Template:HeroSkill/doc
From Gigantic Wiki
- Description
- This template creates a block about hero's skill, with upgrades placed into collapsible part, hidden by default. It must be used on primary pages about hero (see: Category:Heroes).
- Template uses subtemplates Template:HeroSkill/header and Template:HeroSkill/stats, and Extension:TemplateStyles; for styles see Template:HeroSkill/styles.css.
- Syntax
- Copy and fill the following code:
{{HeroSkill |hero = |name = |order = <1-5> <!---- stats -----> |cd = <cooldown in seconds> |heal = <healing value> |dmg = <damage value> |lf = <light armor front> |lb = <light armor back> |hf = <heavy armor front> |hb = <heavy armor back> |dmgnote = <additional note on damage> |range = <range/distance value or description> |more = <additional stat> |time = <duration> <!---- description -----> |desc = |descadd = <!---- upgrades -----> <!---- tier 1 left ----> |L = |l = |lt = <!---- tier 1 right ----> |R = |r = |rt = <!---- tier 2 left/left ----> |LL = |ll = |llt = <!---- tier 2 left/right ----> |LR = |lr = |lrt = <!---- tier 2 right/left ----> |RL = |rl = |rlt = <!---- tier 2 right/right ----> |RR = |rr = |rrt = }}
order
defines skill's icon, keyboard/gamepad binding and type, and is used to apply collapsed parts with upgrades correctly1
is for basic attack, it adds corresponding note2
,3
and4
provide only keyboard/gamepad bindings5
is for focus ability, adds corresponding note
- Most of stat parameters require only numerical values; detailed damage info is presented as tooltip
- For cases when second ability doesn't have cooldown, and is not counted as basic attack, type
cd = 0
, then damage or healing parameters if needed (examples: Ezren Ghal, Imani). - For very rare cases when first ability is about healing, while second is an actual basic attack (example: Vadasi):
- in first skill fill only
heal
parameter - in second skill leave
cd
blank but filldmg
andadmg
- in first skill fill only
- Upgrade parameters:
- Capital letters parameters, like
L
andRR
, are for titles - Lowercase ones, like
l
andrr
, are for descriptions - Lowercase parameters ending with "t" are for upgrade type icons, which are:
- Capital letters parameters, like
-
attack
-
strength
-
agility
-
improv
-
control
-
temp
- Additional templates can be used in descriptions of skills and upgrades:
- Template:MiniSkill, for other skills mention
- Icon with word and tooltip templates: Template:Term, Template:Buff, Template:Debuff, Template:CC
- Simple icon templates:
-
{{dmg}}
-
{{armor}}
-
{{heal}}
-
{{range}}
-
{{CD}}
-
{{dur}}
-
{{timer}}
- Usage example
- Code:
{{HeroSkill |hero = Vadasi |name = RAY OF LIGHT |order = 1 |heal = 75HP/s |range = 11m |desc = '''HOLD [LMB/RT]:''' Healing beam.{{*}}{{buff|heal|Heals}} allies, +75HP/s for beam duration. |descadd = '''EMPOWERED LIGHT'''<br>'''[E/RB], HOLD [LMB/RT]:''' Empowered healing beam, consumes orbs.{{*}}{{buff|heal|Heals}} allies, +150HP/s till end of charged orb duration.{{*}}Every {{timer}}3s, consumes one orb. <!---- tier 1 left ----> |L = Succour |lt = strength |l = '''[E/RB], HOLD [LMB/RT]:''' Increases {{buff|heal|healing}} per orb.{{*}}{{heal}}+170/190/210HP/s <!---- tier 1 right ----> |R = Light of Judgment |rt = attack |r = While healing ally, deals {{term|dmg|damage}} to an enemy within 5m.{{*}}'''HOLD [LMB/RT]:''' {{dmg}}10dmg per tick (0.25s).{{*}}'''[E/RB], HOLD [LMB/RT]:''' {{dmg}}20dmg per tick (0.25s) with orbs. <!---- tier 2 left/left ----> |LL = Righteous Defenses |llt = strength |ll = '''[E/RB], HOLD [LMB/RT]:''' Healing with orbs gives +15{{term|armor}} to targeted allies for {{dur}}0.5s. <!---- tier 2 left/right ----> |LR = Life Transfer |lrt = strength |lr = ⬩ Increases {{buff|heal|healing}} (without orbs): +125HP/s{{*}}Sacrifice own {{term|hp|health}}: -75HP/s. <!---- tier 2 right/left ----> |RL = Contrast |rlt = attack |rl = {{MiniSkill|Vadasi|2|SMITE}} gains +2% {{term|crit}} chance. <!---- tier 2 right/right ----> |RR = Determination |rrt = strength |rr = '''[E/RB], HOLD [LMB/RT]:''' Damaging enemies with orbs gains +15% front to own front {{buff|lowdmg|damage reduction}}.}}
- Results:
