About Enhance Skills
Enhance Skills (合体スキル), previously referred to as Skill Boost or Skill Link, are a certain type of skill denoted by the icon on a monster card. Rather than attack on their own, cards with these skills only activate when another card in the hand does, modifying the base skill in one of three ways:
- Power-Up (威力UP) - Increases the Skill Power of the base skill by some percentage.
- Hit Multiply (複数化) - Multiplies the number of targets of the base skill, typically by three. Follow-up effects still only activate once.
- Area-of-Effect (AOE) (全体化) - Causes the base skill to affect all enemies/allies instead of its original number of targets.
- A base Skill can only be enhanced by one card (this includes certain subcards that give an Enhance-type effect).
- Enhance skills that have not been Skill Guaranteed will only proc if no other Enhance skill in the hand has proc'd.
- An Enhance skill that has been activated via W-Link will induce, at lowest priority, other unguaranteed cards to activate.
Common Enhance Cards
- Subaru, Reika, Scheherazade, Ouka, and Wizard are Hybrid Power-Up/Multiply Enhancers.
- Nebula Queen is a Hybrid Mutliply/Power-Up Enhancer.
- Robin Hood is a Hybrid AoE/Multiply Enhancer.
- Eros is a Hybrid AoE/Power-Up Enhancer.
Which Enhance Cards Should I Use for What Situation?
Depending on the situation, some Enhance Cards fare better than others. That said, it helps to know which ones are best to use for what situation to get the best mileage out of them.
- Power-Up (威力UP) - Best used against single enemies; Power-Up Enhance cards can greatly increase a Card's Skill from more than 2-3x when properly subbed. You'll mostly be using these to deal massive damage against Bosses or to greatly enhance Support Cards.
- Multiply (複数化) - Typically best used against multiple targets but effective vs single targets; Multiply is pretty useful for launching multiple attacks against either a single foe or several foes. It can also be useful for Support cards to greatly increase the chances of their Skills working or activate several times to magnify their effects. Also effective if you need a certain Status Effect to hit. (The notable difference vs single-targets is that the initial Attack Skill will take a hit in damage, but launch more attacks; depending on the enemy, this could result in less damage dealt as opposed to using a Power-Up Enhancer. However, against foes with no Physical Weakness, Multiply Enhancers work quite well for Elemental Attackers.)
- Area-of-Effect (AOE) (全体化) - Best used against multiple targets; AoE is highly effective in Colosseum and Duel Match as you'll be facing multiple foes. It's also very useful against Bosses with recurring minions as it allows a Card's Attack to hit all enemies. It can also be quite useful for certain Support cards, though this isn't really optimal.
- Vs. Single Foes: Power-Up or Multiply
- Vs. Multiple Foes: AoE or Multiply
Something to keep in mind is that Enhance Cards take a hit in Skill Power in Colosseum and Duel Match. Despite this, they're still incredibly powerful to utilize.
Enhance Skill Priority
Everything you ever needed to know about enhance cards
Things you should know already: enhance cards do nothing by themselves. They give bonuses to other skills, like AOE, multihit, or powerup. Used effectively, they can make your life a whole lot easier. Unfortunately, most people have no idea how they work.
Enhance cards will link with any available activated skill, so theoretically you can just throw them out without guaranteeing them. You'll still need other skills to activate in order for the enhance card to work though. Enhance cards will link with skills that have the highest priority, and this priority follows some basic rules:
1. Cards that have been skill guaranteed (SG) have higher priority
2. Non-attack skills have higher priority than attack skills
3. Cards placed first have higher priority
Non-attack skills include Support Cards such as Heal, Shield, Status, Buff, and Debuff. What that rule means is that if a non-attack card is played with SG, then it will take a higher priority than any attacking cards, no matter when it's placed.
As for Status Cards, they fall in an interesting category. For example, Chloe and Witch Nimue; their Skills involve directly attacking the enemy with Non-Elemental attacks. Therefore, they're considered Attack cards. However, for Status Cards that don't directly attack the enemy, they're considered Support (or Non-Attack). For example, a SL5 Harpy would be considered a Support Card as far as Enhance Priority goes.
