Skills are special attributes that can be activated in battle. They are incredibly important and players should think carefully about how to build their team. This page gives a summarized description of the different skill types and their effects as well as how they can be used. Most C Rank Spirits have no skills.
These are activated if you answer a quiz question within 5 seconds. If you answer on or past the "15.00" time on the countdown, then the skill will not be activated.
Hits a single enemy with increased damage. These skills commonly have modifiers (see below).
"X increase in damage to one enemy."
Where X ranges from Slight < Small < Medium < Large < Massive
Damage Up (Variable)
Hits a single enemy with randomized damage (varying more than the usual 10%).
"Randomly X increase in damage to one enemy."
Where X is medium or large
Or something relating to a "long shot attack".
If the enemy is of a particular element then the skill hits exceptionally hard.
"Do a X amount of damage to one (//) element enemy"
Where X is large or massive
If the enemy is of a particular race then the skill hits exceptionally hard.
"Do a X amount of damage to one Race:Y enemy"
Where X is large or massive, and Y is a race
The attack is evenly split among the remaining targets.
"'To all enemies, do X damage divided amongst the number of targets."
Where X can be Slight < Small < Medium < Large < Massive
Undivided Trimagic was first added on the 4th of April 2014, and deals FULL damage to each target as opposed to the split damage of Trimagic.
"Do an undividedX increased amount of damage to all enemies"
Where X can be (blank) < Small < Medium < Large < Massive
The attack is split into equal parts and hits the main target. If the target dies, the remaining attacks will continue hitting the next target. These AS usually give a boost to the damage of the attack.
"Y attacks in a row to one enemy"
Where Y ranges from 2-5.
Team Attack Boost
Increases the damage of the spirit and other spirits of a certain element in the deck by a fixed percentage.
"Increase ATK of (//) element members by a X amount"
Where X ranges from Small < Medium < Large < Massive
Heals all spirits of certain element(s) by a fixed percentage of their MAX HP (including hidden powers).
"Heals a X amount of HP to all(//) members"
Where X ranges from Slight < Small < Medium < Large < Huge < Massive
Heals the caster by a fixed constant amount of HP.
"Self-healing of X HP."
Where X ranges from 50 to 300
Heals self by a percentage of the damage dealt.
"Absorb a X amount of energy from one enemy"
Where X ranges from Slight < Large < Huge < Massive
These are activated by tapping the spirit's icon during your turn. It takes a few correct answers to charge these skills. You'll know they're ready when the element symbol is glowing/animated. Many special skills have the different names for the same description.
Deals damage to all enemies. The damage does not split, it is a flat amount on each.
Variations include sacrificial nukes that drain the caster's or the whole team's health.
"Do a X amount of (//) damage to all enemies.
Where X is small < medium < large < massive < ultimate < overpowering
Does a single, full power attack to one enemy. These skills are usually more powerful than Nuke All to a single enemy if they have the same damage description.
Variations include sacrificial nukes that drain the caster's health.
"Do a X amount of (//) damage to one enemy"
Where X is medium < large < huge < massive < ultimate < destructive
Hits single enemies with a number of attacks. If the enemy dies then the attack moves to the next one.
"Do XY amounts of '(//) 'damage to single enemies"
Where X is usually 3-5 and Y is small < medium < large
Decreases the health of one or all enemies by a percentage of their remaining HP. The effectiveness of the skill decreases as the enemy's HP decreases. They're best used at the start of a battle, especially boss battle.
"Reduce all enemy HP by X%." or "Reduce all enemy HP by X%."
Where X is usually 10-30
Deals damage over several turns by applying a poison status effect.
"For X turns, deal poison damage to all enemies."
Where X is 3-8
Increases the attack of the caster or the whole team of a certain element(s) for a number of turns.
"Increase ATK of (//) element members by a X amount"
Where X is small < medium < large < massive < ultimate
Heals your party by a percentage of max HP or by a set value. These commonly have modifiers that only affect certain elements.
