Other than in the original games of the Valkyria Chronicles franchise, you will not be able to control your characters actively in battles. In Valkyria Duel, all characters come in the form of cards. Collecting and training them, as well as choosing the right ones to fight in battle is the central part of this game, so getting used to handling these cards is rather helpful.
Basics of a card[]
This menu can be accessed from any card to view the detailed breakdown of what makes up the total attack power of the card. Either double-click or long-tap (long click) a card to enter this screen.
Firstly, all 8 parameters (HP, Speed, Attack, Healing, Scouting, Evasion, Accuracy, Defense) have no difference whatsoever from each other. For example, the healing stat does not offer any recovery benefit while in battle and this may be a bit misleading to new players.
Ranks:
The rank of the card, top right, goes from 3rd Class, 2nd Class, and lastly 1st Class. This is additionally described as a small golden star that appears under the insignia for every rank up. To find out how to rank a card up, look under synthesis.
Power Value:
The Combined Total Power is a simple addition of all 8 parameters on the right. This combined number is the number that will be used if the card is part of the main attack force (top screen). When used as a backup support card, only one stat will be used. What stat will be used will depend on which slot the card is inserted in. An Attack Support will only take the Attack parameter when contributing to the deck value, similarly for Evasion supports and Defense supports.
Potentials and Orders:
Potentials, and orders, if any, will have their effects described here. It is important for you to know that Orders can only be activated if a card with an Order is placed into the Leader slot. All other slots will have their Orders ignored. Potentials on the other hand, may activate as long as the card is in the main strike force.
Card Affinity:
Character affinities describe the friendships that this particular character has with other cards. If the cards described here are deployed in the main strike force along with this card, a minor bonus will appear under "Combinations" calculations. Any cards that may have affinities that are in backup will be ignored.
Miscellany:
Vendoring the card does just that. You will lose the card in exchange for DCT.
Lock protects the card from being used as material for synthesis and you will be unable to vendor the card as well. Cards are automatically locked if they are deployed in a deck.
Synthesis goes into synthesis menu with this as base card.
Red power values:
Some cards gain a multiplicative bonus that greatly increases their attack power, and such effects will cause their power values to show up in red. Seen below:
These effects are temporary event bonuses and expire once the event is over. The official application page lists the value of the bonus, typically 3x and 6x, with the rarest Legendaries gaining a whopping 15x value.
Obtaining Character Cards[]
To obtain character cards, you will have to spend either , or Special Tickets. By selecting the Card-button in the upper left corner of the window in your base overview, you will find the Card Conversion Screen. Here you can choose which kind of points you want to spend for which kind of cards and how many of them by browsing through the available tabs and options.
Note: The First Gallian War refers to the game before it's world reset (this occurs if a side is completely defeated, their HQ destroyed).
After selecting the way of obtaining the cards, a short animation will play and you will get a list (in case you chose to buy more than 1 card at once) of the cards you just got. Character cards that have not yet been in your collection will be marked with a new-tag, and by clicking on any of the names of the characters, you will see the card in detail. Note that you can access the character's profile by double-clicking or holding left-click down without moving on either their names or their cards.
Card Limit[]
You have a set limit of 100 cards in your possession at any time, which can be further increased to 150 for a set time period if you wish to buy a real money transaction. Once you have reached this limit, you will not be able to obtain any more cards until you have either sold some of them or sacrificed them to let one of your other cards gain experience.
Promotional events sometimes give cards to loyal players. These cards will appear in your mailbox and not be sent and counted in your card limit until you withdraw them.
Squad Management[]
After the relatively easy process of obtaining cards, managing them is a bit more difficult, but still pretty easy to do. To gain access to the Squad Management Screen, follow the directions of Menu(メニュー) → Squad Management Screen(部隊編��). This is the overview over your soldiers who will be deployed in battle and how strong your army and characters therein are.
Cost Points Limit[]
First of all, note that you have a limit of Cost in your army: The sum of all your active cards must not be higher than this limit to be found on the right hand side of the screen under Cst. To raise this limit, either gain a Rank Up by participating in enough battles to qualify for a promotion, or increase the level of your base. Either way will allow you to have 10 more Card Points in your squad. The bonus is later diminished to 5 Card Points increase.
The Elements Of Your Squad[]
Every squad you will face as well as your own one has the same basic structure and possibilities. You can have a maximum of 13 characters in your army, as long as your Card Points Limit has not been violated yet.
Before you fill in all of the 13 slots, you should know that not all your selected soldiers will do the same things: There are different positions to be filled in.
The leader is the single most important role to be fulfilled in your squad, and whoever takes this position will also be displayed as your representative in the Opponent Select Screen. There is of course only one slot out of the 13 which is the leader, so choose yours carefully.
First of all, all of your leader's stat points will be counted towards your total strength. He will also be able to form combinations as well as activate his or her personal potential. What makes the leader really stand out however is the ability to give an order. Not all characters are able to do so: Only the ones with a Command Point icon () in the upper left corner of their cards are able to give Orders, and are thus predestined to be a leader. If you place a character with an order in any other place other than the leader spot, they will not make use of this ability, which also means that only one order can be given per side in a battle.Right below your leader you will find four more slots to be filled. These are your officers and almost as important as your Leader. The only difference is that they are not able to give orders. However, they also contribute with all of their stat points towards your squad's total strength, they can form combinations (with both your leader and other officers) and activate their personal potential.
By scrolling down some more, you will find the final 8 character slots, which are separated from the above five one for a reason: They follow different rules. First of all, they are neither able to give orders, form combinations or use their potential. Worse, they do not contribute with all of their strength indicated on their card. Depending on which slot of these 8 you assign them to, their strength will differ. You may have noticed that these slots seem to have different descriptions if no cards are placed on them. The reason for this is that each slot only takes the amount of points of one of the 8 stats each character has and counts these towards to squad's total strength. Try to compare the Kanji on the empty slots with the ones of the stats shown in the character's profile to identify which slot uses which stat.
What this means is that characters which do not seem all that strong in the overall, but with a lot of points in one specific stat can still contribute a lot to the total strength of the army.Assembling Your Squad[]
With the knowledge of the different roles to be fulfilled in a squad, all that remains is to assign the positions and maximize the strength of your soldiers.
To place a card on a specific slot, click on the latter one to bring up all the cards in your possession with the amount of points they would contribute on the slot selected. You can choose different criteria by which to list the cards by selecting one of the options which appear after clicking on the button in the upper right corner.
Cards that are already placed on a slot are marked with the set-tag, characters that would exceed the Card Points Limit if chosen now are marked with a warning-tag.
If you feel up to the challenge, you can put together your squad from scratch and work on the best solution – or you can let the game give you hand in the form of an auto-fill in: By selecting the second button from the top in the upper right corner (自動編成), you can tell the game to either:
- Put together the squad that contains the most valuable of your cards, which will typically have a high amount of points.
- Select any number of already set cards to be locked in place, and then proceed with the above method of filling in the rest as best as possible with valuable cards. This way, you can set characters to a specific location and let the game calculate the best solution from there on.
However, it is important to say that this auto-fill in feature does not necessarily give you the optimized squad that is possible with your current cards! Sometimes you can still achieve some improvements to the total strength by swapping in different cards and doing some experiments on your own. For example, the game's suggestion might not use all of the cards up to your Card Cost Limit, because it put a valuable card with high costs in your squad, which could be replaced with two or more different cards to not only use the Card Cost Limit more efficiently, but also providing more points accumulated.
When using the auto-fill feature, before accepting the proposition you will get a note telling you, what the total strength of the squad will be compared to what it was before the application. This gives you a good first indication of how useful the feature's result would be. Do not forget though, that strength is not all that matters! Sometimes a bit less strength can be made up for by Combinations or Potentials of your Officers or your Leader!
Training Your Characters[]
Preparations[]
As in the original games, characters do not gain immediate experience by participating in a battle. To train your troops, you have to have built a Promotion Center first. More important, characters in Valkyria Duel are trained by sacrificing other cards. This means that you should also have a disposable amount of cards you do not intend to use any longer – indeed you will not be able to use them anymore after feeding them to a selected character.
Card Synthesis Select your Promotion Center and then click on the second option on the left side: It will bring you to the Card Synthesis Screen.
Here, the basic methods are very similar to how you manage your squad in the Squad Management Screen: The character you want to train has to be placed on the single slot in the upper left corner. By clicking on the slot you bring up all of the cards in your possession. After choosing the beneficiary, you have to fill at least one and up to all 12 of the slots below: By clicking on them, you will see all of the cards you have at your disposal which are not part of your selected squad, so there is no danger of accidentally sending one of your squad members to the death. After you have selected all of the cards you want to sacrifice, the amount of money that is required to execute the training is displayed on the right hand side: It is the lower one of the two values; the upper one represents your current total of funds. By clicking on the black button and accepting your choice, you will get a power up animation as well as the results of your training: The amount of experience gained in %, as well as bonuses and new potentials and the like.
Do note that sacrificing cards of the same class type or the same character will grant the trained card a bigger experience boost.
Maximum Level and Raising a Card's Traits[]
Other than simply leveling up your cards for better stats, Card Synthesis can also be used to improve other features of a card, namely its rank and, if available, its potential and/or order.
By sacrificing a card that shares a feature of the card to be trained it will get a chance to raise the respective trait. This means that for a chance of increasing the potential of a card, you have to sacrifice (amongst possible others) a card with the exact same potential. The procedure for leveling up an order is the same but with an identical order. Refer to the following two lists to see what cards share the same potential or the same order.
Conversely, you may use the game's feature's to automatically sort cards that have the same order or potential together. To do this click same potential (同じポテンシャル) or same order (同じオーダー).
To increase the rank of a card, it has to have reached its maximum level first. After reaching its maximum level, a card can no longer gain experience, but you can still improve its potential and order. However, by synching the card with an identical card it will get a chance of getting a rank up, which is symbolized by a small star below its class symbol if the rank up was successful. A card can have two rank ups (thus getting two stars), with each rank up not only increasing its stats, but also raising its maximum level by 5, giving it even more space to evolve, but also leading to higher costs when being leveled. However, a card that ranked up will drop to level 0 of the new rank.
The following table shows the a card's maximum level depending on how many rank stars it has.
Card Rarity |
Third Class |
Second Class | First Class |
---|---|---|---|
C | 20 | 25 | 30 |
UC | 25 | 30 | 35 |
R or P | 30 | 35 | 40 |
SR | 35 | 40 | 45 |
L | 45 | 50 | 55 |
The success rate of leveling up a potential, order or rank is never 100%.
Effect Of Ranking Up Cards[]
This table shows the Engineer Clarissa's base stats at Level 0 at different ranks.
Name | Rank | Total | HP | Spd | Atk | Heal | Scout | Eva | Acct | Def |
---|---|---|---|---|---|---|---|---|---|---|
Clarissa | Third Class | 2160 | 120 | 170 | 110 | 1250 | 180 | 80 | 100 | 150 |
Clarissa |
Second Class |
2331 | 129 | 183 | 118 | 1351 | 194 | 86 | 108 | 162 |
Clarissa | First Class | 2418 | 134 | 190 | 123 | 1401 | 201 | 89 | 112 | 168 |
This following table shows the same card at Level 21 at different ranks.
Name | Rank | Total | HP | Spd | Atk | Heal | Scout | Eva | Acct | Def |
---|---|---|---|---|---|---|---|---|---|---|
Clarissa | Third Class | 2556 | 142 | 201 | 130 | 1481 | 213 | 94 | 118 | 177 |
Clarissa |
Second Class |
2763 | 153 | 217 | 140 | 1601 | 230 | 102 | 128 | 192 |
Clarissa | First Class | 2866 | 159 | 225 | 146 | 1660 | 239 | 106 | 132 | 199 |
The average observable gain from ranking up Third to Second class is 8%, While Third to First class is approximately 12%.
Bear in mind that this is a comparison of the card at the exact same level. A First Class card would have an additional 10 more levels to gain even more attributes so the end result would be an overwhelmingly more powerful card compared to a Third Class.
Growth Type and It's Correlation with Rate of Growth[]
Cards are set with a hidden growth rate parameter upon acquisition.
This growth rate changes along with card rarity and even in the case of a "normal" growth rate there are differences exhibited along the way, it is named below such as "Normal-A" and "Normal-B" for the sake of differentiation.
Explanation of Terms:
Early: Early bloomers, growth rate is phenomenal while in Third Class but slows to a crippling crawl after ranking up.
Normal: Steady rate of growth for all three ranks, typically the ones with the highest margin of improvement.
Late: Late bloomer. Growth rate is very low at Third Class, but climbs starkly at First Class. On the whole, still worse than Normal in all cases exhibited.
R Gloria as an example:
The parameter "ATK" starts off at 1030, with a growth rate set at "Normal-B", the stats would look somewhat like below:
R Gloria | Growth Rate | Approx. Growth |
---|---|---|
Third Class MAX (Lv30) | 1030 x 1.6960 = 1746 | 69.60% |
Second Class MAX (Lv35) | 1030 x 1.9597 = 2018 | 95.97% |
First Class MAX (Lv40) | 1030 x 2.1624 = 2227 | 116.24% |
Updated (3/7/13):
Rarity | Growth Type | Third MAX (%) | Second MAX (%) | First MAX (%) |
---|---|---|---|---|
UC |
Early-A |
60.70 | 75.80 | 83.60 |
Normal-A | 58.00 | 83.40 | 103.25 | |
Normal-B | 50.50 | 91.25 | ||
R | Early-A | 77.00 | 92.85 | 100.90 |
Normal-A | 78.70 | 107.42 | 129.70 | |
Normal-B | 69.60 | 95.97 | 116.24 | |
Late-A | 42.40 | 70.50 | 96.50 | |
Late-B | 37.70 | 63.55 | 87.20 | |
SR | Early-A | 63.75 | 77.70 | 84.90 |
Normal-A | 91.90 | 121.60 | 144.49 | |
Normal-B | 81.30 | 108.53 | 129.25 | |
Normal-C | 70.70 | 118.77 | ||
Late-A | 57.70 | 89.46 | 118.95 | |
L | Early-A | |||
Normal-A | 87.64 (?) | 119.18 (?) | 145.57 (?) | |
Late-A | ||||
P | Normal-A | 60.60 |
"Special" Growth Rate[]
It has been confirmed at 12/9/12 that the following cards listed below have a growth rate that does not conform to the above formulae.
As there seem to be no intention of fixing or changing these parameters to with the rest, and SR cards seem to commonly appear on the list, this does not seem to be an error made by the developers.
- Might be a mistake on my part but Edy seems to exhibit such a trait as well. Please provide information if anyone knows.
The growth rate for each growth type for each attribute is different. (Update: 3/7/13)
Card | JP | HP | SPD | ATK | HEAL | SCT | EVA | ACCY | DEF | |
---|---|---|---|---|---|---|---|---|---|---|
Normal-A | Early-A | Early-A | Early-A | Early-A | Early-A | Early-A | Early-A | |||
UC-0802 Rady Jaeger (Tank) | ラデイ・イェーがー | 58.00 | 60.70 | 60.70 | 60.70 | 60.70 | 60.70 | 60.70 | 60.70 | 3rd |
83.40 | 75.80 | 75.80 | 75.80 | 75.80 | 75.80 | 75.80 | 75.80 | 2nd | ||
103.25 | 83.60 | 83.60 | 83.60 | 83.60 | 83.60 | 83.60 | 83.60 | 1st | ||
Normal-A | Normal-A | Normal-A | Late-A | Late-A | Early-A ? | Late-A | Late-A | |||
SR-0210 Selvaria Bles (Assault) | セルべリア・ブレス | 91.90 | 91.90 | 91.90 | 57.70 | 57.70 | 63.75 | 57.70 | 57.70 | 3rd |
121.60 | 121.60 | 121.60 | 89.46 | 89.46 | 77.70 | 89.46 | 89.46 | 2nd | ||
144.49 | 144.49 | 144.49 | 118.95 | 118.95 | 84.90 | 118.95 | 118.95 | 1st | ||
Normal-B | Normal-B | Normal-B | Normal-A | Normal-B | Normal-B | Normal-A | Normal-B | |||
SR-0405 Lynn (Assault) | リィン | 81.30 | 81.30 | 81.30 | 91.90 | 81.30 | 81.30 | 91.90 | 81.30 | 3rd |
108.53 | 108.53 | 108.53 | 121.60 | 108.53 | 108.53 | 121.60 | 108.53 | 2nd | ||
129.25 | 129.25 | 129.25 | 144.49 | 129.25 | 129.25 | 144.49 | 129.25 | 1st | ||
Normal-A | Normal-C | Normal-C | Normal-C | Normal-C | Late-A | Normal-C | Normal-C | |||
SR-0802 Isara Gunther (Tank) | イサラ・ギュンター | 91.90 | 70.70 | 70.70 | 70.70 | 70.70 | 57.70 | 70.70 | 70.70 | 3rd |
121.60 | -- | -- | -- | -- | 89.46 | -- | -- | 2nd | ||
144.49 | -- | -- | -- | -- | 118.95 | -- | -- | 1st |
- SR-0210 Selvaria Bles (セルべリア・ブレス) exhibits identical behaviour to the growth rate of "SR Early-A" in the Evasion parameter in the previous table.
Having said so, if we take SR Early-A as an example, in 3rd Class MAX it should be [600 x 1.6375 = 982.5 -> 982], however in actuality, the recorded number was 984, this may perhaps be SR Early-B.
Number Of Cards Needed For Levelling[]
Data gathered by synthesizing cards that were not common in class, character, and LV0 commons.
Lv | Cards | Lv | Cards | Lv | Cards | Lv | Cards | Lv | Cards |
---|---|---|---|---|---|---|---|---|---|
0 → 1 | 1.0 | 9 → 10 | 5.1 | 18 → 19 | 9.6 | 27 → 28 | 14.9 | 36 → 37 | 21.1 |
1 → 2 | 1.5 | 10 → 11 | 5.5 | 19 → 20 | 10.4 | 28 → 29 | 15.8 | 37 → 38 | 21.8 |
2 → 3 | 2.0 | 11 → 12 | 5.9 | 20 → 21 | 11.0 | 29 → 30 | 16.1 | 38 → 39 | 22.5 |
3 → 4 | 2.4 | 12 → 13 | 6.5 | 21 → 22 | 11.4 | 30 → 31 | 16.3 | 39 → 40 | 23.2 |
4 → 5 | 2.8 | 13 → 14 | 7.2 | 22 → 23 | 11.8 | 31 → 32 | 16.9 | 40 → 41 | 23.9 |
5 → 6 | 3.3 | 14 → 15 | 7.7 | 23 → 24 | 12.8 | 32 → 33 | 17.4 | 41 → 42 | 24.7 |
6 → 7 | 3.6 | 15 → 16 | 8.7 | 24 → 25 | 13.2 | 33 → 34 | 18.2 | 42 → 43 | 25.4 |
7 → 8 | 4.3 | 16 → 17 | 8.9 | 25 → 26 | 13.6 | 34 → 35 | 18.8 | 43 → 44 | 26.2 |
8 → 9 | 4.8 | 17 → 18 | 9.4 | 26 → 27 | 14.1 | 35 → 36 | 20.4 | 44 → 45 | 26.9 |
The above table may not be exactly accurate, please only use it as an approximation.
Condensed, this would mean:
- To Lv25: Approximately 169 C cards are needed
- To Lv30: Approximately 244 C cards are needed
- To Lv35: Approximately 335 C cards are needed
- To Lv40: Approximately 444 C cards are needed
- To Lv45: Approximately 571 C cards are needed
Using cards that have the same class in synthesis[]
Experience gained is 1.1 times more than a normal common card.
From the card list data gathered from the open beta version, there are a total of 11 scouts, 10 assaults, 8 lancers, 8 snipers, 7 engineers, 6 armored techs, and 6 fencers.
From the above statistics, it would be fair to assume that scouts would be more common than any other class.
Using identical cards in synthesis[]
Experience gained is 1.1 times more than a normal common card.
As it can be assumed that the card being synthesized will have the exact same class as the base card, the class synthesis bonus applies as well, bringing the total to 1.2 times more than a common card.
Using UC or R as material in levelling cards []
When an UC card is used, experience given is 1.5 times more compared to a common.
When an R card is used, experience given is 2.0 times more compared to a common.
Special Cards[]
As rewards for participation in a battle and good results in the local rankings, you will sometimes be rewarded with special character cards only intended for Card Synthesis. They can be easily identified by having an infinity symbol as their cost value as well as being unable to participate in any battle as well as having very low stats.
Ellet and Martha will grant a comparatively huge boost of experience to the trained card. Multiple cards of these sacrificed at once will stack.
UC Martha(LV15) - Equivalent to 14 common cards in XP boost.
R Ellet(LV20) - Equivalent to 33 common cards in XP boost.
SR Ellet(LV25) - Equivalent to 48 common cards in XP boost.
Hans and Jarde are joker cards that have a chance of leveling up any potential.
Rodriguez and Ramsey will achieve the same thing for cards with orders: They receive an automatic chance at raising their order.
Cordelia is used to give any card that already reached its maximum level and does not have two rank stars yet a chance of ranking up.
Great Success!!![]
Sometimes you may gain additional bonuses during synthesis, with a message that says synthesis has gained "Great Success!!!" (JP: 合成大成功!!). Experience gained during synthesis is 1.5x instead of the usual.
However, it's not a straightforward 1.5x more...
Unusual Behaviour to Synthesis Bonus[]
For example, assuming a 10% gain in experience per card, synthesizing 12 of them, under normal circumstances, this would give 10% x 12 cards = 120% experience.
Even should the bonus appear, there is actually no way of knowing how many cards actually gained the bonus. Under normal circumstances, it is safe to assume it was probably 1 or 2 cards that gained the bonus.
Taking the above numbers into the equation, this would result in 10% x 1.5x + 10% x 11 = 125% EXP increase. Simply, it is safe to assume "Great Success!!" typically gives a gain of 5% EXP bonus.
It is thus safe to conclude that synthesizing 12 cards at once causes this message to appear much more frequently, and there does not seem to be any gain or loss to EXP to sacrificing cards one by one individually.
Possible Affixations to Attributes (Orders)[]
This section lists the observed affixations to attributes on Orders. This list includes as much information as available but is by no means exhaustive, as new Orders may be included in the game every event.
HP (体力)[]
These orders give a direct increase to the HP attribute of the entire squad when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Endurance Augmentation | 体力強化命令 | Increases attribute of all allies by 50% |
Order: Endurance Special | 体力特化指令 | Increases attribute of all allies by 75% |
Speed (移動)[]
These orders give a direct increase to the Speed attribute of the entire squad when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Speed Augmentation | 移動強化命令 | Increases attribute of all allies by 50% |
Order: Speed Special | 移動特化指令 | Increases attribute of all allies by 75% |
Attack (攻撃)[]
These orders give a direct increase to the Attack attribute of the entire squad when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Attack Augmentation | 攻撃強化命令 | Increases attribute of all allies by 50% |
Order: Attack Special | 攻撃特化指令 | Increases attribute of all allies by 75% |
Healing/Recovery (回復)[]
These orders give a direct increase to the Healing/Recovery attribute of the entire squad when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Recovery Augmentation | 回復強化命令 | Increases attribute of all allies by 50% |
Order: Recovery Special | 回復特化指令 | Increases attribute of all allies by 75% |
Scouting (索敵)[]
These orders give a direct increase to the Scouting attribute of the entire squad when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Scouting Augmentation | 索敵強化命令 | Increases attribute of all allies by 50% |
Order: Scouting Special | 索敵特化指令 | Increases attribute of all allies by 75% |
Evasion (回避)[]
These orders give a direct increase to the Evasion attribute of the entire squad when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Evasion Augmentation | 回避強化命令 | Increases attribute of all allies by 50% |
Order: Evasion Special | 回避特化指令 | Increases attribute of all allies by 75% |
Accuracy (命中)[]
These orders give a direct increase to the Accuracy attribute of the entire squad when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Accuracy Augmentation | 命中強化命令 | Increases attribute of all allies by 50% |
Order: Accuracy Special | 命中特化命令 | Increases attribute of all allies by 75% |
Defense (防御)[]
These orders give a direct increase to the Defense attribute of the entire squad when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Defense Augmentation | 防御強化命令 | Increases attribute of all allies by 50% |
Order: Defense Special | 防御特化指令 | Increases attribute of all allies by 75% |
Coordination (総合)[]
These orders give a direct increase to all attributes of the entire squad when activated.
