Skills

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Skill Levels

All cards start at skill level 1.

As you increase the skill level of your cards, the power of their skills increases. The chances of their skill activating will increase, and in addition the effect of the skill itself will become more powerful.
Skill Levels can reach a maximum of 100.
Skill Levels are applied to all skills. A new Skill is unlocked for each card when you Limit Break them, up to a total of 4 Skills.

On a characters Status screen in the game, Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation

Increasing Skill Level

The cost for increasing a unit skill level to 100 using only the highest rarity of Soul
Skill Level ☆1 ☆2 ☆3 ☆4 ☆5
1-31 505 510 515 520 525
31-52 5305 10100 14915 19720 24525
52-67 14020 27540 41060 54580 68100
67-79 22945 45390 67835 90280 112725
79-88 31705 62910 94115 125320 156525
88-94 39220 77940 116660 155380 194100
94-97 44680 88860 133040 177220 221400
97-100 47545 94590 141635 188680 235725
Total 205925 407840 609775 811700 1013625

Some quests drop items called Souls that are used to increase a character's skill level; each weapon has a corresponding soul. Like Boost, you don't have to match them up; any Soul would do. However, you won't fully benefit from the skill level increase that the matching Soul would yield. You will see your chance for success after picking the skill up gems, with a 100% chance or above indicating that failure is impossible. Furthermore, percentages such as 260% indicate that your unit's skill level is guaranteed to go up 2 levels, with a 60% chance of going up a third.

Like Boost, you also have to use coins to increase a unit's skill level, but unlike unit leveling, the coin cost is steeper.

F coin cost.png

This means that using higher quality skill up items minimizes the total cost needed to skill up.

The activation chance and power of a skill+buff/debuff will increase by a multiplied 1% per level, for a max of a multiplied 100% at skill level 100.
Simply put, at skill level 100, the activation chance and power of all Skills are DOUBLE their original (skill level 1) values.

Suggested Path

Below is a suggested path optimized for the least amount of matching ☆4 Souls and coins consumed. In reality, you can use any manner to reach Skill Level 67, such as through lower tiered Souls.

Skill Level 25 49 67 79 88 94 97 100
To Consume 4 5 5 5 5 5 5 5

Below is the cumulative cost when skill boosting your units with the aforementioned path.

Rarity Total cost
1 202629
2 401358
3 600087
4 798816
5 997545

Skill Timings

Every skill has a specific timing in which it will activate. The various skill timings are as follows.

Timing Name (Eng/Jpn) Description
Beginning of Phase 【フェーズ開始時】 Activates when a Phase begins.[1]
When Appearing 【登場時】 Activates when a character enters the battle field.
When Leaving 【退場時】 Activates when a character leaves the battle field.
When Attacking 【攻撃時】 Activates when a character attacks. Skills with this timing activate before damage calculation has occurred.
After Attacking 【攻撃後】 Activates after a character attacks. Skills with this timing activate after damage calculation has occurred.
After Missing 【空振り時】 Activates when a character fails to hit any enemies.
Before Damage 【ダメージ前】 Activates right before a character is attacked and damaged.
After Damage 【ダメージ後】 Activates after a character has been attacked and damaged. Used for skills that buff you or your allies.
When Damaged 【対ダメージ】 Activates after a character has been attacked and damaged. Used for skills that debuff enemies.
While Moving 【移動時】 Activates when a character is moving. Typically used for skills that enhance your movement range.
While Moving (Forced) 【強制移動時】 Activates when a character is forced to move. Used for Icon status none.png [[|No name provided.]][[Category:Skill that uses No name provided.]].
After Moving 【移動後】 Activates after a character moves. This is one of the most common types of activation timings, so please read the footnote to better understand it. [2]
Special Attack 【特攻】 Activates when attacking, but only in certain conditions (E.g. If the opponent has a certain skill or weapon type[3]). Increases damage by 1.5x. Does not increase with skill level.
Special Status Attack【状態特攻】 Activates when attacking unit that is currently under the effects of a certain buff or debuff. Increases damage by 1.5x.
Special Defense 【特防】 Activates when attacked by a weapon or skill of a certain type. Decreases damage taken by 0.7x. Does not increase with skill level.
During Status Ailment 【状態異常時】 Activates when afflicted with a specific debuff or status ailment.
After Debuff 【弱体後】 Activates when given any debuff or status ailment.
During Victory 【勝利時】 Activates when you win a battle.

Charge Skill Effect Increase

A Charge Skills effect will activate for each ALIVE enemy hit during the Charge Skill. For most Charge Skills that apply buffs or debuffs, such as Charm, this has little meaning, but this greatly changes the power of Charge Skills with healing effects.
For example, if you hit 3 alive enemies with Azazel's Charge Skill, which has the effect of casting Heal on nearby allies, Azazel will cast Heal 3 times, multiplying its healing power by 3. Similarly, if Kuniyoshi hits 4 enemies with his Charge Skill, he will cast CP Up 4 times in a row.
However, an enemy has to have HP remaining when hit by a Charge Skill for it to count. If the enemy is already "defeated" by the time the Charge Skill activates, the effect will not stack. This means it is also possible for a Charge Skill's effect to activate 0 times if it doesn't hit any enemies with HP remaining.

It is recommended you make whoever you want to hit the most enemies FIRST with their Charge Skill your Leader, as Ally attack order is determined by their order in your deck slot. Allies in your Support slot will have more trouble activating their Charge Skill effects multiple times, as they attack last and thus have a higher chance of only hitting dead enemies.

Buff and Debuff durations

1. Buffs and debuffs do not have their durations refreshed when applied again. For example, if you were to cast Blessing on an ally with Youl, they would be Blessed for 4 turns. If you were to wait 3 turns and cast it on the same ally with Youl again, the buff will not reset and the Blessing will wear off the next turn. Also, buffs that have an activation timing of Beginning of Phase are applied AFTER buffs have counted down. Therefore it's safe to wipe out an enemy Phase with 1 buff turn remaining if you want to reapply a buff that has a Beginning of Phase timing.
2. Buffs and debuffs applied to your team on your team will always count down by 1 at the beginning of your turn.
For example, if you apply the buff Blessing to an ally, it will have a countdown of 4. Then, at the start of your turn, Blessing healing effect will apply, and THEN count down by 1, for 4 turns. This means Blessing will heal you 4 times, the same as its listed turn duration.
3. Buffs and debuffs applied to the enemy team will always count down by 1 at the beginning of their turn.
This means that, in practical terms, each debuff applies to the enemy team (and your team) 1 less turn than what is listed in the chart below.
For example, even though Curse technically lasts "5" turns, it will only reduce the Attack of your enemies for 4 of their attacks, because it instantly counts down from 5 to 4 at the start of their turn. (assuming you applied Curse to the enemy during your turn). The same is true for when the enemy puts Curse on you.
The reason for this is it allows you and the enemy team to have a debuff-free turn. Otherwise, debuffs could be applied to you or the enemy team infinitely.
4. ALL healing and damaging debuffs either heal or deal at the end of the enemies team for BOTH team.
"The enemies team" means the team that is not your team in all cases. In effect, this actually means that debuffs like Poison will actually damage you more than the enemy team. Because damage happens at the end of the enemies team, this means it happens before any debuffs on you have counted down. However, in the enemies case, they had their turn first, and the debuff has already counted down for them. So Poison will damage you 5 times, but the enemy can only be damaged by Poison 4 times before it has to be reapplied. While this is biased in the enemies favor, it is only biased for the damage ticks of damage debuffs. Everything else is equal for both teams.

To sum it all up.
1. Buffs and debuffs don't have their durations reset when activated again if already on you.
2. Buffs and debuff durations on the Players team count down at the start of the Player Turn, no matter when it was applied.
3. Buffs and debuff durations on the Enemy team count down at the start of the Enemy Turn, no matter when it was applied.
4. For all intents and purposes, debuffs basically affect the enemy for 1 less turn what is listed in the chart below (because chances are good you'll be applying said debuff during your turn and it will countdown by 1 at the start of their turn).
5. Healing buffs and damaging debuffs ALL heal or damage at the end of the enemies turn for both teams no matter what.

Attacking Proc Chance

Skills that have an activation timing of When Attacking and After Attacking all have individual proc chances per enemy hit.
Skills that apply buffs or debuffs to the enemy, such as Tailed Demon, Lover, Maker of Bonds, etc. simply have individual proc chances per square. A Harlot that hits 5 enemies could apply Blessing to all enemies hit, only one enemy, or any number of enemies.
For turn-lasting buffs that affect the attacker, such as Inheritor of Dragons or Gambler's Critical buff, the skill only needs to proc once, and it will affect all remaining enemies hit. This means it is possible to Crit only one enemy or all enemies with a single proc. The general calculation order of enemies hit appears to be left to right, bottom to top.
In effect, When Attacking and After Attacking skills have a higher proc chance the more (alive) enemies you hit with it. This means skills like Festival's Leading Role can proc upwards of 5 times.

Additional Skills

Some skills like Hero and Creator grants additional skills separate from the base skill. These skills ignore their tied skill's activation timings and chances (always 100%). Usually these skills include movement modifiers (Winged One, Swimmer) or damage modifiers (increases damage dealt or decreases damaged received against specific units). For these skills, they also scale based on Skill Level (maximum of 1.5x for increases, 0.75x for decreases).

However, due to how some skills were originally documented, additional effects like [During Status Ailment] Nullify [X] will be listed with a skill, but isn't 100%. In these instances, the activation change is the same as the main skill.

Recently, skills can possess more than two effects, such as Concililator and Opener of Iwato. Each separate effect (by activation timing and chance) are documented, but won't be described directly with the parent skill.

Because these additional skills are still skills, any form of negation will remove their effects.

Skill Evolution

Skills can be further improved through Skill Quests. These evolved skills simply replace the base skill. Most of the time they offer additional effects or activation rates.

Status Effects

The non-damage portion of a skill includes status effects. Each status effect has a level (the caster's skill level or Sacred Artifact level) and a duration counter.

Almost every status effect are easily implemented by providing modifier values (HP/CP added, HP multiplied(?), damaged added, damage multiplied, skill activation rate added, movement lock, attack lock, (charge) skill lock, and knockback resistance (backwards, pulled, or horizontal)). These values are then scaled according to the status's level. Some statuses do have a maximum amount, but these values are almost always what the value will be at SL 100. Status effects that apply additional mechanics are:

  • Limit
  • Guts
  • Status Reflect / Barrier
  • (All) Purge
  • Possessed
  • Nullify Buff

Each status effect can be broken down into either a buff or a debuff.

Buffs

Icon Name Duration Note
Icon status removeweaken.png [弱体解除] Remove Debuff 1 turnsRemove single debuff (Remove one debuff)
Icon status attackup.png [攻撃強化] ATK Up 4 turnsIncrease inflicted damage (ATK Up by 1.1x ~ 2.2x for 4 turns)
Icon status power.png [剛力] Brawn 4 turnsIncrease inflicted damage (ATK Up by 1.15x ~ 2.3x for 4 turns)
Icon status fight.png [闘志] Vigor 3 turnsIncrease inflicted damage (ATK Up by 1.2x ~ 2.4x for 3 turns)
Icon status angry.png [激怒] Rage 2 turnsIncrease damage rate both ways (ATK Up and DEF Down by 1.25x ~ 2.5x for 2 turns)
Icon status defenceup.png [防御強化] DEF Up 4 turnsReduce incoming damage (DEF Up by 0.9x ~ 0.45x for 4 turns)
Icon status guard.png [守護] Protection 1 turnsReduce incoming damage (DEF Up by 0.9x ~ 0.45x for 1 turn)
Icon status diamond.png [金剛] Adamantine 4 turnsReduce incoming damage (DEF Up by 0.9x ~ 0.45x for 4 turns)
Icon status hard.png [頑強] Tenacity 1 turnsReduce incoming damage (DEF Up by 0.9x ~ 0.45x for 1 turn)
Icon status protect.png [庇護] Asylum 1 turnsReduce incoming damage (DEF Up by 0.8x ~ 0.4x for 1 turn)
Icon status bless.png [祝福] Blessing 4 turnsRestore HP every turn (+300~600HP/turn for 4 turns)
Icon status regenerate.png [再生] Regeneration 4 turnsRestore HP every turn (+400~800HP/turn for 4 turns)
Icon status accel.png [加速] Rev 3 turnsGain CP each turn (+8CP/turn for 3 turns)
Icon status rise.png [奮起] Arousal 1 turnsGain CP each turn (+10CP/turn for 1 turn)
Icon status avoid.png [回避] Evasion 1 turnsGreatly reduce damage (DEF Up by 0.01x ~ 0.005x for 1 turn)
Icon status berserk.png [暴走] Berserk 4 turnsIncrease damage rate both ways (ATK Up and DEF Down by 1.3x ~ 2.6x for 4 turns)
Icon status ready.png [覚悟] Resolve 4 turnsIncrease damage rate both ways (ATK Up and DEF down by 1.5x ~ 3x for 4 turns)
Icon status removeweakenall.png [全弱解除] Remove all debuffs 1 turnsRemove all debuffs (Remove all debuffs)
Icon status berserk.png [突破] Break (placeholder) 1 turnsNullify Evade (Nullify Evade)
Icon status guts.png [根性] Guts 5 turnsRevive when HP is reduced to zero (+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated.)
Icon status nolimit.png [無窮] Infinitude 1 turnsIncrease damage rate & deal fixed damage (ATK Up by 1.3x ~ 2.6x, -400~-800HP for 1 turn)
Icon status onsen.png [温泉] Hot Springs 0 turnsIncrease CP upon release (Increase CP upon release)
Icon status oil.png [聖油] Unction 2 turnsReduce incoming damage & restore HP (DEF Up by 0.85x ~ 0.425x, +150~300HP every turn for 2 turns)
Icon status immobile.png [不動] Immobility 3 turnsCannot move at will & increased CP (+12CP/turn, cannot move at will for 3 turns)
Icon status heartbeat.png [熱情] Ardor 2 turnsIncrease damage rate & CP (ATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns)
Icon status critical.png [CT] Crit 1 turnsDamage increased for 1 turn (ATK Up by 2x ~ 4x for 1 turn)
Icon status flash.png [閃き] Glint 2 turnsIncrease skill activation Rate (+10% skill activation rate for 2 turns)
Icon status antiweaken.png [弱体無効] Nullify Debuff 4 turnsNullify Debuff (vanishes after use) (Prevent receiving debuff once for 4 turns. Vanishes after use.)
Icon status reflectweaken.png [弱体反射] Reflect Debuff 4 turnsReflect Debuff (vanishes after use) (Reflect debuff once for 4 turns. Vanishes after use.)
Icon status attackup.png [反撃] Counterattack 2 turns(敵に対して反撃)
Icon status protect.png [連撃] Combo 2 turns(ATK Down by 0.6x, attack twice each turn for 2 turns)
Icon status concentrate.png [集中] Concentration 2 turns(ATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns)
Icon status love.png [愛] Love 3 turnsRestore HP every turn (+300HP for 3 turns)
Icon status critical2.png [CT+] Crit+ 1 turnsDamage increased for 1 turn (ATK Up by 2.5x ~ 5x for 1 turn)
Icon status like.png [友] Friendship 3 turnsIncrease skill activation Rate (+10% skill activation rate for 3 turns)
Icon status hate.png [怒] Anger 3 turnsIncrease inflicted damage (ATK Up by 1.11x for 3 turns)
Icon status rival.png [妬] Envy 3 turnsGain CP each turn (+5CP/turn for 3 turns)
Icon status limit.png [極限] Limit 1 turns(ATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn)
Icon status immobile.png [固定] 固定 999 turnsCannot move at will & increased CP (+12CP/turn, cannot move at will for 999 turns)
Icon status reside.png [係留] Anchor 3 turns(Prevent forced movement for 3 turns)
Icon status motivation.png [意気] Spirit 2 turns(+400~800ATK for 2 turns)
Icon status critical3.png [CT++] Crit++ 1 turnsDamage increased for 1 turn (ATK Up by 3x ~ 6x for 1 turn)
Icon status attackup.png [攻撃力小UP] 攻撃力小UP 3 turns(+250~500ATK for 3 turns)
Icon status attackup.png [攻撃力中UP] 攻撃力中UP 3 turns(+500~1000ATK for 3 turns)
Icon status attackup.png [攻撃力大UP] 攻撃力大UP 10 turns(+1000~2000ATK for 10 turns)

Debuffs

Icon Name Duration Note
Icon status removestrengthen.png [強化解除] Remove Buff 1 turnsRemove one buff (Remove one buff)
Icon status burn.png [火傷] Burn 5 turnsDeal fixed damage every turn (-300~-600HP/turn for 5 turns)
Icon status daunt.png [威圧] Oppression 2 turnsCannot move at will (Cannot move at will for 2 turns)
Icon status paralyze.png [マヒ] Paralysis 5 turnsCannot move at will & decreased damage dealt (ATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns)
Icon status feared.png [恐怖] Fear 5 turnsCannot move at will & reduced CP (Cannot move at will, -10CP/turn for 5 turns)
Icon status cursed.png [呪い] Curse 5 turnsATK Down (ATK Down by 0.8x ~ 0.4x for 5 turns)
Icon status dazzled.png [幻惑] Dazzle 3 turnsDrastic ATK Down (ATK Down by 0.7x ~ 0.35x for 3 turns)
Icon status charmed.png [魅了] Charm 3 turnsCannot attack (Cannot attack for 3 turns)
Icon status frozen.png [凍結] Freeze 4 turnsIncrease both fixed damage and incoming damage rate. (DEF Down by 1.1x ~ 2.2x, -200~-400HP/turn for 4 turns)
Icon status petrified.png [石化] Petrify 5 turnsStop + Increase incoming damage (Cannot act (move, skill, attack), DEF Down by 1.3x ~ 2.6x for 5 turns)
Icon status death.png [告死] Countdown 2 turnsCritical damage (-10000~-20000HP/turn for 2 turns)
Icon status skillsealed.png [S封印] Skill Seal 5 turnsSkill Block (Cannot activate skills for 5 turns.)
Icon status chargesealed.png [CS封印] CS Lock 3 turnsCharge Skill Blocked (Block CS activation for 3 turns)
Icon status chained.png [束縛] Bind 4 turnsSkill Lock & reduce damage dealt (Cannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply.)
Icon status stun.png [行動不能] Immobility (placeholder) 5 turnsStop (Locks all actions (movement, skills, attacking))
Icon status removestrengthenall.png [全強解除] Remove all buffs 1 turnsRemove all buffs (Removes all buffs)
Icon status brand.png [烙印] Stigma 3 turnsIncrease both fixed damage and incoming damage rate. (DEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns)
Icon status doublesealed.png [二重封印] Double Lock 3 turnsSkill & CS Block (Block skill and CS activation for 3 turns)
Icon status kuzushi.png [崩し] Break 2 turnsCannot move at will & increased incoming damage (Cannot move at will, DEF Down by 1.2x ~2.4x for 2 turns)
Icon status antistrengthen.png [強化無効] Nullify Buff 4 turnsNullify Buff (vanishes after use) (Prevent receiving buff once for 4 turns. Vanishes after use.)
Icon status possession.png [憑依] Possession 2 turns(Vertically reflect range and enable friendly fire for 2 turns)
Icon status target.png [弱点] Weakness 1 turns(DEF Down by 1.2x ~ 2.4x for 1 turn)
Icon status interference.png [妨害] Obstruct 2 turns(-15% skill activation rate for 2 turns)
Icon status weakness.png [脱力] Drain 2 turns(-10% skill activation rate, -10CP/turn for 2 turns)
Icon status skillsealed.png [薔薇の封印] 薔薇の封印 2 turnsSkill Block (Cannot activate skills or apply CS effects for 2 turns)
45px [強化単体複製] Buff Snatch 1 turns(Steals a buff)
45px [強化全複製] Buff Snatch (All) 1 turns(Steals all buffs)
Icon status poison.png [毒] Poison 5 turnsDeal fixed damage every turn (-100~-200HP/turn for 5 turns)
Icon status poison2.png [猛毒] Fatal Poison 5 turnsDeal fixed damage every turn (-200~-400HP/turn for 5 turns)

