
Tier II · Charge
Patrolling Flashlight
Effect
Base
[Effects apply only to #1, #2 Deployed Identities] Turn Start: The affected Identity gains 2 Charge Barrier If the affected Identity has a Skill that gains or consumes Charge Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +10% damage while that unit has Charge Barrier
+
[Effects apply only to #1, #2, and #3 Deployed Identities] Turn Start: The affected Identity gains 3 Charge Barrier If the affected Identity has a Skill that gains or consumes Charge Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +15% damage while that unit has Charge Barrier
++
[Effects apply only to #1, #2, and #3 Deployed Identities] Turn Start: The affected Identity gains 4 Charge Barrier If the affected Identity has a Skill that gains or consumes Charge Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +25% damage while that unit has Charge Barrier
Status effects
- Charge
- Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
- Charge Barrier
- - Gain (X * 3) Shield. - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn