Might
14
Range
2
Том с Mt 14 и дальностью 2. В начале хода при HP не ниже 25% снижает Atk/Res на 7 и
лишает возможности контратаковать ближайших противников и тех, кто в пределах 2
клеток от них. В начале боя при таком HP герой получает Atk/Spd/Def/Res +5, отменяет
бонусы противника к Atk/Res и получает зарядку Special +1 за атаку. Эффектная ковка
добавляет урон в размере 20% Res и гарантированную повторную атаку. Есть атрибутные
ковки.
Формы и ковки
| Ковка | Might | Эффект |
|---|---|---|
| — | 14 | At start of turn, if unit's HP ≥ 25%, inflicts Atk/Res-7 and status preventing counterattacks on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, neutralizes foe's bonuses to Atk/Res, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). |
| Atk | 14 | At start of turn, if unit's HP ≥ 25%, inflicts Atk/Res-7 and status preventing counterattacks on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, neutralizes foe's bonuses to Atk/Res, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). |
| Def | 14 | At start of turn, if unit's HP ≥ 25%, inflicts Atk/Res-7 and status preventing counterattacks on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, neutralizes foe's bonuses to Atk/Res, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). |
| Res | 14 | At start of turn, if unit's HP ≥ 25%, inflicts Atk/Res-7 and status preventing counterattacks on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, neutralizes foe's bonuses to Atk/Res, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). |
| Effect | 14 | At start of turn, if unit's HP ≥ 25%, inflicts Atk/Res-7 and status preventing counterattacks on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, neutralizes foe's bonuses to Atk/Res, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, neutralizes penalties to unit's Atk/Res, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and unit makes a guaranteed follow-up attack during combat. |
| Spd | 14 | At start of turn, if unit's HP ≥ 25%, inflicts Atk/Res-7 and status preventing counterattacks on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, neutralizes foe's bonuses to Atk/Res, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). |