Status Recipes
These 30 recipes cover distinct classic mechanics; numeric changes and content-reference swaps are treated as the same mechanism, and every entry includes an editable GCS FlowGraph
Recipe overviewโ
| # | Mechanism | What it builds |
|---|---|---|
| 1 | Poison, burn, regeneration, and periodic ticks | Read the status stack count at the specified turn timing, then deal damage, heal, or grant resources according to that count |
| 2 | Strength and Weak | Change damage dealt by the status holder before it is applied |
| 3 | Incoming Damage Multiplier | Multiply incoming damage while the status is active; use positive or negative scaling for vulnerability or resistance |
| 4 | Dexterity and Frail | Change the armor the status holder gains from each card |
| 5 | Barricade and armor retention | Use this when armor should survive the normal turn reset |
| 6 | Thorns, retaliation, and counterattack | Use this for damage returned after the owner is attacked |
| 7 | Buffer and one-hit prevention | Use this for charges that negate the next incoming damage instance |
| 8 | Per-Hit Damage Cap | Clamp HP loss from each hit to a configured maximum while the status is active |
| 9 | Artifact and debuff immunity | Use this for charges that block the next incoming debuff |
| 10 | Plated Armor, Ritual, and growth over time | Use timing entries to create statuses that grant armor, strength, energy, or another status every turn |
| 11 | Afterimage and โwhenever a card is playedโ powers | Global card-play powers are cross-owner rules; broadcast the card event once, then let statuses listen for it |
| 12 | Draw, discard, exhaust, and shuffle triggers | Use named internal events when a persistent status reacts to card-pile transitions owned elsewhere |
| 13 | Energy per turn and global card-cost rules | Use hooks for persistent resource rules such as extra energy, Confusion, or cards costing zero |
| 14 | Draw count and hand-size limits | Use this for extra draw, No Draw, enlarged hands, and hand compression |
| 15 | Silence and card-play restrictions | Block cards by type or prevent the status holder from playing cards entirely |
| 16 | Stun, skip turn, and extra turn | These are distinct turn-control results; use the branch that matches the status; do not run both from one status |
| 17 | Death burst, revive, and rebirth | Use this for corpse explosions, phoenix effects, second lives, and on-death support |
| 18 | Malleable Reactive Armor | Gain armor after each attack received |
| 19 | Beat of Death | Punish the player every time a card is played |
| 20 | No Draw | Replace the normal draw count with 0 |
| 21 | Envenom on Hit | Apply poison whenever attack damage is dealt |
| 22 | Exhaust Reward | Create a replacement card whenever another card is exhausted |
| 23 | Equipment Durability | Trigger an equipment effect and consume 1 durability stack |
| 24 | Plated Armor Decay | Grant armor over time and reduce the status when an attack breaks through |
| 25 | Proportional Retaliation | Return a percentage of received damage to the attacker |
| 26 | Damage-to-Healing Conversion | Convert damage dealt into healing for the status owner |
| 27 | Attack-Only Damage Modifier | Modify incoming attack damage without changing other damage sources |
| 28 | Random Cost on Draw | Randomize a card's energy cost when it is drawn |
| 29 | Multi-Element Damage Modifier | Apply different incoming-damage multipliers for several elemental status pairings |
| 30 | Random Discard at Turn Start | Choose cards from the hand at turn start and move them to the discard pile |
Open a mechanism to see its effect, node connections, and complete FlowGraph; click the graph on the right to zoom in
Poison, burn, regeneration, and periodic ticks
Effect
Deals damage, restores HP, or grants resources once per turn, with the amount scaled by current status stacks.
Node connections
On Turn Start.Out โ Deal Damage.In: Runs Deal Damage when On Turn Start fires.On Turn End.Out โ Change HP.In: Runs Change HP when On Turn End fires.Status Info.Stacks โ Deal Damage.Amount: Passes Status Info.Stacks into Deal Damage.Amount.Status Info.Stacks โ Change HP.Amount: Passes Status Info.Stacks into Change HP.Amount.
Node configuration
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.
Deal DamageTarget = Self: Targets the source unit itself.Amount = 6: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.Ignore Armor = On: Damage bypasses armor and reduces HP directly.
Change HPTarget = Self: Targets the source unit itself.Affect = Current: Changes current HP without changing maximum HP.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.