Translation | Japanese | Effect |
---|---|---|
Order: All-Out Attack | 主力進撃指令 | Increases attribute of all frontline allies by 13% |
Order: Chokepoint Support | 重点援護指令 | Increases attribute of all backup allies by 18% |
Order: Coordinated Strike | 一斉攻撃命令 | Increases attribute of the entire deck by 11% |
Troop Type (兵料)[]
These orders give a direct increase to all attributes of the specified troop type when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Power Scouts | 威力偵察 | Increases attributes of all Scouts by 13% |
Order: Brutal Assault | 強行突撃 | Increases attributes of all Assaults by 13% |
Order: Brutal Assault, Special | 強行突撃・特 | Increases attributes of all Assaults by 25% |
Order: Brutal Assault, Peak | 強行突撃・極 | Increases attributes of all Assaults by 50% |
Order: Absolute Destruction | 全力破壊 | Increases attributes of all Lancers by 13% |
Order: Precision Sniping | 精密狙撃 | Increases attributes of all Snipers by 13% |
Order: Backup Request | 支援要請 | Increases attributes of all Engineers by 13% |
Order: Perfect Defense | 全力防御 | Increases attributes of all Armored Techs by 13% |
Order: White Knight | 白兵命令 | Increases attributes of all Fencers by 13% |
Enemy Enfeeblement (敵パワーダウン)[]
These orders reduce the power level of the enemy force when activated.
Translation | Japanese | Effect |
---|---|---|
Order: Anti-Enemy Front | 対主力部隊指令 | Decreases attributes of all frontline enemies by 13% |
Order: Anti-Enemy Backup | 対援護部隊指令 | Decreases attributes of all backup enemies by 18% |
Order: Enemy Intelligence Gathering Request | 敵情報収集要請 | Decreases attributes of the entire enemy deck by 9% |
- Power reduced this way does not constitute as damage inflicted at the end of a battle.
Potential Effectors (ポテンシャル影響)[]
These orders affect potentials in some way or other.
Translation | Japanese | Effect |
---|---|---|
Order: Encouragement | 激励 | The chance to activate for all potentials of all allies are increased by 20% |
Order: Lion's Roar | 獅子吼 | The chance to activate for all potentials of all enemies are decreased by 20% |
Order: Santa's Gift | サンタの贈り物 | The chance to activate for all potentials of all allies are increased by 15% (Event only - Lv10) |
Breakdown of the effects of levelling up Orders[]
This section lists the effects at each level from each base modifier affixation. Showing the bonuses gained from each level.
Augmentation (強化命令)[]
This order directly affects the selected attribute of all allied units.
Lv | Effect |
---|---|
1 | Attributes of all units increased by 50% |
2 | Attributes of all units increased by 55% |
3 | Attributes of all units increased by 60% |
4 | Attributes of all units increased by 65% |
5 | Attributes of all units increased by 70% |
6 | Attributes of all units increased by 75% |
7 | Attributes of all units increased by 80% |
8 | Attributes of all units increased by 88% |
9 | Attributes of all units increased by 93% |
10 | Attributes of all units increased by 100% |
Augmentation Special (特化指令)[]
This order directly affects the selected attribute of all allied units. Is the direct upgrade of Augmentation.
Lv | Effect |
---|---|
1 | Attributes of all units increased by 75% |
2 | Attributes of all units increased by 90% |
3 | Attributes of all units increased by 105% |
4 | Attributes of all units increased by 120% |
5 | Attributes of all units increased by 135% |
6 | Attributes of all units increased by 150% |
7 | Attributes of all units increased by 165% |
8 | Attributes of all units increased by 180% |
9 | Attributes of all units increased by 195% |
10 | Attributes of all units increased by 210% |
Troop Enhancement (兵料指令)[]
This order directly affects all attributes of all the selected troop type.
Lv | Effect |
---|---|
1 | All attributes of selected troop type increased by 13% |
2 | All attributes of selected troop type increased by 15% |
3 | All attributes of selected troop type increased by 17% |
4 | All attributes of selected troop type increased by 20% |
5 | All attributes of selected troop type increased by 22% |
6 | All attributes of selected troop type increased by 24% |
7 | All attributes of selected troop type increased by 27% |
8 | All attributes of selected troop type increased by 29% |
9 | All attributes of selected troop type increased by 31% |
10 | All attributes of selected troop type increased by 34% |
Troop Enhancement, Special (兵料指令・特)[]
This order directly affects all attributes of all the selected troop type. This is the direct upgrade of Troop Enhancement.
Lv | Effect |
---|---|
1 | All attributes of selected troop type increased by 25% |
2 | All attributes of selected troop type increased by 28% |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Troop Enhancement, Peak (兵料指令・極)[]
This order directly affects all attributes of all the selected troop type. This is the direct upgrade of Troop Enhancement, Special.
Lv | Effect |
---|---|
1 | All attributes of selected troop type increased by 50% |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | All attributes of selected troop type increased by 100% |
Coordinated Attack (一斉攻撃命令)[]
This order directly affects all attributes of all allied units.
Lv | Effect |
---|---|
1 | All attributes of all allies increased by 11% |
2 | |
3 | All attributes of all allies increased by 15% |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | All attributes of all allies increased by 27% |
10 | All attributes of all allies increased by 30% |
All-Out Attack (主力進撃指令)[]
This order directly affects all attributes of all allied units in the main strike force.
Lv | Effect |
---|---|
1 | All attributes of all allies in the main force gain 13% increase. |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | All attributes of all allies in the main force gain 34% increase. |
Chokepoint Backup (重点援護指令)[]
This order directly affects all attributes of all allied units in the backup force.
Lv | Effect |
---|---|
1 | All attributes of all allies in the backup force gain 18% increase. |
2 | All attributes of all allies in the backup force gain 21% increase. |
3 | All attributes of all allies in the backup force gain 24% increase. |
4 | All attributes of all allies in the backup force gain 27% increase. |
5 | All attributes of all allies in the backup force gain 30% increase. |
6 | All attributes of all allies in the backup force gain 33% increase. |
7 | All attributes of all allies in the backup force gain 36% increase. |
8 | All attributes of all allies in the backup force gain 39% increase. |
9 | All attributes of all allies in the backup force gain 42% increase. |
10 | All attributes of all allies in the backup force gain 45% increase. |
Enemy Enfeeblement (対主力部隊指令)[]
This order directly affects all attributes of all enemy units in the main strike force.
Lv | Effect |
---|---|
1 | All attributes of all enemies in the main strike force decrease by 13%. |
2 | |
3 | All attributes of all enemies in the main strike force decrease by 17%. |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Encouragement (激励)[]
This order increases the chance for potentials to activate on all allies.
Lv | Effect |
---|---|
1 | The chance for potentials to activate of all allies are increased by 20%. |
2 | |
3 | The chance for potentials to activate of all allies are increased by 26%. |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | The chance for potentials to activate of all allies are increased by 50%. |
Lion's Roar (獅子吼)[]
This order decreases the chance for potentials to activate on all enemies.
