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Every enchantress
#1
Buff until defeat


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Recovery reduced to 0, adding 3.5x the original Recovery into Attack.  This Skill can be deactivated anytime.  Upon deactivation of the Skill, the current Skill CD -4 (the Skill stays in play until deactivation or defeated).



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Team Attack x 2; Drop rate of Fire Runestones increases; Damage received x 1.5.  This Skill can be deactivated anytime.  Upon deactivation of the Skill, the current Skill CD -4 (the Skill stays in play until deactivation or defeated).



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Attack bonus + 40% for each Combo made; Attack and Recovery can only be triggered when 4 or more Combos are made.  Invalidate all Damage-reducing Skills.  This Skill can be deactivated anytime.  Upon deactivation of the Skill, the current Skill CD -6 (the Skill stays in play until deactivation or defeated).



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Drop rate of Heart Runestones will be transferred to that of {element} Runestones. (the Skill stays in play until reactivation of the Skill or defeated)



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Light Attack -50% and that of Demons becomes 0.  The deducted Attack will be transferred to the Monster's Attack.  Attack is launched only when Light Runestones are dissolved.  The Skill stays in play until reactivation of the Skill or defeated.



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Attack of other Dragons in the Team is transferred to the Monster's Attack. Attack is launched only when Dark Runestones are dissolved. (the Skill stays in play until reactivation or defeated)



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Human Attack - 50% and that of Light Humans becomes 0, adding 1.5 x the deducted Attack to the Monster's Attack.  Attack would only be launched when Light Runestones are dissolved (the Skill stays in play until reactivation or defeated).



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Lock 3 Runestones each Round: If all locked Runestones are dissolved, Team Attack x 2; otherwise, 10% of total HP will be deducted (bottom out at 1).  The Skill stays in play until reactivation or defeat.



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If the Runstone in the bottom left corner is picked up to start moving, Recovery x 1.5; if the Runestone in the bottom right corner is picked up to start moving, Attack x 1.5.  If other Runestones are picked up to start moving, Attack and Recovery - 15% (the Skill stays in play until reactivation or defeated).




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When 4 or more Combos are made, Team Attack x 2 and Team Recovery -50% (the Skill stays in play until deactivation or defeated).  This Skill can be deactivated anytime.  Upon deactivation of the Skill, turn 8 random Runestones into Heart Runestones.



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Recovery reduced to 0.  Extend Runestone-moving time by 1 second (the Skill stays in play until reactivation of the Skill or defeated).


Condition to sustain buff

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Demon Attack x 1.8 until receiving Damage from enemies' attacks.

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Team Attack x 1.7 until Combos of even numbers are made (only the first batch of Runestones dissolved is counted; CD will not drop when the Skill is in play)

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Attack x 1.5 until Heart Runestones are dissolved (only the first batch of Runestones dissolved is counted; CD will not drop when the Skill is in play).



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Recovery x 2 until no Heart Runestones are dissolved (excluding Active Skills and Leader Skills)



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Damage received -35% until both Fire Runestones and Heart Runestones are not dissolved.  Runestones dissolved by Active and Leader Skills will not be counted.



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{element} Attack continues to increase until no groups of 5 or more {element} Runestones are dissolved (only the first batch of Runestones dissolved will be counted). For every 20 {element} Runestones dissolved, increase of {element} Attack speeds up. The Attack multiplier resets every Wave.



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Dark Attack and Human Attack x 1.5 and Damage received -50% until receiving Damage from enemies' attacks.



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Team Attack x 1.5 until no Heart Runestones are dissolved (only the first batch of Runestones dissolved will be counted).  CD will not drop when the Skill is in play.


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Monster's Attack x 4; HP will be recovered by 10% of total HP at the beginning of each Round starting from the next Round onwards.  The effects stay in play until not all the Earth Runestones on the screen are dissolved (only the first batch of Runestones dissolved will be counted).

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Team Attack continues to increase every Round, to the max x 2.5.  The Attack multiplier resets every Wave.

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Upon receiving Damage from the enemy's attack, turn 3 random Runestones into Heart Runestones.  The effect stays in play until no Heart Runestones are dissolved.

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When the Monster attacks, an extra Dark Attack will be launched, until no Attack is launched by this Monster.  Skill CD will not drop when the Skill is in play.


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Combine skill - If 3 types of Runestones are dissolved in the Round; Team Attack x3 for that Round. The number of enemies defeated in the Round of activation becomes the number of Rounds the following effects stay in play: Team Attack x2. If any enemy is defeated in the Round, the number of Rounds will not reduce.


Common Acronyms
Looking for Bael allies!
ID: 29,490,729
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#2
That CP guy which buff movement is not conditional, just saying.
Also you forgot, Dodo, TYR, Counsellor, just to name a few.

Overall, nice info, clarifies the Enchantresses other the trio themselves.

ID: 25923781
Looking for: Freyr, Aether, Ninurta, Namtar, Artemis, Beelzebub, Barbara, Apollo, Pontos, Chessia, 
Main Allies: (Double Max+ unless stated) Aether, Freyr, Ninurta, Artemis (CD12), Lucy (CD16), Pontos
Level 237


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#3
(11-06-2016, 01:20 PM)CarlotheTOSNoob Wrote: That CP guy which buff movement is not conditional, just saying.
Also you forgot, Dodo, TYR, Counsellor, just to name a few.
Overall, nice info, clarifies the Enchantresses other the trio themselves.

Thanks for the info Big Grin I actually don't know all the enchantresses that's why I'm making this. Trying to think of some cheesy Wukong+Enchantress teams.

I was setting the CP guy aside because he's basically useless, was going to add his own special category.

Common Acronyms
Looking for Bael allies!
ID: 29,490,729
Reply
#4
Baldur, Blue Infant, Mothman, Fylgja, and Malphas are also missing from the list. The Robert + Blood Fiend combine active is another one that might go under "conditional" with the condition of "kill enemies".
KaerfNomekop: 59,402,542
Grisk: 84,088,062

SM History Chart!
Active Skill Catalog!


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#5
(11-06-2016, 03:19 PM)KaerfNomekop Wrote: Baldur, Blue Infant, Mothman, Fylgja, and Malphas are also missing from the list. The Robert + Blood Fiend combine active is another one that might go under "conditional" with the condition of "kill enemies".
So many weird skills now. Thanks for the list Big Grin

Fylgja is a bit of an exception as her skill doesn't carry over to the next wave. I'll just put her under conditional since I cbb to make a new category. Malphas is so useless I swear, I purposely forgot about him. For the sake of the list, I'll add him though.
Common Acronyms
Looking for Bael allies!
ID: 29,490,729
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#6
Slightly unrelated but are the males also called Enchantress?
63318603 PR Daji, PR Inanna
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