Example (all examples taken from Famitsu):
J and A are both attack skills, and have been placed before 8 and 4, but 8 is a non-attack skill. As such, it will fire before either J or A. And yes, 4 will also fire before those two. So on this hand, 8 will link with Snow to give everyone a heal.
Since a lot of people don't know this rule, they'll do dumb things like this:
Without the last card in this hand, 4 would have linked with Undine for an AOE attack. Instead, Player 5 stumbles in with an SG non-attack skill which steals the enhance from 4. In this case 10 will do a garbage AOE poison (with a good chance of missing no less). Player 5 either doesn't know how enhance works, or doesn't know that his skill is trash. Anyway, this is a lesson in not SG'ing at every possible opportunity. If your card's skill is shit, don't boast about it. Think a bit first.
Here's a hand that looks good. All skills are SG, and all are attack. An AOE attack is definitely happening. But whether this is optimal sort of depends on what the enemy is. If the enemies are all blue, for example, then red kid's AOE will be inferior to Blades' AOE (insert jokes about Blades' miss rate here), but red kid has priority thanks to being placed first. Often it helps to pay attention to what cards your teammates have, so you don't steal enhance from something a lot stronger than your card.
4. Super fusion has higher priority than enhance
Pretty simple rule, this. It can work a couple of ways. First is the infamous example of Ifrina's super fusion with Phoenix/Apollo/Yohan. Because of the super fusion, Ifrina's powerup enhance is wiped out. The other way is if a card that would have gotten enhance fuses with something else:
Without Player 5's intervention, Athena would have linked with Snow for an AOE shield. But now the two Athenas will fuse instead, which in this case provides a much greater benefit than the Snow enhance. Snow will now link with Blades instead.
However...keep in mind that SG takes priority over Super Fusion now. So long as one of the Cards in the Super Fusion have been SG'd, the Super Fusion will not activate.
5. SG enhance has higher priority than non-SG enhance, otherwise it's random
Ok, so normally you don't have to SG enhance. But it can be useful to do it. Situation one:
The CPU plays their crappy sl1 nymph, which is at first linked with SG Emo Lancelot. Low sl enhance weakens the linked skill a lot, so in this case Player 5 rides in with an SG sl5 Undine, which steals the enhance away from the nymph. So one case where you want to SG enhance is when you want to make sure a certain skill will definitely link with your enhance card. On the flip side, I've seen horribly stupid stuff happen like a 5th player throwing in an SG sl1 Priquet (AOE) to steal enhance from a non-SG sl5 Miku (powerup), with just one enemy on the board! The attack that might have gotten a huge boss-killing powerup was instead forced to do a completely pointless and weakened AOE, and the hand was completely ruined. Don't be that person. Situation two:
Now what? J has an SG, but neither enhance card has SG. When neither enhance card has SG, it's completely random as to which card provides the enhance. So in the suicidal Priquet play I was talking about, there was no guarantee that Miku would have linked if the guy hadn't SG'd Priquet, but there was still a chance of it happening. Situation three:
Two SG enhance, two SG skills. This works the same way as Situation two, so it'll be random as to who enhance 3 and who enhances A. However, following the basic rules, 3 will fire first, then A. If 4 was also SG, then it would go 3, 4, A, so A would have no enhance.
6. W-Link and its Properties
The last thing to go over is the W-Link SP Skill and how it factors in with the rules placed. First off, W-Link allows you link two cards with your played Enhance card. This can be very powerful if utilized correctly (otherwise, you just wasted a lot of SP). At worse, W-Link will activate any two cards in the hand if none are SG'd. Otherwise, it will link the first two cards that are SG'd. As noted, the aforementioned rules are still observed.
- Cards that have Subs that prevent Enhance Linking can eat up one of the possible links. For example, only two cards have SG activated; one has Subs that prevent Enhance Linking and will eat one of the Links. However, say if all cards in the hand are SG'd; Then the previous card that had Subs that prevent Enhance Linking would be ignored.
- True Double Link: If somebody plays W-Link and at least one other card in the hand has been SG'd, you can SG another Enhance card and every card in the played hand will be Linked (regardless if the remaining two cards are SG'd or not). W-Link will induce two cards, the SG Enhancer will get the other card. This can be extremely powerful to utilize if the situation presents itself.