Lv | Effect |
---|---|
1 | The chance for potentials to activate of all enemies are decreased by 20%. |
2 | |
3 | |
4 | |
5 | The chance for potentials to activate of all enemies are decreased by 33%. |
6 | |
7 | |
8 | |
9 | |
10 |
Precision Sniping, Peak (精密狙撃・極)[]
This order directly affects all attributes of all allied Snipers.
Lv | Effect |
---|---|
1 | All attributes of all allied Snipers gain 50% increase. |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Accuracy Augmentation Special (命中特化指令)[]
This order increases the Accuracy of all allied units.
Lv | Effect |
---|---|
1 | The Accuracy of all allied units is increased by 75% |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Event Limited (Unattainable outside of event)[]
These card attributes were added as part of an event and are unlikely to be available afterwards unless otherwise announced and revived by Hangame.
Token of a Girl's Love (乙女の想い)[]
This order directly affects all attributes of all allied units in the main strike force. This is a Valentine's Event unique order.
Lv | Effect |
---|---|
1 | All attributes of all allies in the main force gain 14% increase. |
2 | All attributes of all allies in the main force gain 16% increase. |
3 | All attributes of all allies in the main force gain 18% increase. |
4 | All attributes of all allies in the main force gain 20% increase. |
5 | All attributes of all allies in the main force gain 22% increase. |
6 | All attributes of all allies in the main force gain 24% increase. |
7 | |
8 | |
9 | |
10 | All attributes of all allies in the main force gain 45% increase. |
Affections of a Girl (乙女の恋心)[]
This order directly affects all attributes of all allied units in the main strike force. This is a Valentine's Event unique order.
Lv | Effect |
---|---|
1 | All attributes of all allies in the main force gain 15% increase. |
2 | |
3 | |
4 | All attributes of all allies in the main force gain 21% increase. |
5 | All attributes of all allies in the main force gain 24% increase. |
6 | |
7 | |
8 | |
9 | All attributes of all allies in the main force gain 40% increase. |
10 | All attributes of all allies in the main force gain 50% increase. |
Determination of a Girl (乙女の決心)[]
This order directly affects all attributes of all allied units in the main strike force. This is a Valentine's Event unique order.
Lv | Effect |
---|---|
1 | All attributes of all allies in the main force gain 16% increase. |
2 | |
3 | |
4 | All attributes of all allies in the main force gain 22% increase. |
5 | |
6 | |
7 | |
8 | All attributes of all allies in the main force gain 38% increase. |
9 | All attributes of all allies in the main force gain 45% increase. |
10 | All attributes of all allies in the main force gain 55% increase. |
Potentials[]
Most potentials can be classed into the following:
Translation | Japanese Text | Effect |
---|---|---|
Increase | 上昇 (Joushou) | Great increase to attribute, but occurs relatively seldom |
Strengthen | 増強 (Zoukyou) | Greater increase to attribute, but occurs relatively seldom, is the direct upgrade of 上昇 |
Limit Break | 限界突破 (Genkai Toppa) | Extreme increase to attribute, but occurs relatively seldom |
Epitomy | 極み (Kiwami) | Explosive increase to attribute, but occurs relatively seldom. Is the direct upgrade of 限界突破 |
High Occurance Strengthening | 高確率強化 (Kou Kakuritsu Kyouka) | Small increase to attribute, occurs frequently. Is the mirror of 上昇 |
High Occurance Special | 高確率特化 (Kou Kakuritsu Tokka) | Small increase to attribute, occurs frequently. Is the direct upgrade of 高確率強化. |
You may think of the above this way, all 6 of them belong to their own respective trees, a basic and an advanced version. Just looking at the above you may decide to simply use the cards that give the greatest bonuses to attribute, but bear in mind that it is not quite so simple as those cards with 限界突破 and 極み, seldomly occur on cards below SR level. There are barely a handful of them in the game, so you may find upgrading them to max to be a near impossible task (even with specials like Hans).
Some other effects depend on secondary factors. A city kid must take part in a city landscape before the potential can have any chance to activate (pictured right). Landscape dependant bonuses give attribute increases to all stats for a rather frequent chance to activate, provided that the battlefield is the correct type. Lastly, Killer-type potentials depend on whether or not the enemy team carries the class or not. Simplified, a tank killer potential will never activate if the enemy deck doesn't have a tank. In return for this additional requirement, their chance to activate at max level is almost guaranteed.
Possible Affixations to Attributes (Potentials)[]
This section lists the main attribute and the table shows the multiplier effects possible that have been reported from the cards. This list may or may not be exhaustive.
HP (or 体力)[]
This potential directly affects the value of the HP parameter when activated. Can sometimes be written as 体力 instead of HP on certain cards (Orders).
Translation | Japanese | Effect |
---|---|---|
High Occurance, Augment: HP | HP高確率強化 | HP increased 15%, 80% of the time |
High Occurance, Special: HP | HP高確率特化 | HP increased 20%, 80% of the time |
Increase: HP | HP上昇 | HP increased 50%, 20% of the time |
Augment: HP | HP増強 | HP increased 100%, 20% of the time |
Limit Break: HP | HP限界突破 | HP increased 130%, 20% of the time |
Scouting (索敵)[]
This potential directly affects the value of the Scouting parameter when activated.
Effect | ||
---|---|---|
High Occurance, Augment: Scouting | 索敵高確率強化 | Scouting increased 15%, 80% of the time |
Increase: Scouting | 索敵上昇 | Scouting increased 50%, 20% of the time |
Augment: Scouting | 索敵増強 | Scouting increased 100%, 20% of the time |
Limit Break: Scouting | 索敵限界突破 | Scouting increased 130%, 20% of the time |
Epitomy of Scouting | 索敵の極み | Scouting increased 200%, 20% of the time |
Speed (移動)[]
This potential directly affects the Speed attribute when activated.
Translation | Japanese | Effect |
---|---|---|
High Occurance, Augment: Speed | 移動高確率強化 | Speed increased 15%, 80% of the time |
Increase: Speed | 移動上昇 | Speed increased 50%, 20% of the time |
Augment: Speed | 移動増強 | Speed increased 100%, 20% of the time |
Limit Break: Speed | 移動限界突破 | Speed increased 130%, 20% of the time |
Epitomy of Speed | 移動の極み | Speed increased 200%, 20% of the time |
March of Holy Night | 聖夜の行軍 | Speed increased 280%, 50% of the time (Lv10) |
Evasion (回避)[]
This potential directly affects the value of the Evasion parameter when activated.
Translation | Japanese | Effect |
---|---|---|
High Occurance, Augment: Evasion | 回避高確率強化 | Status increased by 15%, 80% of the time |
Increase: Evasion | 回避上昇 | Status increased by 50%, 20% of the time |
Augment: Evasion | 回避増強 | Status increased by 100%, 20% of the time |
Limit Break: Evasion | 回避限界突破 | Status increased by 130%, 20% of the time |
Gift of the Holy Night | 聖夜の贈り物 | Status increased by 180%, 40% of the time. Christmas Event only. |
Miracle of the Holy Night | 聖夜の奇跡 | Status increased by 300%, 40% of the time. Christmas Event only. |
Attack (攻撃)[]
This potential directly affects the Attack parameter when activated.
Translation | Japanese | Effect |
---|---|---|
High Occurrance, Augment: Attack | 攻撃高確率強化 | Status increased by 15%, 80% of the time |
Increase: Attack | 攻撃上昇 | Status increased by 50%, 20% of the time |
Augment: Attack | 攻撃増強 | Status increased by 100%, 20% of the time |
Limit Break: Attack | 攻撃限界突破 | Status increased by 130%, 20% of the time |
Accuracy (命中)[]
This potential directly affects the Accuracy parameter when activated.