Strength and Weak
Effect
Modifies outgoing damage before it is applied.
Node connections
Damage Dealt Hook.Out โ Write Hook.In: Enters Write Hook after Damage Dealt Hook completes.Damage Dealt Hook.Value โ Math Binary.A: Passes Damage Dealt Hook.Value into Math Binary.A.Status Info.Stacks โ Math Binary.B: Passes Status Info.Stacks into Math Binary.B.Math Binary.Result โ Write Hook.Value: Passes Math Binary.Result into Write Hook.Value.
Node configuration
Damage Dealt HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.
Math BinaryKind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Damage Dealt Hook.Value; this value is only the unconnected fallback.B = 0: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.Op = Add: Adds the two operands.
Write HookKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.

Incoming Damage Multiplier
Effect
Multiply incoming damage while the status is active; use positive or negative scaling for vulnerability or resistance.
Node connections
Damage Taken Hook.Out โ Write Hook.In: Enters Write Hook after Damage Taken Hook completes.Damage Taken Hook.Value โ Convert.A: Passes Damage Taken Hook.Value into Convert.A.Convert.Result โ Math Binary.A: Passes Convert.Result into Math Binary.A.Math Binary.Result โ Math Unary.A: Passes Math Binary.Result into Math Unary.A.Math Unary.Result โ Write Hook.Value: Passes Math Unary.Result into Write Hook.Value.
Node configuration
Damage Taken HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
ConvertTo = Float: Selects the destination data type for conversion.
Math BinaryKind = Float: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Convert.Result; this value is only the unconnected fallback.B = 1.5: Sets the second operand when the B input is not connected.Op = Mul: Multiplies A by B.
Math UnaryKind = Float: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.Op = Ceil: Rounds the input up.
Write HookKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Unary.Result; this value is only the unconnected fallback.

Dexterity and Frail
Effect
Modifies every armor gain while the status is active.
Node connections
Armor Gain Hook.Out โ Write Hook.In: Enters Write Hook after Armor Gain Hook completes.Armor Gain Hook.Value โ Math Binary.A: Passes Armor Gain Hook.Value into Math Binary.A.Status Info.Stacks โ Math Binary.B: Passes Status Info.Stacks into Math Binary.B.Math Binary.Result โ Write Hook.Value: Passes Math Binary.Result into Write Hook.Value.
Node configuration
Armor Gain HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.
Math BinaryKind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Armor Gain Hook.Value; this value is only the unconnected fallback.B = 0: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.Op = Add: Adds the two operands.
Write HookKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.

Barricade and armor retention
Effect
Preserves armor when the normal turn-based armor reset would occur.
Node connections
Armor Reset Hook.Out โ Cancel Hook.In: Enters Cancel Hook after Armor Reset Hook completes.
Node configuration
Armor Reset HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.

Thorns, retaliation, and counterattack
Effect
Returns damage after the status owner is attacked.
Node connections
On Attack Taken.Out โ Deal Damage.In: Runs Deal Damage when On Attack Taken fires.Status Info.Stacks โ Deal Damage.Amount: Passes Status Info.Stacks into Deal Damage.Amount.
Node configuration
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 6: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.Ignore Armor = Off: Damage resolves through armor normally.

Buffer and one-hit prevention
Effect
Consumes one charge to negate the next incoming damage instance.
Node connections
Damage Taken Hook.Out โ Cancel Hook.In: Enters Cancel Hook after Damage Taken Hook completes.Cancel Hook.Out โ Change Status.In: Enters Change Status after Cancel Hook completes.
Node configuration
Damage Taken HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Change StatusTarget = Self: Targets the source unit itself.Status = Buffer: Reads or changes the Buffer status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.

Per-Hit Damage Cap
Effect
Clamp HP loss from each hit to a configured maximum while the status is active.
Node connections
Damage Taken Hook.Out โ Write Hook.In: Enters Write Hook after Damage Taken Hook completes.Damage Taken Hook.Value โ Clamp.Value: Passes Damage Taken Hook.Value into Clamp.Value.Clamp.Result โ Write Hook.Value: Passes Clamp.Result into Write Hook.Value.
Node configuration
Damage Taken HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
ClampKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Damage Taken Hook.Value; this value is only the unconnected fallback.Min = 0: Sets the lower clamp limit.Max = 1: Sets the upper clamp limit.
Write HookKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Clamp.Result; this value is only the unconnected fallback.