Variations include gradual healing over several turns and a combined status ailment cure
"Heals a X amount of HP to all members"
Where X is small < medium < large < massive
Removes status ailments such as poison
"Cure status ailments for ally spirits."
Brings fallen spirits back to life with some percentage of health. This skill is best used in conjunction with "glass cannons" (spirits with low max HP, high ATK) or sacrificial nukers.
A variation requires the sacrifice of the caster to revive the other cards
"Revive all (//) element members and heal X% of their HP"
Where X is usually 20-50
Gives a defensive boost against a certain elemental attack(s) to your team for a number of turns. The skills don't reduce the damage taken from poison and shave.
"Reduce by X% (//) element damages"
Where X is 20-75
Increases the enemy's next attack counter by a number. Delay skills are very important for boss fights as they allow more time to attack, heal, and prepare other skills.
Multiple delays cannot be activated at the same time. i.e. After an enemy is delayed, it can't be delayed again until it attacks at least once.
"Delay attack turn for X turns"
Where X is 1, 2, or 3.
Changes the elements of the currently presented question panels. Skills that change category panel elements do not change the difficulty of a question (3 element questions turned 1 element are still as difficult). Also, skills that change to two elements change to combination questions not a mix of single element questions.
"Change category panels to (//) "
"Change category panels to random elements" gives random single element panels
"Change category panels to ALL elements" gives all tri-element panels
Forces enemy attacks to the caster for a number of turns. This skill can be helpful if used in conjunction with a reviver or a strong backup spirit.
Variations include an added all-element self-shield for a certain percentage. The self-shield can stack additively with a team-shield, which makes it possible to get a total of 100% damage reduction or more to receive 0 damage from enemies' attacks.
"Redirect enemy attacks to yourself for X turns."
"Redirect enemy attacks to yourself for X turns, and reduce damage by Y%."
Where X is 3, and Y is 50/75
Reduce SS Activation
This skill reduces the number of correct answers, or TTC (Turns To Charge), needed for all allies' SS to charge if it's not charged already, excluding the caster's. It can't be stacked with any other SS reduction; a spirit has to cast their SS first before the TTC can be reduced again.
"Reduce the required activation turn of ally spirit's Special Skill by X."
Where X is 1 or 2.
Randomly removes a number of the possible question answers or shows the correct answer. This skill is helpful for new players and to support skills with combo requirements.
Note 1: Enemies using skills will not attack in that turn (except Combo).
Note 2: Status effects carry over to the next battle if their duration have not run out. Furthermore, the last turn of a battle does not count towards the status effects turn counter.
Increases damage of its next attack by 100%.
Change normal attack to multiple multi-target attacks in one turn (4x3 means 4 attacks to 3 spirits at a time).
Kills (deal very high damage to) spirits that hit the target with an attack. Using SS skills to the target will not be countered. If the enemy is killed, there will be no counter attack.
Reduces damage from shielded element by a percentage.
Heal All/Heal Self
Heal all enemy spirits or only itself, by a percentage of their Max HP.
A status effect. Targets are unable to use AS/SS/act for a set amount of turns. 3x2 means 3-turn lock to 2 spirits.
A status effect. Deals damage to your spirits after each of your turns. 3x7% means a duration of 3 turns and 7% of Max HP as damage per turn. Damage can also be fixed, in which case it can be written like 3x200.
Deals ratio damage (%) based on your spirits' remaining HP.
Kills (deals very high damage to) spirits that hit the target with any special skill with the following exceptions: If hit by a multi-hit nuke, the enemy Reflector will strike back as many times as they were hit by the split nuke; If poisoned, the Reflector respond with the same amount of poison damage lasting for the same number of turns. Skills that hit only other enemies will not be reflected. Likewise, only the spirit who hit the Reflector will be affected by Reflect, even if the skill used hits more than 1 enemy spirit. Damage inflicted is not enhanced by Weaken or reduced by Shield.
Revives all downed enemy spirits.
A status effect. Spirits take more damage than usual, usually a total of 2x, from weakened element.