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 correctly
    • 1 is for basic attack, it adds corresponding note
    • 2, 3 and 4 provide only keyboard/gamepad bindings
    • 5 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 fill dmg and admg
  • Upgrade parameters:
    • Capital letters parameters, like L and RR, are for titles
    • Lowercase ones, like l and rr, are for descriptions
    • Lowercase parameters ending with "t" are for upgrade type icons, which are:
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
Left path
Succour
Light of Judgment
[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
.
Right path
Light of Judgment
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 

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
Left path
Pounce
Unity
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)
Right path
Unity
[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 
{{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
Left path
Greedy Gaze
Withering Gaze
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.
Right path
Withering Gaze
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 

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
Left path
Channel Selector
Cantrip of Disruption
Simultaneously fires [LMB/RT] MAGIC BOLT.
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)
Right path
Cantrip of Disruption
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 

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
Left path
Precision
Will to Power
[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)
Right path
Will to Power
[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)