Artifact and debuff immunity
Effect
Consumes one charge to block the next incoming debuff.
Node connections
Receive Status Hook.Out โ Cancel Hook.In: Enters Cancel Hook after Receive Status Hook completes.Cancel Hook.Out โ Change Status.In: Enters Change Status after Cancel Hook completes.
Node configuration
Receive Status HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Change StatusTarget = Self: Targets the source unit itself.Status = Artifact: Reads or changes the Artifact status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.

Plated Armor, Ritual, and growth over time
Effect
Grants armor, strength, energy, or another status at a recurring turn timing.
Node connections
On Turn Start.Out โ Change Armor.In: Runs Change Armor when On Turn Start fires.On Turn End.Out โ Change Status.In: Runs Change Status when On Turn End fires.Status Info.Stacks โ Change Armor.Amount: Passes Status Info.Stacks into Change Armor.Amount.
Node configuration
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.
Change ArmorTarget = Self: Targets the source unit itself.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
Change StatusTarget = Self: Targets the source unit itself.Status = Strength: Reads or changes the Strength status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.

Afterimage and โwhenever a card is playedโ powers
Effect
Reacts to each card played through one shared card-play event.
Node connections
On Internal Event.Out โ Change Armor.In: Runs Change Armor when On Internal Event fires.Status Info.Stacks โ Change Armor.Amount: Passes Status Info.Stacks into Change Armor.Amount.
Node configuration
On Internal EventEvent Name = Card.Played: Identifies the named internal event sent or received by this graph.
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.
Change ArmorTarget = Self: Targets the source unit itself.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.

Draw, discard, exhaust, and shuffle triggers
Effect
Reacts to named card-pile transitions such as draw, discard, and exhaust.
Node connections
On Internal Event (1).Out โ Change Energy.In: Runs Change Energy when On Internal Event (1) fires.On Internal Event (2).Out โ Change Armor.In: Runs Change Armor when On Internal Event (2) fires.On Internal Event (3).Out โ Change Status.In: Runs Change Status when On Internal Event (3) fires.
Node configuration
On Internal Event (1)Event Name = Card.Drawn: Identifies the named internal event sent or received by this graph.
On Internal Event (2)Event Name = Card.Discarded: Identifies the named internal event sent or received by this graph.
On Internal Event (3)Event Name = Card.Exhausted: Identifies the named internal event sent or received by this graph.
Change EnergyMode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
Change ArmorTarget = Self: Targets the source unit itself.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
Change StatusTarget = Self: Targets the source unit itself.Status = Strength: Reads or changes the Strength status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.

Energy per turn and global card-cost rules
Effect
Applies persistent resource rules such as extra energy, random costs, or zero-cost cards.
Node connections
Energy Per Turn Hook.Out โ Write Hook (1).In: Enters Write Hook (1) after Energy Per Turn Hook completes.Energy Per Turn Hook.Value โ Math Binary.A: Passes Energy Per Turn Hook.Value into Math Binary.A.Math Binary.Result โ Write Hook (1).Value: Passes Math Binary.Result into Write Hook (1).Value.Card Cost Hook.Out โ Write Hook (2).In: Enters Write Hook (2) after Card Cost Hook completes.
Node configuration
Energy Per Turn HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Card Cost HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Math BinaryKind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Energy Per Turn Hook.Value; this value is only the unconnected fallback.B = 1: Sets the second operand when the B input is not connected.Op = Add: Adds the two operands.
Write Hook (1)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
Write Hook (2)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Sets the value written or processed when the Value input is not connected.