RAY OF LIGHT LMB / RT
Basic attack | |||
Base HEALING value. 75HP/s Base RANGE value. 11m |
HOLD [LMB/RT]: Healing beam. ⬩ HEALING Provides HEALTH every second. The amount is determined by the source of the healing.Heals allies, +75HP/s for beam duration. |
EMPOWERED LIGHT [E/RB], HOLD [LMB/RT]: Empowered healing beam, consumes orbs. ⬩ HEALING Provides HEALTH every second. The amount is determined by the source of the healing.Heals allies, +150HP/s till end of charged orb duration. ⬩ Every 3s, consumes one orb. | |
HOLD [LMB/RT]: Healing beam. ⬩ HEALING Provides HEALTH every second. The amount is determined by the source of the healing.Heals allies, +75HP/s for beam duration. | |||
EMPOWERED LIGHT [E/RB], HOLD [LMB/RT]: Empowered healing beam, consumes orbs. ⬩ HEALING Provides HEALTH every second. The amount is determined by the source of the healing.Heals allies, +150HP/s till end of charged orb duration. ⬩ Every 3s, consumes one orb. |
Show/Hide upgrades
Succour | Light of Judgment | |||
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[E/RB], HOLD [LMB/RT]: Increases HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.healing per orb. ⬩ +170/190/210HP/s |
While healing ally, deals DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage to an enemy within 5m. ⬩ HOLD [LMB/RT]: 10dmg per tick (0.25s). ⬩ [E/RB], HOLD [LMB/RT]: 20dmg per tick (0.25s) with orbs. | |||
Righteous Defenses | Life Transfer | Contrast | Determination | |
[E/RB], HOLD [LMB/RT]: Healing with orbs gives +15ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.armor to targeted allies for 0.5s. |
⬩ Increases HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.healing (without orbs): +125HP/s ⬩ Sacrifice own HEALTH Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight. The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green). Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies. Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.health: -75HP/s. |
SMITE gains +2% CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance. Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.crit chance. |
[E/RB], HOLD [LMB/RT]: Damaging enemies with orbs gains +15% front to own front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. |
Light of Judgment | |
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While healing ally, deals DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage to an enemy within 5m. ⬩ HOLD [LMB/RT]: 10dmg per tick (0.25s). ⬩ [E/RB], HOLD [LMB/RT]: 20dmg per tick (0.25s) with orbs. | |
Contrast | Determination |
SMITE gains +2% CRITICAL HITS Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance. Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.crit chance. |
[E/RB], HOLD [LMB/RT]: Damaging enemies with orbs gains +15% front to own front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. |
- Other examples (need to be updated - see Vadasi for up to date examples)
Code | |
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Fang E / RB
| ||
Default ability COOLDOWN. 12s Base DAMAGE value, to front. Against heroes with LIGHT ARMOR: Front: 75 Back: 82 Against heroes with HEAVY ARMOR: Front: 75 Back: 82 75 Base RANGE value. 20m BLEED Deals armor-ignoring damage over time.30 dmg/s |
Fang attacks enemies at target area. Deals 75 ARMOR Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.armor-ignoring DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage. Fang's attacks deal BLEED Deals armor-ignoring damage over time.bleed damage, 30dmg/s for 5s. | |
Fang attacks enemies at target area. Deals 75 ARMOR Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.armor-ignoring DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage. Fang's attacks deal BLEED Deals armor-ignoring damage over time.bleed damage, 30dmg/s for 5s. |
Show/Hide upgrades
Pounce | Unity | |||
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On hit, deal 150 ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.armor-ignoring DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage. |
[E/RB],[E/RB]: Teleport to enemy FANG is attacking. (Upon teleport, FANG stops attacking.)