- Know when to play W-Link! This is particularly important as W-Link is an expensive SP Skill (100 SP normally; 50 SP during SP Boost). Don't try to just throw it out there without thinking!
Preventing Enhance Link
As mentioned above, a number of cards can grant an Enhance-like effect when used as Subs. When used in this fashion, the card whose Skill is activated will prevent Enhance Linking. This can be very useful to utilize when you have cards that you don't want to link with Enhance Cards (like Shield or Sustain Skills for example). Listed below is a list of most of the cards that offer this unique function. Check the cards' pages for more detailed information.
Multiply effects activate Skills at 0.8x Skill Power (0.5x in Colosseum). Power-UP/AoE are listed where known.
- Enhance Block
- Duran + Phaser Gun/Hadron Pod + Dark Matter: Prevents linking with Enhance cards when subbed. (See Duran's Page for more details.)
- Magician: When Main Card's Skill activates, grants 10% Skill Boost and 33% chance not to link with Enhance cards.
- Victoria: When Main Card's Skill Activates, 33% chance to not link with Enhance cards (On Straight+, grants 15% Skill Boost)
- Queen's Pudding: When Main Card's Skill Activates, Heals (4/6/8%) HP and grants +1 (ATK/DEF/AGI). If subbed alongside Victoria, (20/25/33%) chance to not link with Enhance cards.
- Minette: When Main Card is A and Blue, grants 15% Damage Reduction and 33% chance not to link with Enhance cards.
- Poire: When Main Card is Green and its Skill Activates, 33% chance to not link with Enhance Cards (Increases to 50% when your HP is 50% or less)
- Strength: When Main Card has a Sustain Skill, 50% chance to not link with Enhance cards.
- Thor (New Year) + Banquet Tassel: When Main Card's Skill Activates, (20/25/33%) Chance to prevent linking with Enhance Cards. When subbed alongside Thor (New Year) on the same card, chance increases to (60/80/100%)
- Farnese: When Main Card has Sustain, Heal, or Shield Skill, 33% chance to not link with Enhance Cards (If subbed alongside a Red and Green card, grants 20% Skill Boost)
- Emilia (ReZero): When Main Card has Heal Skill, 33% Chance to Prevent Enhance Linking (Heals 5% HP and grants +1 DEF/AGI; When HP is 40% or lower, Heals for 10% HP instead)
- Magic Hammer + Momotaro: When Main Card's Skill Activates, grants (+1/1/2) ATK (When subbed alongside Momotaro, grants (0/33/50%) Chance to not Link with Enhance Cards)
- Oz: When Main Card's Skill Activates, 33% chance to not link with Enhance cards (On Full House+, grants 20-30% Skill Boost)
- Mayl & Roll: On Skill Activation, 33% chance to Prevent Enhance Linking (On Straight+, grants 25-35% Skill Boost)
- Elizabeth & Hawk: When Main Card has Heal Skill, grants 0-20% Skill Boost and 50% chance to Prevent Enhance Linking
- Jiang Ziya: When Main Card is Blue, chance to Prevent Enhance Linking based on the Hand made (25% by default, 33% on Straight+, 50% on Full House+, 100% on Four Card+)
- Colt (Surprise): When Main Card is Red, grants 10% Skill Boost (When Subbed alongside Surprise, 50% chance to Prevent Enhance Linking)
- Hanako: On Skill Activation, 50% chance to Prevent Enhance Linking and 33% chance to activate Skill 2x (When you have at least 1 Friend in the party, grants 10% Skill Boost)
- Mikuru (New Year): On Skill Activation, 33% chance to Prevent Enhance Linking; then additionally Heal 5% HP, clear Status Effects and 33% chance to grant +1 to all Stats
- Mage Family (Staff) + Ac Figure (3rd Anniversary): Prevent Enhance Linking when Subbed. (See Mage Family (Staff) for details.)