Draw count and hand-size limits
Effect
Changes draw count or maximum hand size while the status is active.
Node connections
Draw Count Hook.Out โ Write Hook (1).In: Enters Write Hook (1) after Draw Count Hook completes.Draw Count Hook.Value โ Math Binary.A: Passes Draw Count Hook.Value into Math Binary.A.Math Binary.Result โ Write Hook (1).Value: Passes Math Binary.Result into Write Hook (1).Value.Hand Size Hook.Out โ Write Hook (2).In: Enters Write Hook (2) after Hand Size Hook completes.
Node configuration
Draw Count HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Hand Size HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Math BinaryKind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Draw Count Hook.Value; this value is only the unconnected fallback.B = 2: Sets the second operand when the B input is not connected.Op = Add: Adds the two operands.
Write Hook (1)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
Write Hook (2)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 10: Sets the value written or processed when the Value input is not connected.

Silence and card-play restrictions
Effect
Restricts which cards can be played, including type-specific locks and complete silence.
Node connections
Card Playable Hook.Out โ Write Hook.In: Enters Write Hook after Card Playable Hook completes.Constant.Value โ Write Hook.Value: Passes Constant.Value into Write Hook.Value.
Node configuration
Card Playable HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
ConstantKind = Bool: Selects the data, collection, choice, or hook value type handled by this node.Bool Value = Off: Supplies the Boolean value used by the selected operation.
Write HookKind = Bool: Selects the data, collection, choice, or hook value type handled by this node.Bool Value = Off: Supplies the Boolean value used by the selected operation.

Stun, skip turn, and extra turn
Effect
Skips the next turn or grants an extra action according to the selected turn-control branch.
Node connections
On Turn Start.Out โ Skip Next Turn.In: Runs Skip Next Turn when On Turn Start fires.On Turn Start.Out โ Extra Turn.In: Runs Extra Turn when On Turn Start fires.
Node configuration
Skip Next TurnTarget = Opponent: Uses the enemy currently selected by the card or behavior.

Death burst, revive, and rebirth
Effect
Runs an on-death payoff or revives a defeated unit.
Node connections
On Unit Died.Out โ Deal Damage.In: Runs Deal Damage when On Unit Died fires.All Enemies.Units โ Deal Damage.Target: Passes All Enemies.Units into Deal Damage.Target.Deal Damage.Out โ Revive Unit.In: Enters Revive Unit after Deal Damage completes.
Node configuration
Deal DamageTarget = Opponent: Driven at runtime by All Enemies.Units; this value is only the unconnected fallback.Amount = 8: Uses 8 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.
Revive UnitTarget = Self: Targets the source unit itself.HP Percent = 35: Sets the percentage of maximum HP restored on revival.

Malleable Reactive Armor
Effect
Gain armor after each attack received.
Node connections
On Attack Taken.Out โ Change Armor.In: Runs Change Armor when On Attack Taken fires.
Node configuration
Change ArmorTarget = Self: Targets the source unit itself.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 4: Uses 4 as the example value; replace it with the amount required by the card.

Beat of Death
Effect
Punish the player every time a card is played.
Node connections
On Internal Event.Out โ Change HP.In: Runs Change HP when On Internal Event fires.
Node configuration
On Internal EventEvent Name = Card.Played: Identifies the named internal event sent or received by this graph.
Change HPTarget = Opponent: Uses the enemy currently selected by the card or behavior.Affect = Current: Changes current HP without changing maximum HP.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.

No Draw
Effect
Replace the normal draw count with 0.
Node connections
Draw Count Hook.Out โ Write Hook.In: Enters Write Hook after Draw Count Hook completes.Constant.Value โ Write Hook.Value: Passes Constant.Value into Write Hook.Value.
Node configuration
Draw Count HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
ConstantKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Int Value = 0: Supplies the integer constant.
Write HookKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Constant.Value; this value is only the unconnected fallback.

Envenom on Hit
Effect
Apply poison whenever attack damage is dealt.
Node connections
On Internal Event.Out โ Change Status.In: Runs Change Status when On Internal Event fires.
Node configuration
On Internal EventEvent Name = Damage.Dealt: Identifies the named internal event sent or received by this graph.
Change StatusTarget = Opponent: Uses the enemy currently selected by the card or behavior.Status = Poison: Reads or changes the Poison status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.

Exhaust Reward
Effect
Create a replacement card whenever another card is exhausted.
Node connections
On Internal Event.Out โ Add Cards.In: Runs Add Cards when On Internal Event fires.
Node configuration
On Internal EventEvent Name = Card.Exhausted: Identifies the named internal event sent or received by this graph.
Add CardsCard = Random Skill: Selects the card asset created by this node.Pile = Hand: Selects the source or destination card pile.Position = Top: Selects where cards are inserted in the destination pile.

