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Status Recipes

Guide

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€‹

#MechanismWhat it builds
1Poison, burn, regeneration, and periodic ticksRead the status stack count at the specified turn timing, then deal damage, heal, or grant resources according to that count
2Strength and WeakChange damage dealt by the status holder before it is applied
3Incoming Damage MultiplierMultiply incoming damage while the status is active; use positive or negative scaling for vulnerability or resistance
4Dexterity and FrailChange the armor the status holder gains from each card
5Barricade and armor retentionUse this when armor should survive the normal turn reset
6Thorns, retaliation, and counterattackUse this for damage returned after the owner is attacked
7Buffer and one-hit preventionUse this for charges that negate the next incoming damage instance
8Per-Hit Damage CapClamp HP loss from each hit to a configured maximum while the status is active
9Artifact and debuff immunityUse this for charges that block the next incoming debuff
10Plated Armor, Ritual, and growth over timeUse timing entries to create statuses that grant armor, strength, energy, or another status every turn
11Afterimage and โ€œwhenever a card is playedโ€ powersGlobal card-play powers are cross-owner rules; broadcast the card event once, then let statuses listen for it
12Draw, discard, exhaust, and shuffle triggersUse named internal events when a persistent status reacts to card-pile transitions owned elsewhere
13Energy per turn and global card-cost rulesUse hooks for persistent resource rules such as extra energy, Confusion, or cards costing zero
14Draw count and hand-size limitsUse this for extra draw, No Draw, enlarged hands, and hand compression
15Silence and card-play restrictionsBlock cards by type or prevent the status holder from playing cards entirely
16Stun, skip turn, and extra turnThese are distinct turn-control results; use the branch that matches the status; do not run both from one status
17Death burst, revive, and rebirthUse this for corpse explosions, phoenix effects, second lives, and on-death support
18Malleable Reactive ArmorGain armor after each attack received
19Beat of DeathPunish the player every time a card is played
20No DrawReplace the normal draw count with 0
21Envenom on HitApply poison whenever attack damage is dealt
22Exhaust RewardCreate a replacement card whenever another card is exhausted
23Equipment DurabilityTrigger an equipment effect and consume 1 durability stack
24Plated Armor DecayGrant armor over time and reduce the status when an attack breaks through
25Proportional RetaliationReturn a percentage of received damage to the attacker
26Damage-to-Healing ConversionConvert damage dealt into healing for the status owner
27Attack-Only Damage ModifierModify incoming attack damage without changing other damage sources
28Random Cost on DrawRandomize a card's energy cost when it is drawn
29Multi-Element Damage ModifierApply different incoming-damage multipliers for several elemental status pairings
30Random Discard at Turn StartChoose 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 Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Deal Damage
    • Target = 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 HP
    • Target = 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.
Poison, burn, regeneration, and periodic ticks FlowGraph
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 Hook
    • 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.
  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary
    • Kind = 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 Hook
    • 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.
Strength and Weak FlowGraph
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 Hook
    • 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.
  • Convert
    • To = Float: Selects the destination data type for conversion.
  • Math Binary
    • Kind = 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 Unary
    • Kind = 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 Hook
    • Kind = 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.
Incoming Damage Multiplier FlowGraph
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 Hook
    • 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.
  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary
    • Kind = 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 Hook
    • 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.
Dexterity and Frail FlowGraph
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 Hook
    • 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.
Barricade and armor retention FlowGraph
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 Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Deal Damage
    • Target = 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.
Thorns, retaliation, and counterattack FlowGraph
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 Hook
    • 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.
  • Change Status
    • Target = 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.
Buffer and one-hit prevention FlowGraph
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 Hook
    • 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.
  • Clamp
    • Kind = 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 Hook
    • Kind = 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.
Per-Hit Damage Cap FlowGraph
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 Hook
    • 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.
  • Change Status
    • Target = 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.
Artifact and debuff immunity FlowGraph
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 Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Change Armor
    • Target = 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 Status
    • Target = 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.
Plated Armor, Ritual, and growth over time FlowGraph
Afterimage and โ€œwhenever 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 Event
    • Event Name = Card.Played: Identifies the named internal event sent or received by this graph.
  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Change Armor
    • Target = 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.
Afterimage and โ€œwhenever a card is playedโ€ powers FlowGraph
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 Energy
    • 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.
  • Change Armor
    • Target = 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 Status
    • Target = 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.
Draw, discard, exhaust, and shuffle triggers FlowGraph
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 Hook
    • 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.
  • Card Cost Hook
    • 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.
  • Math Binary
    • Kind = 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.
Energy per turn and global card-cost rules FlowGraph
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 Hook
    • 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.
  • Hand Size Hook
    • 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.
  • Math Binary
    • Kind = 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.
Draw count and hand-size limits FlowGraph
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 Hook
    • 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.
  • Constant
    • Kind = 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 Hook
    • Kind = 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.
Silence and card-play restrictions FlowGraph
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 Turn
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
Stun, skip turn, and extra turn FlowGraph
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 Damage
    • Target = 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 Unit
    • Target = Self: Targets the source unit itself.
    • HP Percent = 35: Sets the percentage of maximum HP restored on revival.
Death burst, revive, and rebirth FlowGraph
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 Armor
    • Target = 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.
Malleable Reactive Armor FlowGraph
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 Event
    • Event Name = Card.Played: Identifies the named internal event sent or received by this graph.
  • Change HP
    • Target = 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.
Beat of Death FlowGraph
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 Hook
    • 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.
  • Constant
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 0: Supplies the integer constant.
  • Write Hook
    • Kind = 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.
No Draw FlowGraph
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 Event
    • Event Name = Damage.Dealt: Identifies the named internal event sent or received by this graph.
  • Change Status
    • Target = 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.
Envenom on Hit FlowGraph
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 Event
    • Event Name = Card.Exhausted: Identifies the named internal event sent or received by this graph.
  • Add Cards
    • Card = 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.
Exhaust Reward FlowGraph
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 Event
    • Event Name = Card.Played: Identifies the named internal event sent or received by this graph.
  • Sequence
    • Outputs = 2: Sets the number of ordered control-flow branches.
  • Deal Damage
    • Target = 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 Status
    • Target = 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.
Equipment Durability FlowGraph
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 Armor
    • Target = 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 Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
Plated Armor Decay FlowGraph
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 Info
    • 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 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 Damage
    • Target = 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.
  • Constant
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 100: Supplies the integer constant.
Proportional Retaliation FlowGraph
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 HP
    • Target = 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 Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
Damage-to-Healing Conversion FlowGraph
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 Hook
    • 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
    • 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.
  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary
    • Kind = 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.
Attack-Only Damage Modifier FlowGraph
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 Cost
    • Cards = 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.
Random Cost on Draw FlowGraph
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.
Multi-Element Damage Modifier FlowGraph
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 Cards
    • Cards = 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 Piles
    • Pile = Hand: Selects the source or destination card pile.
  • Random Elements
    • Kind = 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 Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
Random Discard at Turn Start FlowGraph
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