- Hestia's Hair Ornament: When Main Card is Blue and its Skill Activates, 33% Chance to Prevent Enhance Linking
- Hestia's Hair Ornament + Hestia's Bowtie: When Main Card is Blue and its Skill Activates, 100% Chance to Prevent Enhance Linking and grants 10% Skill Boost
- Chinese Cookware + Eight Drunken Immortals: Grants (10/15/20%) Skill Boost + 100% Chance to Prevent Enhance Linking
- Multiple Activations
- Loki: When Main Card's skill activates, chance that it activates 2-3 times instead
- Yata no Kagami: On Straight+, activates Main Card's Skill twice
- Sirona & Chloe: When main card's skill activates, chance for it to activate twice instead, and follow with a shout...!?
- Eibon's Book (Green): 33% Chance to make Green Card's Skill activate 3x (0.5x)
- Wheel of Fortune: On Skill Activation, heals 5% HP and 33% chance to activate Main Card's Skill twice.
- Koropokkuru: When Main Card has Heal Skill, 33% chance to activate its Main Skill twice (If under a Status Effect, will activate three times instead)
- Nyarlathotep (B): When Main Card's Skill Activates, 33% chance to activate Main Card's Skill twice; When 3 Eldritch cards are subbed, adds 40% chance to activate Skill three times instead.
- Kotone: When Main Card has Buff Skill, 33% Chance to activate Skill twice on Skill Activation (Activates Skill three times if inflicted with a Status Effect)
- Behelit: When Main Card's Skill Activates, (20/25/33%) Chance to activate Skill (1/2/3) times.
- Kohaku: When Main Card has Shield Skill, 33% chance to activate Skill twice (Chance increases by +2% for every 30% HP lost)
- Tsukuyomi (Moonlight): When Main Card is Blue, 33% Chance to activate skill 2x; (On Full House+, activates Skill 3x instead; If Main Card is also a God, activation chance increases to 50%)
- Scarecrow: When Main Card has Debuff Skill, 33% chance to activate Main Skill twice (Chance increases by +4% for every -5 Stat Total you have)
- Magical Brain Food: When Main Card has Debuff Skill, (15/25/33%) Chance to activate Skill twice (50% chance to inflict 5% HP Recoil damage)
- Magical Brain Food (GOD): When Main Card has Debuff or Heal Skill, 33% Chance to activate Skill 2x (When Subbed alongside Red and Blue cards, adds additional 20% chance to activate Skill 3x instead)
- Nyarlathotep (Mascot): On Skill Activation, 33% Chance to activate Main Card's Skill twice (On Full House+, grants 40% Skill Boost; When Subbed alongside 2 other Eldritch Cards, clears Status Effects)
- Nyarlu Doll: When Main Card is Blue, Heals (1/3/5%) HP and (20/25/33%) chance to activate Main Card's Skill three times
- Demon Sword Lostvayne: Grants 0-40% Skill Boost (33% Chance to activate Main Card's Skill twice)
- Chupacabra: On Skill Activation, 33% chance to activate Skill twice (If subbed alongside two other UMA cards, adds an extra 40% chance to activate Skill three times instead)
- Kinmamon: When Main Card is A, grants 15% Damage Reduction (When Main Card is A, Red, and has Heal Skill, activates Skill 2x on Straight+)
- Tensen Nyannyan: When Main Card is A, grants 15% Damage Reduction (When Main Card is A, Green and has Heal Skill, activates its Skill 2x on Straight+)
- Asohime: When Main Card is A, grants 15% Damage Reduction (When Main Card also has Sustain Skill, activates Skill 2x on Straight+)
- Iris (MMX): When Main Card is a Robot, activates Skill 2x on Straight+; On Full House+, activates Skill 2x with a 33% chance to activate it 3x instead (When Main Card is A and Robot, grants 15% Damage Reduction)
- Vanir's Mask: When Main Card's Skill Activates, 33% Chance to activate Skill 2x. On Straight+, Chance increases to 50%; 100% on Full House+
- Shizuka Gozen: When Main Card has Shield Skill, 33% chance to activate Skill 2x (When subbed alongside a Red and Green card, increases chance to 50%)