Equipment Durability
Effect
Trigger an equipment effect and consume 1 durability stack.
Node connections
On Internal Event.Out โ Sequence.In: Runs Sequence when On Internal Event fires.Sequence.Step0 โ Deal Damage.In: Runs ordered branch 1 and enters Deal Damage.Sequence.Step1 โ Change Status.In: Runs ordered branch 2 and enters Change Status.
Node configuration
On Internal EventEvent Name = Card.Played: Identifies the named internal event sent or received by this graph.
SequenceOutputs = 2: Sets the number of ordered control-flow branches.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.
Change StatusTarget = Self: Targets the source unit itself.Status = Equipment Durability: Reads or changes the Equipment Durability status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.

Plated Armor Decay
Effect
Grant armor over time and reduce the status when an attack breaks through.
Node connections
Status Info.Stacks โ Change Armor.Amount: Passes Status Info.Stacks into Change Armor.Amount.On Damage Taken.Out โ Change Armor.In: Runs Change Armor when On Damage Taken fires.
Node configuration
Change ArmorTarget = Self: Targets the source unit itself.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.

Proportional Retaliation
Effect
Return a percentage of received damage to the attacker.
Node connections
Constant.Value โ Math Binary (2).B: Passes Constant.Value into Math Binary (2).B.Math Binary (3).Result โ Math Binary (2).A: Passes Math Binary (3).Result into Math Binary (2).A.On Damage Taken.Amount โ Math Binary (1).A: Passes On Damage Taken.Amount into Math Binary (1).A.Status Info.Stacks โ Math Binary (1).B: Passes Status Info.Stacks into Math Binary (1).B.Math Binary (1).Result โ Math Binary (3).A: Passes Math Binary (1).Result into Math Binary (3).A.Math Binary (2).Result โ Deal Damage.Amount: Passes Math Binary (2).Result into Deal Damage.Amount.On Damage Taken.Source โ Deal Damage.Target: Passes On Damage Taken.Source into Deal Damage.Target.On Damage Taken.Out โ Deal Damage.In: Runs Deal Damage when On Damage Taken fires.
Node configuration
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.
Math Binary (1)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by On Damage Taken.Amount; this value is only the unconnected fallback.B = 0: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.Op = Mul: Multiplies A by B.
Deal DamageTarget = Opponent: Driven at runtime by On Damage Taken.Source; this value is only the unconnected fallback.Amount = 6: Driven at runtime by Math Binary (2).Result; this value is only the unconnected fallback.Ignore Armor = Off: Damage resolves through armor normally.
Math Binary (2)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Math Binary (3).Result; this value is only the unconnected fallback.B = 0: Driven at runtime by Constant.Value; this value is only the unconnected fallback.Op = Div: Divides A by B.
Math Binary (3)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Math Binary (1).Result; this value is only the unconnected fallback.B = 10: Sets the second operand when the B input is not connected.Op = Mul: Multiplies A by B.
ConstantKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Int Value = 100: Supplies the integer constant.

Damage-to-Healing Conversion
Effect
Convert damage dealt into healing for the status owner.
Node connections
Status Info.Stacks โ Change HP.Amount: Passes Status Info.Stacks into Change HP.Amount.On Damage Dealt.Out โ Change HP.In: Runs Change HP when On Damage Dealt fires.
Node configuration
Change HPTarget = Self: Targets the source unit itself.Affect = Current: Changes current HP without changing maximum HP.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.

Attack-Only Damage Modifier
Effect
Modify incoming attack damage without changing other damage sources.
Node connections
Attack Taken Hook.Value โ Math Binary.A: Passes Attack Taken Hook.Value into Math Binary.A.Status Info.Stacks โ Math Binary.B: Passes Status Info.Stacks into Math Binary.B.Math Binary.Result โ Write Hook.Value: Passes Math Binary.Result into Write Hook.Value.Attack Taken Hook.Out โ Write Hook.In: Enters Write Hook after Attack Taken Hook completes.
Node configuration
Attack Taken HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Write HookKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.
Math BinaryKind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Attack Taken Hook.Value; this value is only the unconnected fallback.B = 0: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.Op = Add: Adds the two operands.

