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Heartbeat Lance

鎧好きの堅槍

Might
16
Range
1

Копьё с силой 16 и дальностью 1. В начале боя при HP героя от 25% снижает Atk/Def
противника на 5 и лишает его повторной атаки. Эффектная ковка добавляет: если бой
начинает противник или у него не меньше 75% HP, Atk/Def противника снижаются на 5, а его
Atk — ещё на процент от его Atk: 10 плюс 5 за каждую базовую характеристику героя
(HP/Atk/Spd/Def/Res), превосходящую характеристику противника. Есть атрибутные ковки
Atk, Spd, Def и Res.

Формы и ковки

Ковка Might Эффект
— 16 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Atk 16 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Def 16 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Res 16 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Effect 16 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe during combat and reduces foe's Atk during combat by X% of foe's Atk at start of combat (X = number of unit's base HP/Atk/Spd/Def/Res stats that are greater than foe's stats at start of combat × 5, + 10).
Spd 16 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.