Translation | Japanese | Effect |
---|---|---|
High Occurrance, Augment: Accuracy | 命中高確率強化 | Status increased by 15%, 80% of the time |
Increase: Accuracy | 命中上昇 | Status increased by 50%, 20% of the time |
Augment: Accuracy | 命中増強 | Status increased by 100%, 20% of the time |
Limit Break: Accuracy | 命中限界突破 | Status increased by 130%, 20% of the time |
Healing/Recovery (回復)[]
This potential directly affects the Healing/Recovery parameter when activated.
Translation | Japanese | Effect |
---|---|---|
High Occurance, Augment: Recovery | 回復高確率強化 | Status increased by 15%, 80% of the time |
Increase: Recovery | 回復上昇 | Status increased by 50%, 20% of the time |
Augment: Recovery | 回復増強 | Status increased by 100%, 20% of the time |
Limit Break: Recovery | 回復限界突破 | Status increased by 130%, 20% of the time |
Defense (防御)[]
This potential directly affects the Defense parameter when activated.
Translation | Japanese | Effect |
---|---|---|
High Occurrance, Augment: Defense | 防御高確率強化 | Status increased by 15%, 80% of the time |
Increase: Defense | 防御上昇 | Status increased by 50%, 20% of the time |
Augment: Defense | 防御増強 | Status increased by 100%, 20% of the time |
Limit Break: Defense | 防御限界突破 | Status increased by 130%, 20% of the time |
Epitomy of Defense | 防御の極み | Status increased by 200%, 20% of the time |
Coordination (総合)[]
Coordination effects provide an increase to all statuses unlike it's individual targeted attribute counterparts before it. The bonuses are relatively minor compared to the single stat effects.
Translation | Japanese | Effect |
---|---|---|
Increase: Coordination | 総合力上昇 | All statuses increased 15%, 20% of the time |
Augment: Coordination | 総合力増強 | All statuses increased 29%, 23% of the time (Lv2) |
Valkyria (ヴァルキュリア)[]
Like Coordination, Valkyria provides a similar, much greater effect of improving all parameters. However, it must be noted that only 4 characters (Alicia, Aliasse, Selvaria, Riela) will ever have the Valkyria potential, and as such, should be treated as an exceptionally rare trait.
Translation | Japanese | Effect |
---|---|---|
Valkyrur | ヴァルキュリア | Achieve Valkyrur form 10% of the time. All statuses increased by 150% |
The Valkyria potential, when activated, causes a distinct blue glow around the character in the battlefield and they attack with their Valkyrur artifacts.
Open Fire (武装開放)[]
Since the event Imca, OPEN FIRE on March 14, 2013- March 29, 2013; the cards SR-0222 and SR-0307 could be upgraded by earning 40k in territory war. After that, the original potentials of the two cards will be exchanged for the Open Fire potential. It works the same as Valkyria, the only change is that Open Fire have 10% more chance to be triggered and 50% less increase on stats.(The card L-0705 also have Open Fire, since it was the big prize for the first 50 people.)
Translation | Japanese | Effect |
---|---|---|
Open Fire | 武装開放 |
Achieve Open Fire form 20% of the time. All status increase by 100%
|
- Open Fire is an Imca-only potential and as such there is no way to level it up aside from sacrificing other SR level Imca cards and using potential enhancing special cards, like Jarde or Hans.
Geography (地形)[]
Geography effects on cards have a chance to activate as potentials when the battlefield takes place in the geographical type specified on the card.
Translation | Japanese | Effect |
---|---|---|
Country Bred | 田舎育ち |
If the battlefield takes place in a field. All statuses are increased by 15%, 60% of the time |
City Kid | 都会育ち |
If the battlefield takes place in a city. All statuses are increased by 15%, 60% of the time |
Patriot | 護国の思い |
If the battlefield takes place in an owned territory. All statuses are increased by 10%, 60% of the time |
Child of Nature | 草原育ち |
If the battlefield takes place in a forest. All statuses are increased by 15%, 60% of the time |
Martyrdom | 祖国への想い |
If the battlefield takes place in an enemy territory. All statuses are increased by 10%, 60% of the time |
Snowplow | 雪解け |
If the battlefield takes place in a snowy mountain. All statuses are increased by 15%, 60% of the time |
Hates to lose | 負けず嫌い |
If the battlefield takes place in a fort gatehouse. All statuses are increased by 20%, 60% of the time |
Soldier's Pride | 軍人の誇り |
If the battlefield takes place in a fort. All statuses are increased by 15%, 60% of the time |
Killer (キラー)[]
Killer effects on cards have a chance to activate as potentials when the enemy type specified is deployed in your opponent's frontline force.
Translation | Japanese | Effect |
---|---|---|
Armored Tech Killer | 技甲兵キラー |
If an Armored Tech is present in enemy formation. All statuses increased 10%, 60% of the time |
Fencer Killer | 剣甲兵キラー |
If a Fencer is present in enemy formation. All statuses increased 10%, 60% of the time |
Engineer Killer | 支援兵キラー |
If an Engineer is present in enemy formation. All statuses increased 10%, 60% of the time |
Tank Killer | 戦車キラー |
If a Tank is present in enemy formation. All statuses increased 10%, 60% of the time |
Assault Killer | 突撃兵キラー |
If an Assault is present in enemy formation. All statuses increased 10%, 60% of the time |
Sniper Killer | 狙撃兵キラー |
If a Sniper is present in enemy formation. All statuses increased 10%, 60% of the time |
Lancer Killer | 対戦車兵キラー |
If a Lancer is present in enemy formation. All statuses increased 10%, 60% of the time |
Scout Killer | 偵察兵キラー |
If a Scout is present in enemy formation. All statuses increased 10%, 60% of the time |
Destroyer (掃討)[]
Destroyer effects on cards have a chance to activate as potentials when the enemy type specified is deployed in the opponent's front line. This is a direct upgrade of Killer.
Translation | Japanese | Effect |
---|---|---|
Scout Destroyer | 偵察兵掃討 | If a Scout is present in enemy formation. All statuses increased 60%, 60% of the time. |
Tank Destroyer | 戦車掃討 | If a Tank is present in enemy formation. All statuses increased 60%, 60% of the time. |
Lancer Destroyer | 対戦車兵掃討 | If a Lancer is present in enemy formation. All statuses increased 60%, 60% of the time. |
Sniper Destroyer | 狙撃兵掃討 | If a Sniper is present in enemy formation. All statuses increased 60%, 60% of the time. |
- As these are the information I have available at the moment, it is anybody's guess as to whether or not, like "Killer", every single class-type will be targeted by this ability.
Annihilator (壊滅)[]
Annihilator effects on cards have a chance to activate as potentials when the enemy type specified is deployed in the opponent's front line. This is the highest form of Killer and Destroyer.
Translation | Japanese | Effect |
---|---|---|
Lancer Annihilator | 対戦車兵壊滅 | If a Lancer is present in enemy formation. All statuses increased 80%, 60% of the time. |
- As these are the information I have available at the moment, it is anybody's guess as to whether or not, like "Killer", every single class-type will be targeted by this ability.
Breakdown of the effects of levelling up Potentials[]
This section lists the effects at each level from each base modifier affixation. Showing the bonuses gained from each level. Data gathered thus far has shown that the affixes have followed the same trends regardless of the parameter, excluding Coordination (which is a +all stat and would thus be overpowered). Some of the data is missing and are listed as an empty space or ---.
Bear in mind that some cards may not have a Lv1 as all cards currently in-game start at Lv2 or higher. All potentials cap at Lv10.
High Occurance, Augment (高確率強化)[]
This affix has a high chance to activate in return for a smaller benefit to the attribute affected.