- Nirvana (Yuria): When Main Card is Blue, 33% chance to activate its Skill 2x (Chance increases by +2% for every ally inflicted with a Status Effect; If 3 or more allies are inflicted with Status Effects, clears Status Effects)
- Black Riding Hood: When Main Card has Buff or Debuff Skill, 33% chance to activate its Main Skill twice (On Straight+, grants 10-30% Skill Boost)
- Last Order: When Main Card has Debuff Skill, 33% chance to activate Main Skill 2x (If inflicted with a Status Effect, activates 3x instead)
- Estelle: On Skill Activation, 33% chance to activate Skill 2x; On Straight+, grants +1 ATK (When your ATK is Positive, grants an additional 40% chance to activate Skill 3x)
- Merlin (SDS): On Skill Activation, Heals 3% HP and 33% chance to activate Skill 2x (50% Chance to grant +1 DEF)
- Aqua Fan: When Main Card has Heal Skill, (10/25/33%) Chance to activate Skill 3x and grant +1 DEF
- Vermouth (Agent): When Main Card's Skill Activates, 33% chance to activate Main Card's Skill 2x (When Subbed alongside 2 other Red & Blue Girl cards, grants additional 40% chance to activate Skill 3x instead)
- Magical Rod of Angels: When Main Card is Red, Heals self for (1/3/5%) HP and (20/25/33%) Chance to activate Main Card's Skill 3x
- Monthly DMR: Grants 10-20% Skill Boost and 33% Chance to activate Main Card's Skill 2x
- Power-Up Effect
- Eibon's Book (Red): 33% Chance to make Red Card's Skill gain a Power-Up Effect (1.2x)
- Ham Han: 20%/50% chance to apply a 1.5x Power-Up Enhance effect to the Main Card's Skill.
- Box of Darkness: When Main Card is A, prevents Enhance Linking and randomly increases Skill Power by 0.3x/0.7x/1.0x/1.2x/1.6x (100% Chance)
- Iroha: When Main Card has Shield Skill, 33% Chance to grant 1.1x Power-Up Enhance effect
- Ancient Mage: When Main Card's Skill activates, applies a 1.2x Power-Up Enhance effect. (100% Chance)
- Subaru's Phone: When Main Card's Skill Activates, 25% Chance to grant 1.2x Power-Up effect. (On Straight+, Chance increases to 33%; 40% on Full House+)
- AoE Effect
- Eibon's Book (Blue): 33% Chance to make Blue Card's Skill AoE (0.6x)
- Licker: When Main Card is Undead, 20% chance for its Skill to become AoE
- Petronius (Gig): When Main Card is Emily (Gig) or Monica (Gig), makes their Main Skill AoE on Straight+
- Nimue & Nyanko: When Main Card is A, small chance for Skill to become AoE on Skill Activation.
- Commander's Hat: On Skill Activation, (20/25/33%) Chance to make Main Card's Skill AoE (Skill Activates at 1x Skill Power)
Enhance Block Probability
For 33% Subs (or any other Chance-based Sub for that matter), the percentages are multiplicative (NOT additive) when stacked.
- 1 Sub: 33%
- 2 Subs: 55.11%
- 3 Subs: 69.92%
Example: 3x 33% Subs:
(1 - (1 - 0.33) x (1 - 0.33) x (1 - 0.33)) x 100 = 69.9237%
For Sub Cards with a higher/lower chance, simply replace the numbers accordingly.
Awakened Loki is slightly more complex, since he can do 2-3x. (33% for 2x, 22.1% for 3x; the initial number for calculating would be 55.1%)
- 1 Sub: 55.1%
- 2 Subs: 79.8%
- 3 Subs: 90.9%
For Nyarlathotep (B) and similar cards, this comes out to 59.8% (33% for 2x, 40% for 3x).
- 1 Sub: 59.8%
- 2 Subs: 83.8%
- 3 Subs: 93.5%
Sub Order DOES matter when it comes to these Subs. Place Cards with a higher Chance% in higher Sub Slots for better chances of them going off.
The Mirror Bug
Some Cards' Skills are NOT affected by any decreases/increases in Skill Power boosts when combined with Sub Cards like the Mirror or the Ancient Mage.
Supposedly, this bug in particular only affects Cards whose Skills have extra Skill Boost modifiers that are triggered by things such as HP% Condition, Shield Destruction, Status Effects, etc.
Conditions that don't trigger the bug include things such as Enemy Targeting (Aim), X# of Cards in the Played Hand (Colors/Type/Etc.), and Party Total Stat Value. This also includes Random Skill Power and certain Hand Conditions.