How Skills Work
- 1 An Explanation of Skills
- 2 Attack Skill Types
- 3 Support Skill Types
- 4 Status Effects
- 5 Leveling Skills
- 6 Skill-up Probability
An Explanation of Skills
Almost every (good) card has a Skill. How that Skill works exactly is different for each individual Skill and whatever type it corresponds to.
Most Skills start at Lv1 and can go as high as Lv7 (depends on Card Rank; SS cards max at 4, SSS/DRA cards max at 5, GOD cards max at 7). Leveling Skills is very important as it increases their strength and capabilities.
Primary and Secondary Effects
Skills can sometimes be confusing in how they actually operate sometimes. Typically, a card's Main Skill is composed of two effects:
- Primary: The Skill's main effect. This can be typically enhanced directly with Skill Boosts and Enhance Cards.
- Secondary: This effect tends to happen directly after the Primary effect. It typically cannot be enhanced with Enhance Cards (Skill Boosts via Subs often do enhance these effects.) Sometimes, Secondary effects are Static and their values cannot be modified. Read each Card's Page for more details. For most cards, the Secondary effect is typically listed in parentheses on their Main Skill text. (This isn't always the case, however.)
Let's use Death's Skill as an example:
- 4x Stab attack, chance to inflict Paralysis (If target is Paralyzed, inflicts Non-Elemental damage and steals +1 of each Stat)
- In this example, the 4x Stab attack is considered the Primary effect. With a Power-Up Enhance card, you can greatly increase the power of the Stab attacks as well as the chance to inflict Paralysis.
- The Secondary effect in this example is the Non-Elemental attack and Buff Steal that is executed if Death Paralyzes a target. The attack's damage can be increased with Sub Cards, but not Enhance Cards.
Many Skills have quirks or gimmicks on how they often work. Sometimes these lead to increased Skill Power or execute additional effects. Here's a list of some of the gimmicks you may run across on Cards.
- Hand Dependencies: Some Skills will have extra effects depending on the Hand made. Better Hands usually mean greater effects. Liar is a great example of this.
- Color Conditional: Some Skills will have extra effects depending on the Color of the Cards in the made hand. These differ greatly from Skill to Skill. Some examples are Ceres and Amaterasu (Sunbathing).
- Type/Race Conditional: Some Skills will have extra effects depending on the Type of the Enemy. Examples include Aladdin and Siegfried.
- Sub Conditional: Some Skills will have extra effects depending on the Type of Sub Cards equipped on them. Examples include Rinne and Momotaro (Kishin).
- Status Conditional: Some Skills will have extra effects depending if you or the target is inflicted with a specific Status Effect.
- Single-Target: Some Skills will have different effects if you tap on a single foe (the Aim Icon appears on them). These differ greatly from Skill to Skill. Examples include Orpheus and Robin Hood.
- Variance: Some Skills have random Variance in their Skills. This means their Skill Power varies wildly. Examples include Mistress and Four.
- Shield Bypass/Ignore: Skills will ignore active Shield effects on targets. Ineffective vs. Unbreakable Shields.
- Shield Break: Skills will break/remove active Shield effects on targets. Ineffective vs. Unbreakable Shields.
- Damage UP: Skills can inflict Damage UP effect, causing targets to take more damage. Ineffective vs. Overwrite Disabled Shields.
- Anti-Shield: Skill can often ignore Shields and inflict Damage UP on foes with active Shields. Examples include Fam Taos and Nyarlathotep (Wrestler).
- Extra Attacks: Skill may also execute additional Attacks. This comes in two types:
- Follow-Up: These are considered Secondary Effects such as in the cases of Grizzly and Rivol as they execute extra attacks after their Primary effect.
- Additional Attack: For some Cards such as Tripitaka and Jack Frost, they actually gain an extra attack to their Skill which is considered a Primary Effect.
- Lifesteal: Heals yourself or the Party based on a percentage of Damage inflicted to an enemy.