Other

Skill Radius Keywords

Name (Eng/Jpn) Description
Adjacent 【隣接1マス】 Affects friendly units 1 space away from the unit horizontally and vertically, but not diagonally. Does NOT include the caster.
Adjacent and Self【隣接1マス内】 Affects all friendly units 1 space away from the unit horizontally and vertically, but not diagonally, INCLUDING the caster.
Nearby 【周囲1マス】 Affects friendly units 1 space away from the unit horizontally and vertically and diagonally. Does NOT include the caster.
Nearby and Self【周囲1マス内】 Affects all friendly units 1 space away from the unit horizontally and vertically and diagonally, INCLUDING the caster.
In a Wide Radius 【距離2マス】 Affects friendly units 2 spaces away from the unit horizontally and vertically, 1 space away diagonally, not including the caster.

Skill Formulas

The general formula for most skills that cause poison/burn/etc, increase damage dealt, or heal is: F skill effect 1.png

To give an example, the buff 闘志 (Fighting Spirit) increases the damage a character will do.

It has a base value of 1.2. A character using it has a skill level of 12.

To find out the full damage increase, it would be 1.2 * (1 + 0.01 * 12)

Or an increase of 1.34400. At skill level 99, it would increase damage by 2.38800. At level 100, a 2.4x increase.

The general formula for most skills that decrease taken (ie Defense buffs) or debuff an enemy to decrease the damage they deal deal is F skill effect 2.png

The formula for the damage increase done by a Charge Skill is F cs 1.png or F cs 2.png
[4]

Note that this is only for damage dealt. Most Charge Skills have a secondary effect, such as a buff or debuff.
The level of the buff or debuff applied is the same as the users Charge Skill level, and its power is the same as ordinary skill level of the same.
For example, an Andvari with a Charge Skill level of 50 will apply a level 50 Curse debuff to enemies when Andvari uses his Charge Skill.
Curse is a debuff with a base power of 0.8x, thus the formula is (0.8) / (1+0.01 x 50) = 0.5333. In other words enemies will do 0.533 of their original damage.

Footnotes

  1. This means a new wave of enemies. It does not mean the beginning of each turn.
  2. What "After Moving" really means is that a skill will activate after you select a unit for movement and let go of it. You do not actually have to move the character around. Forcefully moving other characters will not activate their own After Moving skills. In other words, you can only activate one character's After Moving skill a turn.
  3. For example, a character with the Special Attack skill 屠竜の勇者 (Dragon Slayer Hero) will do extra damage to enemy characters who possess the skill 竜を継ぐ者 (Dragon Inheritor)
  4. The source for this is uncertain, but was probably derived directly from the app, and added here when this wiki was just nascent (essentially a wikiwiki translation)
Basic Information Getting StartedMenu TranslationsCard Face TranslationsTips and TricksKnown Bugs
General Game Guides Battle SystemLimit BreakingGachasFamiliar LevelsPlayer RankPlayer GuildLogin Incentives
Catalogs Familiars / TransientsMobsUnreleasedSkill Mechanics and Buffs/DebuffsFriend IDs
Quests Main QuestsFree QuestsDaily QuestsEvent QuestsCharacter QuestsLove QuestsSkill Quests
[Show Comments]


Anonymous
No. 1171
8 months ago
Score 0++
Is there no available data regarding cp increasing skills on max level or why is there a "N/A"?
Anonymous
No. 878
9 months ago
Score 0++
Is there only red gems for upgrading the skillz
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