| |||
Gnawing Out | Ankle Biter | Celerity | Disruption | |
On hit, CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.cracks armor. (-10 armor, 3s) |
On hit, SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow enemies. (3s) |
[E/RB],[E/RB]: Upon teleport, gain SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.movement speed. (+30%, 3s) |
[E/RB],[E/RB]: Upon teleport, DAZE
Interrupts and prevents skill usage for the duration of the daze.daze FANG'S target. (1s) |
Unity | |
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[E/RB],[E/RB]: Teleport to enemy FANG is attacking. (Upon teleport, FANG stops attacking.)
| |
Celerity | Disruption |
[E/RB],[E/RB]: Upon teleport, gain SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it.movement speed. (+30%, 3s) |
[E/RB],[E/RB]: Upon teleport, DAZE Interrupts and prevents skill usage for the duration of the daze.daze FANG'S target. (1s) |
Code | |
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{{HeroSkill |hero = Xenobia |name = Gaze of Envy |order = 1 |dmg = 26 |lf = 22 |lb = 24 |hf = 19 |hb = 21 |dmgnote = per tick (0.1s) |range = 11m |more = {{term|steal|0}}25 HP/s |desc = '''HOLD [LMB/RT]:''' Beam absorbs enemy {{term|health}}. {{buff|heal|Heals}} self, +25HP/s. <!---- tier 1 left ----> |L = Greedy Gaze |l = Drain more {{buff|regen|health}}. ''(+25 HP/s)'' <!---- tier 2 left/left ----> |LL = Survival of the Cruelest |ll = When your health is below 50%, drain 50% more {{buff|regen|health}}. <!---- tier 2 left/right ----> |LR = Domineering Glare |lr = When your health is above 50%, deal more <br>{{buff|dmg|damage}}. ''(+25% dmg)'' <!---- tier 1 right ----> |R = Withering Gaze |r = While attached, inflicts {{debuff|weak|weakness}}. ''(1s duration)'' <!---- tier 2 right/left ----> |RL = Sap Strength |rl = {{debuff|weak|Weakness}} becomes stronger as you continue to hit the same enemy. ''(Maximum: -50% damage.)'' <!---- tier 2 right/right ----> |RR = Siphon Strength |rr =Allies near your target gain +15% basic attack <br>{{buff|dmg|damage}} for 1s. <br>Does not effect self.}} |
Gaze of Envy LMB / RT
Basic attack | ||
Base DAMAGE value, per tick (0.1s). Against heroes with LIGHT ARMOR: Front: 22 Back: 24 Against heroes with HEAVY ARMOR: Front: 19 Back: 21 26 Base RANGE value. 11m LIFE STEAL Provides HEALING to self from DAMAGE done to enemies.25 HP/s |
HOLD: Beam absorbs enemy HEALTH Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight. The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green). Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies. Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.health. HEALING Provides HEALTH every second. The amount is determined by the source of the healing.Heals self, +25HP/s. | |
HOLD: Beam absorbs enemy HEALTH Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight. The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green). Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies. Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.health. HEALING Provides HEALTH every second. The amount is determined by the source of the healing.Heals self, +25HP/s. |
Show/Hide upgrades
Greedy Gaze | Withering Gaze | |||
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Drain more HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.health. (+25 HP/s) |
While attached, inflicts WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. (1s duration) | |||
Survival of the Cruelest | Domineering Glare | Sap Strength | Siphon Strength | |
When your health is below 50%, drain 50% more HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.health. |
When your health is above 50%, deal more
DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage. (+25% dmg) |
WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.Weakness becomes stronger as you continue to hit the same enemy. (Maximum: -50% damage.) |
Allies near your target gain +15% basic attack
DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage for 1s. Does not effect self. |
Withering Gaze | |
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While attached, inflicts WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. (1s duration) | |
Sap Strength | Siphon Strength |
WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.Weakness becomes stronger as you continue to hit the same enemy. (Maximum: -50% damage.) |
Allies near your target gain +15% basic attack DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage for 1s. Does not effect self. |