Random Cost on Draw
Effect
Randomize a card's energy cost when it is drawn.
Node connections
On Card Drawn.Out โ Modify Card Cost.In: Runs Modify Card Cost when On Card Drawn fires.
Node configuration
Modify Card CostCards = ThisCard: Selects the card collection used when the Cards input is not connected.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.Duration = ThisTurn: Selects how long the card-cost change remains active.Turns = 1: Sets the limited duration in turns; battle-scoped hooks ignore this value.

Multi-Element Damage Modifier
Effect
Apply different incoming-damage multipliers for several elemental status pairings.
Node connections
Math Binary (2).Result โ Math Binary (4).B: Passes Math Binary (2).Result into Math Binary (4).B.Constant (1).Value โ Math Binary (2).A: Passes Constant (1).Value into Math Binary (2).A.Constant (1).Value โ Math Binary (3).B: Passes Constant (1).Value into Math Binary (3).B.Math Binary (4).Result โ Math Binary (3).A: Passes Math Binary (4).Result into Math Binary (3).A.Math Binary (6).Result โ Math Binary (8).B: Passes Math Binary (6).Result into Math Binary (8).B.Constant (2).Value โ Math Binary (6).A: Passes Constant (2).Value into Math Binary (6).A.Constant (2).Value โ Math Binary (7).B: Passes Constant (2).Value into Math Binary (7).B.Math Binary (8).Result โ Math Binary (7).A: Passes Math Binary (8).Result into Math Binary (7).A.Math Binary (10).Result โ Math Binary (12).B: Passes Math Binary (10).Result into Math Binary (12).B.Constant (3).Value โ Math Binary (10).A: Passes Constant (3).Value into Math Binary (10).A.Constant (3).Value โ Math Binary (11).B: Passes Constant (3).Value into Math Binary (11).B.Math Binary (12).Result โ Math Binary (11).A: Passes Math Binary (12).Result into Math Binary (11).A.Status Info (1).Stacks โ Math Binary (1).A: Passes Status Info (1).Stacks into Math Binary (1).A.Status Damage Hook (1).Value โ Math Binary (4).A: Passes Status Damage Hook (1).Value into Math Binary (4).A.Math Binary (3).Result โ Write Hook (1).Value: Passes Math Binary (3).Result into Write Hook (1).Value.Math Binary (1).Result โ Math Binary (2).B: Passes Math Binary (1).Result into Math Binary (2).B.Status Damage Hook (1).Out โ Write Hook (1).In: Enters Write Hook (1) after Status Damage Hook (1) completes.Status Info (2).Stacks โ Math Binary (5).A: Passes Status Info (2).Stacks into Math Binary (5).A.Status Damage Hook (2).Value โ Math Binary (8).A: Passes Status Damage Hook (2).Value into Math Binary (8).A.Math Binary (7).Result โ Write Hook (2).Value: Passes Math Binary (7).Result into Write Hook (2).Value.Math Binary (5).Result โ Math Binary (6).B: Passes Math Binary (5).Result into Math Binary (6).B.Status Damage Hook (2).Out โ Write Hook (2).In: Enters Write Hook (2) after Status Damage Hook (2) completes.Status Info (3).Stacks โ Math Binary (9).A: Passes Status Info (3).Stacks into Math Binary (9).A.Status Damage Hook (3).Value โ Math Binary (12).A: Passes Status Damage Hook (3).Value into Math Binary (12).A.Math Binary (11).Result โ Write Hook (3).Value: Passes Math Binary (11).Result into Write Hook (3).Value.Math Binary (9).Result โ Math Binary (10).B: Passes Math Binary (9).Result into Math Binary (10).B.Status Damage Hook (3).Out โ Write Hook (3).In: Enters Write Hook (3) after Status Damage Hook (3) completes.
Node configuration
Status Damage Hook (1)Status = Poison: Reads or changes the Poison status.Priority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Write Hook (1)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Binary (3).Result; this value is only the unconnected fallback.
Status Info (1)Status = None: Selects the status read, changed, removed, or observed by the node.
Math Binary (1)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Status Info (1).Stacks; this value is only the unconnected fallback.B = 50: Sets the second operand when the B input is not connected.Op = Mul: Multiplies A by B.
Math Binary (2)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Constant (1).Value; this value is only the unconnected fallback.B = 0: Driven at runtime by Math Binary (1).Result; this value is only the unconnected fallback.Op = Add: Adds the two operands.
Math Binary (3)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Math Binary (4).Result; this value is only the unconnected fallback.B = 0: Driven at runtime by Constant (1).Value; this value is only the unconnected fallback.Op = Div: Divides A by B.