Lv | Effect |
---|---|
1 | Status 15% up, 80% of the time |
2 | Status 20% up, 82% of the time |
3 | Status 25% up, 84% of the time |
4 | Status 30% up, 86% of the time |
5 | Status 35% up, 88% of the time |
6 | Status 40% up, 90% of the time |
7 | Status 45% up, 92% of the time |
8 | Status 50% up, 94% of the time |
9 | Status 55% up, 96% of the time |
10 | Status 60% up, 98% of the time |
High Occurance, Special (高確率特化)[]
This affix has a high chance to activate in return for a smaller benefit to the attribute affected. This is a direct upgrade of High Occurance, Augment
Lv | Effect |
---|---|
1 | Status 20% up, 80% of the time |
2 | Status 27% up, 82% of the time |
3 | Status 34% up, 84% of the time |
4 | Status 41% up, 86% of the time |
5 | Status 48% up, 88% of the time |
6 | Status 55% up, 90% of the time |
7 | Status 62% up, 92% of the time |
8 | Status 69% up, 94% of the time |
9 | Status 76% up, 96% of the time |
10 | Status 83% up, 98% of the time |
Increase (Excludes Coordination) (上昇)[]
This affix has a normal chance to activate in return for a greater benefit to the attribute affected. This table does not apply to the Coordination Potential
Lv | Effect |
---|---|
1 | Status 50% up, 20% of the time |
2 | Status 60% up, 23% of the time |
3 | Status 70% up, 26% of the time |
4 | Status 80% up, 29% of the time |
5 | Status 90% up, 32% of the time |
6 | Status 100% up, 35% of the time |
7 | Status 110% up, 38% of the time |
8 | Status 120% up, 41% of the time |
9 | Status 130% up, 45% of the time |
10 | Status 140% up, 50% of the time |
Increase/Coordination (上昇)[]
This affix has a normal chance to activate in return for a greater benefit to the attribute affected.
Lv | Effect |
---|---|
1 | Statuses 15% up, 20% of the time |
2 | Statuses 17% up, 23% of the time |
3 | Statuses 19% up, 26% of the time |
4 | Statuses 21% up, 29% of the time |
5 | Statuses 23% up, 32% of the time |
6 | Statuses 25% up, 35% of the time |
7 | Statuses 27% up, 38% of the time |
8 | Statuses 29% up, 41% of the time |
9 | Statuses 31% up, 45% of the time |
10 | Statuses 33% up, 50% of the time |
Augment/Excludes Coordination (増強)[]
This affix has a normal chance to activate in return for a great benefit to the attribute affected. This is a direct upgrade of Increase. This table does not apply to the Coordination Potential.
Lv | Effect |
---|---|
1 | Status 100% up, 20% of the time |
2 | Status 120% up, 23% of the time |
3 | Status 140% up, 26% of the time |
4 | Status 160% up, 29% of the time |
5 | Status 180% up, 32% of the time |
6 | Status 200% up, 35% of the time |
7 | Status 220% up, 38% of the time |
8 | Status 240% up, 41% of the time |
9 | Status 260% up, 45% of the time |
10 | Status 280% up, 50% of the time |
Augment/Coordination (増強)[]
This affix has a normal chance to activate in return for a great benefit to the attribute affected. This is a direct upgrade of Increase.
Lv | Effect |
---|---|
1 | |
2 | Statuses 29% up, 23% of the time |
3 | Statuses --% up, 26% of the time |
4 | Statuses --% up, 29% of the time |
5 | Statuses --% up, 32% of the time |
6 | Statuses --% up, 35% of the time |
7 | Statuses --% up, 38% of the time |
8 | Statuses --% up, 41% of the time |
9 | Statuses --% up, 45% of the time |
10 | Statuses 80% up, 50% of the time |
Limit Break/Excludes Coordination (限界突破)[]
This affix has a normal chance to activate in return for an extreme benefit to the attribute affected. This table does not apply to the Coordination Potential.
Lv | Effect |
---|---|
1 | Status 130% UP, 20% of the time |
2 | Status 160% UP, 23% of the time |
3 | Status 190% UP, 26% of the time |
4 | Status 220% UP, 29% of the time |
5 | Status 250% UP, 32% of the time |
6 | Status 280% UP, 35% of the time |
7 | Status 310% UP, 38% of the time |
8 | Status 340% UP, 41% of the time |
9 | Status 370% UP, 45% of the time |
10 | Status 400% UP, 50% of the time |
Limit Break/Coordination (限界突破)[]
This affix has a normal chance to activate in return for an extreme benefit to the attribute affected.
Lv | Effect |
---|---|
1 | Statuses 40% UP, 20% of the time |
2 | Statuses --% UP, 23% of the time |
3 | Statuses --% UP, 26% of the time |
4 | Statuses --% UP, 29% of the time |
5 | Statuses --% UP, 32% of the time |
6 | Statuses --% UP, 35% of the time |
7 | Statuses --% UP, 38% of the time |
8 | Statuses --% UP, 41% of the time |
9 | Statuses --% UP, 45% of the time |
10 | Statuses 150% UP, 50% of the time
|
Epitomy (極み)[]
This affix has a normal chance to activate in return for an explosive benefit to the attribute affected. This is an improved version of Limit Break.
Lv | Effect |
---|---|
1 | Status 200% UP, 20% of the time |
2 | Status ---% UP, 23% of the time |
3 | Status ---% UP, 26% of the time |
4 | Status ---% UP, 29% of the time |
5 | Status ---% UP, 32% of the time |
6 | Status ---% UP, 35% of the time |
7 | Status 490% UP, 38% of the time |
8 | Status 550% UP, 41% of the time |
9 | Status 650% UP, 45% of the time |
10 | Status 750% UP, 50% of the time |
Killer (キラー)[]
This potential activates regularly when the selected troop type is deployed in the enemy's main force.
Lv | Effect |
---|---|
1 | All statuses up 10%, 60% of the time |
2 | All statuses up 12%, 62% of the time |
3 | All statuses up 14%, 64% of the time |
4 | All statuses up 16%, 66% of the time |
5 | All statuses up 18%, 68% of the time |
6 | All statuses up 20%, 70% of the time |
7 | All statuses up 22%, 72% of the time |
8 | All statuses up 24%, 74% of the time |
9 | All statuses up 26%, 76% of the time |
10 | All statuses up 28%, 78% of the time |
Destroyer (掃討)[]
This potential activates reliably when the selected troop type is deployed in the enemy's main force. This is a direct upgrade of Killer.
Lv | Effect |
---|---|
1 | All statuses up 60%, 60% of the time |
2 | All statuses up 65%, 62% of the time |
3 | All statuses up 70%, 64% of the time |
4 | All statuses up 75%, 66% of the time |
5 | All statuses up 80%, 68% of the time |
6 | All statuses up 85%, 70% of the time |
7 | All statuses up 90%, 72% of the time |
8 | All statuses up 100%, 76% of the time |
9 | All statuses up 115%, 80% of the time |
10 | All statuses up 130%, 88% of the time |
Annihilator (壊滅)[]
This potential activates with rare exception when the selected troop type is deployed in the enemy's main force. This is the highest form of Killer and Destroyer.
Lv | Effect |
---|---|
1 | All statuses up 80%, 60% of the time |
2 | All statuses up 90%, 62% of the time |
3 | All statuses up 100%, 64% of the time |
4 | All statuses up 110%, 66% of the time |
5 | All statuses up 120%, 68% of the time |
6 | All statuses up 130%, 70% of the time |
7 | All statuses up 140%, --% of the time |
8 | All statuses up 150%, 78% of the time |
9 | All statuses up 165%, 88% of the time |
10 | All statuses up 180%, 98% of the time |
Valkyria (ヴァルキュリア)[]
This potential activates seldomly but gives an overwhelming boost to power when it occurs.
Lv | Effect |
---|---|
1 | All statuses up 150%, 10% of the time |
2 | All statuses up 170%, 12% of the time |
3 | All statuses up 190%, 13% of the time |
4 | All statuses up 210%, 15% of the time |
5 | All statuses up 230%, 16% of the time |
6 | All statuses up 250%, 18% of the time |
7 | All statuses up 270%, 20% of the time |
8 | All statuses up 300%, 22% of the time |
9 | All statuses up 350%, 24% of the time |
10 | All statuses up 400%, 25% of the time |
Event Limited (Unattainable outside of event)[]
These card attributes were added as part of an event and are unlikely to be available afterwards unless otherwise announced and revived by Hangame.