Code | |
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Attractor Beam RMB / LT
| ||
Default ability COOLDOWN. 10s Base DAMAGE value, per tick (0.5s). Against heroes with LIGHT ARMOR: Front: 12 Back: 14 Against heroes with HEAVY ARMOR: Front: 11 Back: 12 15 Base RANGE value. 10m |
HOLD: Beam attack that SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slows enemies. | |
HOLD: Beam attack that SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slows enemies. |
Show/Hide upgrades
Channel Selector | Cantrip of Disruption | |||
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Simultaneously fires [LMB/RT] MAGIC BOLT.
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INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.Interrupts attackers on start. Slight delay before casting. | |||
Renewed Attraction | Drawn to Life | Enervation Effect | Force Feedback | |
If the targeted enemy dies, ATTRACTOR BEAM recharges instantly.
|
Deals 3x DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage against foes below 33% HEALTH Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight. The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green). Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies. Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.health. |
If you interrupt a foe, inflict WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. (-25% damage, 3s) |
If you interrupt a foe, inflict CRIPPLE
Reduces movement speed by 40% and limits jump height.cripple. (3s) |
Cantrip of Disruption | |
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INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.Interrupts attackers on start. Slight delay before casting. | |
Enervation Effect | Force Feedback |
If you interrupt a foe, inflict WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. (-25% damage, 3s) |
If you interrupt a foe, inflict CRIPPLE Reduces movement speed by 40% and limits jump height.cripple. (3s) |
Code | |
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Air Strike F,LMB / LS+RT,RT
Focus ability | ||
Base DAMAGE value, on direct hit, per missile. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: 250/325/400 Base RANGE value. 20m |
Target an area on the ground. A series of 3 missiles is fired at that location. | |
Target an area on the ground. A series of 3 missiles is fired at that location. |
Show/Hide upgrades
Precision | Will to Power | |||
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[LMB/RT]: CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance. Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.crit chance builds faster. (+25%) |
[F/LS+RT],[LMB/RT]: +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage and +10% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction after using FOCUS. (Lasts until you die) | |||
Tactical Awareness | En Garde | Supreme Will | Refocus | |
+10% back DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. +10% damage from BACK ATTACK Doing DAMAGE to an enemy from behind will deal an additional 10% damage. For melee heroes, a JUMP attack that hits an enemy in the back will deal even MORE DAMAGE and apply CRIPPLE to the target.behind. |
+20% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction while attacking. |
[F/LS+RT],[LMB/RT]: 100% CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance. Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.crit chance and +100 STAMINA Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina when you use FOCUS. |
+15% FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.Focus gain. [F/LS+RT],[LMB/RT]: +25% FOCUS Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.Focus gain after using FOCUS. (Lasts until you die) |
Will to Power | |
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[F/LS+RT],[LMB/RT]: +10% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage and +10% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction after using FOCUS. (Lasts until you die) | |
Supreme Will | Refocus |
[F/LS+RT],[LMB/RT]: 100% CRITICAL HITS Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance. Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.crit chance and +100 STAMINA Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina when you use FOCUS. |
+15% FOCUS Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.Focus gain. [F/LS+RT],[LMB/RT]: +25% FOCUS Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.Focus gain after using FOCUS. (Lasts until you die) |