Math Binary (4)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Status Damage Hook (1).Value; this value is only the unconnected fallback.B = 0: Driven at runtime by Math Binary (2).Result; this value is only the unconnected fallback.Op = Mul: Multiplies A by B.
Constant (1)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Int Value = 100: Supplies the integer constant.
Status Damage Hook (2)Status = Burn: Reads or changes the Burn status.Priority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Write Hook (2)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Binary (7).Result; this value is only the unconnected fallback.
Status Info (2)Status = None: Selects the status read, changed, removed, or observed by the node.
Math Binary (5)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Status Info (2).Stacks; this value is only the unconnected fallback.B = 50: Sets the second operand when the B input is not connected.Op = Mul: Multiplies A by B.
Math Binary (6)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Constant (2).Value; this value is only the unconnected fallback.B = 0: Driven at runtime by Math Binary (5).Result; this value is only the unconnected fallback.Op = Add: Adds the two operands.
Math Binary (7)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Math Binary (8).Result; this value is only the unconnected fallback.B = 0: Driven at runtime by Constant (2).Value; this value is only the unconnected fallback.Op = Div: Divides A by B.
Math Binary (8)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Status Damage Hook (2).Value; this value is only the unconnected fallback.B = 0: Driven at runtime by Math Binary (6).Result; this value is only the unconnected fallback.Op = Mul: Multiplies A by B.
Constant (2)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Int Value = 100: Supplies the integer constant.
Status Damage Hook (3)Status = Bleed: Reads or changes the Bleed status.Priority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
Write Hook (3)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Binary (11).Result; this value is only the unconnected fallback.
Status Info (3)Status = None: Selects the status read, changed, removed, or observed by the node.
Math Binary (9)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Status Info (3).Stacks; this value is only the unconnected fallback.B = 50: Sets the second operand when the B input is not connected.Op = Mul: Multiplies A by B.
Math Binary (10)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Constant (3).Value; this value is only the unconnected fallback.B = 0: Driven at runtime by Math Binary (9).Result; this value is only the unconnected fallback.Op = Add: Adds the two operands.
Math Binary (11)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Math Binary (12).Result; this value is only the unconnected fallback.B = 0: Driven at runtime by Constant (3).Value; this value is only the unconnected fallback.Op = Div: Divides A by B.
Math Binary (12)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Status Damage Hook (3).Value; this value is only the unconnected fallback.B = 0: Driven at runtime by Math Binary (10).Result; this value is only the unconnected fallback.Op = Mul: Multiplies A by B.
Constant (3)Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Int Value = 100: Supplies the integer constant.

Random Discard at Turn Start
Effect
Choose cards from the hand at turn start and move them to the discard pile.
Node connections
Card Piles.Cards โ Random Elements.Collection: Passes Card Piles.Cards into Random Elements.Collection.Status Info.Stacks โ Random Elements.Count: Passes Status Info.Stacks into Random Elements.Count.Random Elements.Result โ Move Cards.Cards: Passes Random Elements.Result into Move Cards.Cards.On Turn Start.Out โ Move Cards.In: Runs Move Cards when On Turn Start fires.
Node configuration
Move CardsCards = ThisCard: Driven at runtime by Random Elements.Result; this value is only the unconnected fallback.Pile = Discard: Selects the source or destination card pile.Position = Top: Selects where cards are inserted in the destination pile.
Card PilesPile = Hand: Selects the source or destination card pile.
Random ElementsKind = Card: Selects the data, collection, choice, or hook value type handled by this node.Count = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
Status InfoStatus = None: Selects the status read, changed, removed, or observed by the node.