- Stat Steal: Attempts to Steals +X of a Stat from targets. (Examples include Mammon)
- Buff Steal: Attempts to Steal/Absorb the Buff(s) from a target. (Examples include Beelzebub)
- Buff Wipe: Attempts to Wipe the target's Buffs, resetting their Stats to 0. (Examples include Leviathan, Moon, Hanako (Toilet God))
- Buff Reversal: Attempts to Reverse the target's Buffs. Examples include Metatron and Wistaria.
- Debuff Wipe: Attempts to Wipe your or the Party's Negative Stats, resetting their Stat(s) to 0. Examples include Konohana No Sakuya and Tofu-kozo.
- Debuff Reversal: Attempts to Reverse your or the Party's Negative Stats. Examples include Queen Lady and Vermouth (Agent).
- Guaranteed to Hit: Means this Skill can not Miss whatsoever. (Ignores Accuracy Modifiers and Evasion Shields)
Attack Skill Types
Attack Skills typically do damage based off a multiplier of a Card's Attack Stat.
In-game, a Card's regular attack is denoted as 100, which is 1.00x of their Attack.
Physical Skills (, , , , ) effectively hit the enemy for "physical" damage.
If an enemy is weak against a specific Physical skill, it does 2x damage, inflicting a Critical Hit.
This is noticeable if you hit an enemy and the damage numbers are much larger than normal.
Physical Skills come in five types:
Elemental Skills (, , and ) are a little more specific in what they do.
Against an enemy that is weak towards a specific element, Elemental Skills do LOTS of damage. (See Damage Formula for more details.)
However, they fare very poorly against opposing and neutral types.
For example, a Water Skill will do lots of damage to a Fire-type card, but not so much vs. Water or Wood.
Unlike Physical Skills, Elemental Skill can NOT deal Critical Damage.
As such, they're very much at the mercy of a Card's Attack, Subs, and applicable Buff/Debuffs on yourself and the target.
They generally tend to shine against foes with no Physical Skill Weakness. However, some Elemental cards (like Rico, Nirvana, and Wind Tiger) tend to be quite strong regardless.
Hybrids are an interesting breed. Generally, a "Hybrid" is defined as a Physical Skill that is imbued with increased Elemental Damage against a target.
Hybrid attackers can be very effective against an enemy that is weak vs. a Physical and Elemental skill.
Generally, Hybrid attackers have a 1.75x Elemental Modifier against the element they're strong against.
Best of all though, they don't quite have the inherent weakness of straight-Elemental Skills, so they can still deal decent damage off-color.
Some examples of Hybrids are Tristan and King Arthur, who have Wood and Fire-imbued Skills.
Non-Elemental attacks ignore Elemental Weaknesses/Resistances. This can be both a good and bad thing depending on the enemy.
On the one hand, you don't have to deal with your attacks doing less damage against off-color targets.
But at the same time, they cannot take advantage of Elemental Weaknesses.
To an extent, they are effective against any enemy and often have increased Skill Power as opposed to other Attack Skills to make up for their shortcoming.
Non-Elemental attacks are most commonly seen on Status Cards that have Attack Skills such as Mermaid or Chloe.
However, there are some Physical Attackers that utilize Non-Elemental attacks such as Rinne and Josie.
Holy Skills deal 2x damage against Zombified or Undead targets.
Only a small number of cards have Holy Skills, such as Klaus, Johann, Guardian, and Clare.
As such, they're generally only effective against Undead enemies.
Some of the Holy cards also have additional Gravity effects, dealing additional damage based on the target's HP%.
Gravity attacks deal damage based on a percentage of the target's Current or Max HP. They can be incredibly effective against foes with lots of HP.
However, many enemies (including Bosses) will have an increased Resistance against Gravity effects. (Most Bosses tend to have 90% Gravity Resistance.)
Gravity attacks are most often used by Bosses to deal tremendous damage, while they are often Secondary effects on the very few Cards that have them.
There's very few Cards that have actual Gravity attacks:
- Gehenna: He's the most well-known card that can deal Gravity damage. Does damage based on the target's Current HP.
- Ishishi: A bit lesser known Card. Does damage based on the target's Current HP.