Open Fire (武装開放)[]
This is a potential unique to Imca that gives her a boost to all attributes upon activation.
Lv | Effect |
---|---|
1 | 20% chance to raise all attributes by 100%. |
2 | 22% chance to raise all attributes by 120%. |
3 | 24% chance to raise all attributes by 140%. |
4 | 26% chance to raise all attributes by 160%. |
5 | |
6 | |
7 |
32% chance to raise all attributes by 220%. |
8 | |
9 | |
10 |
Doll Festival, with Bread (パンでひな祭り)[]
This potential gives a great boost to Scouting. This is a Festival of Dolls related potential (L Alicia)
Lv | Effect |
---|---|
1 | Scouting increased by 150%, 20% of the time |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Scouting increased by 600%, 50% of the time |
Ready or Not, Here I Come (出撃でおじゃる)[]
This potential gives a great boost to Accuracy. This is a Festival of Dolls related potential (L Welkin)
Lv | Effect |
---|---|
1 | Accuracy increased by 150%, 20% of the time |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Gift of the Holy Night (聖夜の贈り物)[]
This potential activates regularly to give a great boost to Evasion. This is a Christmas Event related potential.
Lv | Effect |
---|---|
1 | Evasion increased by 180%, 40% of the time |
2 | Evasion increased by 185%, 41% of the time |
3 | Evasion increased by 190%, 42% of the time |
4 | Evasion increased by 195%, 43% of the time |
5 | Evasion increased by 200%, 44% of the time |
6 | Evasion increased by 210%, 45% of the time |
7 | Evasion increased by 220%, 46% of the time |
8 | Evasion increased by 240%, 47% of the time |
9 | Evasion increased by 260%, 48% of the time |
10 | Evasion increased by 280%, 50% of the time |
Miracle of the Holy Night (聖夜の奇跡)[]
This potential activates regularly to give a massive boost to Evasion. This is a Christmas Event related potential.
Lv | Effect |
---|---|
1 | Evasion increased by 300%, 40% of the time |
2 | Evasion increased by 305%, 41% of the time |
3 | Evasion increased by 310%, 42% of the time |
4 | Evasion increased by 315%, 43% of the time |
5 | Evasion increased by 320%, 44% of the time |
6 | Evasion increased by 330%, 45% of the time |
7 | Evasion increased by 340%, 46% of the time |
8 | Evasion increased by 360%, 47% of the time |
9 | Evasion increased by 380%, 48% of the time |
10 | Evasion increased by 400%, 50% of the time |
Best In Slots[]
This section lists the most effective cards that can be placed in all of the backup positions.
Uncommon[]
The numbers below are based on the cards at Lv0 Third Class.
Slot | Name | Value | ||
---|---|---|---|---|
HP | 体力 | The Immovable Rumanov | 不動のルマーノ | 660 |
SPD | 移動 | Amy Apple | エイミー・アップル | 700 |
SCT | 索敵 | Wavy | ワヴィ | 870 |
ATK | 攻撃 | Imca | イムカ | 730 |
ACCY | 命中 | Shin Hyuga | シン・ヒューガ | 700 |
DEF | 防御 | Zaka | ザカ | 890 |
EVA | 回避 | Licorice Nelson | リコリス・ネルソン | 870 |
HEAL | 回復 | Clarissa Carahan | クラリッサ・キャラハン | 990 |
Alternative #1
Slot | Name | Value | ||
---|---|---|---|---|
HP | 体力 | Largo Potter | ラルゴ・ポッテル | 510 |
SPD | 移動 | Reira Pierony | レイラ・ピエロー二 | 560 |
SCT | 索敵 | Chloe (Sniper) | クロエ | 800 |
ATK | 攻撃 | Gloria Darell | グロリア・ダレル | 730 |
ACCY | 命中 | Selju Rivelt | セルジュ・リーベルト | 690 |
DEF | 防御 | Annika Alcott | アニカ・ウォルコット | 760 |
EVA | 回避 | Fredericka Lipps | フレデリカ・リップス | 600 |
HEAL | 回復 | Riela Marcellis | リエラ・マルせりス | 730 |
Alternative #2
Slot | Name | Value | ||
---|---|---|---|---|
HP | 体力 | Deit | ダイト | 370 |
SPD | 移動 | Alicia Melchiott | アリシア・メルキオット | 520 |
SCT | 索敵 | Nicol Martin (Sniper) | ニコル・マルティン | 620 |
ATK | 攻撃 | The Immovable Rumonov | 不動のルマーノ | 660 |
ACCY | 命中 | Oscar Beirut | オスカー・ベイルート | 590 |
DEF | 防御 | Inghilt Nobel | イングヒルト・ノーベル | 750 |
EVA | 回避 | Eddy Nelson | イーディ・ネルソン | 530 |
HEAL | 回復 | Cozette Corhas | コゼット・コールハース | 700 |
Rare[]
Rare cards, values are extracted from Max Level First Class. (Updated 3/5/2013)
Slot | Name | Value | ||
---|---|---|---|---|
HP | 体力 | Rune | ルネ | 2184 |
SPD | 移動 | Carisa | カリサ | 1838 |
SCT | 索敵 | Bricksam | ブリクサム | 2169 |
ATK | 攻撃 | Gloria | グロリア | 2227 |
ACCY | 命中 | Serge / Seorld | セルジュ / セオルド | 1946 |
DEF | 防御 | Inghilt | イングヒルト | 2335 |
EVA | 回避 | Peet | ピート | 2378 |
HEAL | 回復 | Clarissa | クラリッサ | 2340 |
Alternative #1
Slot | Name | Value | ||
---|---|---|---|---|
HP | 体力 | Mishuritt | ミシュリット[R-0612] | 1946 |
SPD | 移動 | Amy | エイミー | 1815 |
SCT | 索敵 | Nicol | ニコル | 1944 |
ATK | 攻撃 | Zig | ジグ | 1834 |
ACCY | 命中 | Faldio | ファルディオ | 1528 |
DEF | 防御 | Jaeger | イェーガー | 2259 |
EVA | 回避 | Licorice | リコリス | 2291 |
HEAL | 回復 | Cozette | コゼット | 1886 |
Alternative #2
Slot | Name | Value | ||
---|---|---|---|---|
HP | 体力 | Largo Potter (Armored Tech) | ラルゴ[技甲兵] | 1816 |
SPD | 移動 | Alicia Melchiott | アリシア | 1449 |
SCT | 索敵 | Musaad | ムサード | 1793 |
ATK | 攻撃 | Oscar | オスカー | 1727 |
ACCY | 命中 | -- | -- | -- |
DEF | 防御 | Kreis | クライス | 2160 |
EVA | 回避 | UC Licorice | UCリコリス | 1768 |
HEAL | 回復 | UC Clarissa | UCクラリッサ | 1812 |
Super Rare[]
Super Rare cards, values are extracted from Level 0 Third Class. Bear in mind that these suggestions may or may not reflect their actual effectiveness at max levels. (Updated 3/5/2013)
Slot | Name | Value | ||
---|---|---|---|---|
HP | 体力 | Rune Randell | ルネ・ランデル | 1150 |
SPD | 移動 | Welkin Gunther (SCT) | ウェルキン・ギュンター (SR-0109) | 1130 |
SCT | 索敵 | Elenor Varrot | エレノア・バーロット | 1250 |
ATK | 攻撃 |
Zig |
ジグ | 1200 |
ACCY | 命中 | Julios Croze | ユリウス・クローゼ | 1270 |
DEF | 防御 | --Joachim Ossem-- | --ヨアヒム・オーセム-- | --950-- |
EVA | 回避 | Licorice Nelson | リコリス・ネルソン | 1210 |
HEAL | 回復 | Clarissa Carahan | クラリッサ・キャラハン | 1250 |
HEAL slot alternative (?):
- You are better off using R Inghilt(イングヒルト, 1080) for the defense slot.
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