Nearly every card in TOS has an active skill, and some have more than one. In version 13.0 we're introduced to the Arena System, where the stats of individual cards don't matter - only their actives do! So I'm making this handy catalog of all the actives in the game. I'll be omitting the descriptions of individual skills, since this isn't about numbers or conditions - it's just to make it easier to find cards that have a particular desired effect.
- Attack Boosters
- Damage Amplifiers
- Crowd Control
- Rune Curse (Multiple Effect Runes)
- Chaser Attacks
- Defense Reduction
- Damage Reduction
- Recovery Boosters
- Attack Absorption
- Attack Sharing
- Drop Rate Changing
- Rune Generation
- Time Extension
- Time Tunnel
- Combo Boosters
- Attribute Changing
- Effect Removal
- CD Reset
- REC Block
- Dissolve Block
- Rune Exploding
- Stat Modification
- Altering Attribute Relations
- Enemy Weakening
- CD Reduction
- Attack Negation
- Damage Over Time
ConvertersEssential for most teams, whether mono or mixed. Two main subtypes - Offensive, which generate attack runes and Defensive, which generate hearts (though many modern converters are a mix). Board is the shorthand for any converters that convert fixed positions on the board, not just full board converters.
Probably the most used active type in the game, these cards increase the attack damage you deal to enemies. These are only the ones that directly increase the post-spin damage calculation; there are other boosters, like ones that increase cards' base ATK, launch extra attacks, raise the combo bonus percentage or increase the post-hit damage. Separated into teamwide, shareable, and self.
Similar result to Attack Boosters. The difference is that these cards increase damage taken by enemies, not the damage you deal. This means snipe actives are boosted as well. Take note that this amplification gives a separate multiplier from attribute relations.
As the name implies, these cards let you control enemies' attacks, mostly by delaying them. There's a class of enemy skills that specifically can't be controlled through these means.
Rune Curse (Multiple Effect Runes)
Named after the first cards to have this effect, the Cat Duke Mercenaries. These cards add extra effects to the runes that you match.
Deal direct damage to enemies. Two major subtypes, single-target and screenwipe (all enemies). Also contains the snipers that ignore enemy defenses. This is the one section where I won't list common mobs, as there's simply too many of them.
Single-Target (One enemy)
Screenwipe (All enemies)
The 3* and 4* Witches deserve a mention here; they launch 15/20 individual snipes.
These guys enchant runes without converting the runes themselves (sometimes this happens together with another conversion effect, but separately). Mostly the ones on the board, but some enchant runes that drop or generate enchanted runes. Enchanting removes rune lock effects.
These cards let some of your attackers launch extra attacks with their actives, separate from their normal attacks. Keep in mind not all the chaser attacks will be the same attribute as the card launching them.
Reduces enemy defense. Some drop it to 0, others cut by a percentage.
Reduce the damage taken from enemies.
Recover your HP! The buffs tend to do this at the end of the turn (after enemy attacks) while others heal instantly.
Similar to the Attack Boosters, but with regards to REC instead.
These cards deal damage to yourself! Counterintuitive, but some cards can make use of this effect.
These cards absorb the ATK stat of their teammates, reducing them to 0, and add the absorbed ATK to their own.
Change the the final attack damage of certain teammates. Works well with the Absorption from above.
Avoid enemy attacks! This is a powerful effect, so it tends to be slow or conditional.
Prevent death from the first instance of damage taken. Powerful but rare and slow.
Drop Rate Changing
Alter the drop rate of certain rune types. Generally last a few turns.
Effects that can last a long time. Sometimes until you die, other times when their condition is no longer fulfilled. Effects that last a fixed number of turns don't appear here. Two subtypes - buffs that occupy a slot in the upper left, and non-buffs that have their display on the relevant card instead.
Convert attack damage on enemies into your own healing. Only works if you actually damage the enemy; if your attacks are blocked (e.g. by Enchanted Shield or Combo Shield) there won't be much healing done.
These cards generate runes under certain conditions. Different from converters in that they cause specific runes to drop, rather than changing existing runes.
Increase the amount of time you have to spin. Interaction with Time Reduction enemies is iffy; enemies that reduce spin time (e.g. reduce spin time by 2s for 5 turns) seem to interact differently from enemies that change spin time (e.g. spin time becomes 2s). Could use some testing.
Gives a set amount of time in which you can release your finger without ending the spin. Very helpful against board-related skills - whenever you lift your finger, Trail-type skills like Flame, Sticky and Masking that only affect the last few runes touched will end their effects.
Increase the number of combos you make. Besides the interaction with Circe, they're not much different from regular boosters.
Alters the attributes of enemies; often accompanied with a boost. Keep in mind that this changes how they interact with attribute specific skills like damage reductions.
Clears away effects. Generally used to remove negative buffs given by enemies.
Resets the CDs of the team. So far all cards with this effect use it to give a boost.
Sets the team REC to 0, preventing healing. Generally a side-effect, but can be used to keep your HP low for Trojan-type skills.
Prevents particular runes from being dissolved. Helps to keep up rune supply for the next turn, since you won't risk losing those runes to skydrops.
Explode particular rune types. Clears away weathered, frosted (but not frozen), lightning, masked and locked runes.
Alters the base stats of particular cards.
Altering Attribute Relations
Deviates from usual attribute relations. Generally a positive, but sometimes you'll be removing a 50% damage boost.
Reduces the attack damage of enemies. Different from damage reduction in that you're not taking less damage, the enemies are dealing less.
Reduces the CD of team members.
Stops certain members from attacking.
Damage Over Time
Deals damage to enemies over multiple turns.
Adds a Race effect to runes. Similar to enchanting runes, this makes the particular runes give 30% bonus ATK to members of that attribute and race.
Actives that don't fit in any of the above categories.