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Gensou Shoujo Wars/Spirits: Difference between revisions
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| Bonds || 絆 || ?? || Unused spirit. | | Bonds || 絆 || ?? || Unused spirit. | ||
|- | |- | ||
| Guard || 鉄壁 || Self || For one turn, all damage taken is reduced by 1/2. | | Guard || 鉄壁 || Self || For one turn, all damage taken is reduced by 1/2. | ||
| Line 110: | Line 108: | ||
* This page is based off the third game's glossary. | * This page is based off the third game's glossary. | ||
* Spirits marked for Allied Teams can also be used on solo units. | * Spirits marked for Allied Teams can also be used on solo units. | ||
* Even | * Even accounting for all the unused spirits, there's still one unknown spirit. | ||
[[Category:GSW]] | [[Category:GSW]] | ||
Revision as of 03:20, 29 August 2015
Spirit Commands
Spirit commands marked with a plus (+) in the menu will affect both units in a team when cast. Otherwise they have the same effects as the normal version.
| English | Japanese | Target | Description |
|---|---|---|---|
| Scan | 偵察 | One Enemy | Allows you to view one enemy team's status menu. Used on targets that haven't been engaged yet. |
| Attune | 感応 | One Ally | Grants the effects of Strike to a single unit. |
| Focus | 集中 | Self | For one turn, final evasion and accuracy rates are increased by 30%. |
| Strike | 必中 | Self | For one turn, the unit will have 100% accuracy. Does not override the Alert spirit. |
| Alert | 閃き | Self | The next attack on the unit is guaranteed to miss. |
| Sense | 直感 | Self | Grants the effects of Strike and Alert. |
| Accel | 加速 | Self (Team) | Increases movement range by 3. The effect isn't used up until the unit moves. |
| Rage | 激怒 | ?? | Unused spirit. |
| Cheer | 応援 | One Allied Team | Grants the effect of Gain to one allied team. |
| Bless | 祝福 | One Allied Team | Grants the effect of Luck to one allied team. |
| Gain | 努力 | Self (Team) | Doubles the amount of EXP gained if an enemy is damaged or shot down in the next battle. Also makes it so enemies killed with Bombs will still drop Bombs. |
| Luck | 幸運 | Self (Team) | Doubles the amount of Points gained the next time an enemy is shot down. Also makes it so enemies killed with Bombs still drop items. |
| Fury | 直撃 | Self | The next attack ignores danmaku, skills, Support Defense, and size penalties. |
| Snipe | 狙撃 | Self | Increases weapon range by 2 for the next attack. Applies to all weapons except MAPs. |
| Assail | 突撃 | Self | All weapons except MAPs become post-move for the next attack. |
| Mercy | てかげん | Self | The next attack will leave the target with 10 HP remaining if it would have destroyed the unit. The user's Skill stat must be higher than the target's for Mercy to work. |
| Trust | 信頼 | One Ally | Restores 2000 HP to one unit. |
| Faith | 友情 | One Ally | Fully restores one unit's HP. |
| Devote | 献身 | One Ally | Restores 50 MP to one unit. |
| Renew | 補給 | One Ally | Fully restores one unit's MP and ammo. |
| Vigor | 根性 | Self | Restores 30% of the unit's maximum HP. |
| Guts | ド根性 | Self | Restores all of the unit's HP. |
| Hope | 期待 | ?? | Unused spirit. |
| Bonds | 絆 | ?? | Unused spirit. |
| Guard | 鉄壁 | Self | For one turn, all damage taken is reduced by 1/2. |
| Grit | 不屈 | Self | The next time damage is taken, it will be reduced to 10. |
| Wrath | 激闘 | Self | Deals 1.2x damage for an entire turn, but can not get any critical hits. |
| Triumph | 闘志 | Self (Team) | The next attack is guaranteed to be a critical hit. |
| Valor | 熱血 | Self | Deals 1.5x (2x in FMW1) damage on the next attack, but can not get a critical hit. |
| Soul | 魂 | Self | Deals 1.8x damage on the next attack, but can not get a critical hit. Enemy only. |
| Sacrifice | 捨て身 | Self | Deals 1.8x damage on the next attack, but can not get a critical hit. Ignore danmaku movement penalties on the next move, but the next enemy attack is guaranteed to hit. |
| Assault | 奇襲 | Self | Grants the effects of Accel, Strike, and Valor. |
| Daunt | 脱力 | One Enemy | Reduces one enemy's Power by 10. |
| Rouse | 激励 | One Allied Team | Increases the Power of both members of a team by 10. |
| Rally | 鼓舞 | All Allies | Increases the Power of all allies by 5. |
| Spirit | 気合 | Self | Increases Power by 10. |
| Drive | 気迫 | Self | Increases Power by 30. |
| Cloak | 隠れ身 | Self (Team) | Enemies can not attack the unit for one turn. They can counterattack if the unit initiates an attack, however. |
| Confuse | かく乱 | All Enemies | Halves all enemies' final accuracy ratings for one turn. |
| Pressure | 威圧 | One Enemy | Prevents enemy from spawning danmaku for a turn. |
| Zeal | 覚醒 | Self (Team) | Gives the unit(s) an additional turn. Can't be stacked. |
| Enable | 再動 | ?? | Unused spirit. |
| Revive | 復活 | ?? | Unused spirit. |
| Love | 愛 | ?? | Unused spirit. |
| Courage | 勇気 | ?? | Unused spirit. |
| Miracle | 奇跡 | Self | Grants the effects of Accel, Strike, Alert, Valor, Guard, Guts, Drive, Gain and Luck. |
| Dream | 夢 | ?? | Allows unit to cast any spirit from the rest of the surviving deployed party's collective spirit pool. All spirits have double their regular SP cost. |
| ?? | ?? |
Notes
- This page is based off the third game's glossary.
- Spirits marked for Allied Teams can also be used on solo units.
- Even accounting for all the unused spirits, there's still one unknown spirit.