Ascension before they unlock.
When this card is viewed, a menu lets you choose one of its listed variants. The chosen variant stays on that card and changes which form, path, element, stat or ability set it uses until you pick a different one.
Whenever this activates, this card goes Plus Ultra for 2 turns, ignoring every limit written in its own abilities: caps, cooldowns, once-per-battle and once-per-turn restrictions, and required thresholds; The allied Ultra card with the lowest HP goes Plus Ultra alongside it, or this card's Plus Ultra lasts 3 turns instead if there are no other Ultra cards; Whenever an Ultra card is defeated, every other allied Ultra card inherits all of its abilities. (Ultra's own limits cannot be ignored, and a card cannot go Ultra while it already is.)