Abilities
This page lists the available ability types and explains the fields that control how each ability behaves in battle.
Ability catalog
| Ability | Behavior |
|---|---|
| None | Pure stats with no extra effect. |
| Burn | Applies burning pressure over time. |
| Shield | Adds temporary defense support. |
| Heal | Restores health while keeping momentum. |
| Stun | Can deny the next action. |
| Rage | Raises offensive pressure. |
| Drain | Converts damage into sustain. |
| Pierce | Cuts through defense. |
| Lightning | Burst damage with stun pressure. |
| Poison | Lingering damage over multiple turns. |
| Ice | Tempo control and slow pressure. |
| Sword Strike | Martial strike with bleeding pressure. |
| Revive | Recovery-focused legendary utility. |
Editable fields
- Label
- Description
- Damage
- Buff text
- Extra tuning values such as bonus damage, turn count, stun chance, heal amount, or ignore defense percentage.
How abilities behave
The ability catalog can be used to make cards feel different even when two cards share similar base stats. Abilities influence the battle rhythm, the damage type, and the kind of tactical answer the opponent needs.
Keep the ability text short and readable because these values are shown inside small battle panels and card screens.