Support Skill Types
Healing Skills do pretty much what they say. They heal you or your allies to recover HP lost in battle.
While semi-useful early on, they are pretty much mandatory in the more difficult dungeons to keep you and your party alive.
Healing Skills heal for a percentage of HP, so they affect everyone equally. Some may have additional effects such as clearing Status or Debuffs.
Shield Skills generally protect you or your allies against incoming attacks. Shields come in many varieties as shown below.
Some Shields may also have multiple effects such as Counter + Iron Wall + Unbreakable.
Something of note is that you can only have one Shield effect active at any one time.
So if another Shield effect is applied, it will overwrite the previous one.
Some enemies and cards may have Skills that can bypass or even break Shields. So be wary!
|Shield Type||Shield Icon||Description|
| Damage Reduction
|Blue Shield||Reduces incoming damage by X%. |
Damage Reduction and # of Shield ticks can vary by Card.
| Iron Wall
|Blue Shield||Completely nullifies an incoming attack. (Attack does 0 damage.) |
Typically only lasts for one attack but can vary depending on the Card.
| Status Immunity
|Green Syringe||Prevents Status Effects and Debuffs from being inflicted. |
Can persist for multiple Turns, but if any Status Effects or Debuffs hit the Shield, it is consumed at the end the Turn.
| Status Reflect
|Mirror||Reflect Status Effects and Debuffs back towards the enemy. |
The number of ticks on the Shield varies with the Card's Skill.
|Red Fist||When hit by an attack, performs a counterattack. |
Counterattack has low damage but is constant. (Fixed Damage independent of Enemy's Attack Strength)
| Strong Counter
|Red Fist||When hit by an attack, performs a counterattack. |
Counterattack has high damage and its strength varies on the enemy (it gets stronger as the enemy has more Attack)
Is often combined with other Shields such as Damage Reduction or Iron Wall.
|Blue Shield||When hit by a fatal attack, allows you to survive with 1 HP. |
Very few Cards have this effect.
| Damage UP
|Red Broken Shield||Take X% increased damage against incoming attacks. (Typically 1.5x) |
Can persist for multiple Turns, but if any attack hits the Shield, it is consumed at the end the Turn.
||Skill Icon w/Spiral||Absorbs an incoming attack based a particular Element or Skill and recovers HP. |
Can come in a number of varieties.
|Skill Icon w/an "X"||Nullifies an incoming attack based a particular Element or Skill. (Attack does 0 damage.)|
| Unbreakable & Unbypassable
|N/A||Not an actual Shield effect per se, but more like a Suffix. |
This type of Shield can not be broken or bypassed, however, it can be overwritten by other Shield effects like Damage UP.
| Overwrite Disabled
|Shield w/a Lock Icon|| Not an actual Shield effect per se, but more like a Suffix. |
This type of Shield can not be overwritten by other Shield effects like Damage UP. It CAN be broken or bypassed though.
|Green Shoes|| Allows you to completely evade an enemy's Attack or Debuff/Status/Sustain effects.
- For the most part, Enhance effects will only increase the chances of a Shield applying; not its Strength, Damage Reduction, etc.
- The sole exception to this are Counter Shields; Enhance cards WILL increase the strength of the Counter, allowing it do do more damage when an enemy hits it.
- Strong Counter Shields can be exceptionally useful against strong foes, as the Counterattack's damage increases the more powerful the enemy is.
- Status Reflect vs Immunity: While both operate similarly in protecting against Status Effects & Debuffs, each has their place. Status Immunity tends to last the entire turn whereas Status Reflect only has a set number of ticks.
- Damage UP is considered an Unbreakable Shield in that it cannot be broken or bypassed.
- For cards that have Skills that ignore Shields, they operate in that they completely bypass the Shield effect active on the target.
- For cards that have Skills that break Shields, they will remove the active Shield effect on the target.
- However, as mentioned previously, if the target has an Unbreakable Shield, Skills that break or bypass Shields will be ineffective. The only way currently to remove this type of Shield is through applying Damage UP on the target. (Unless the enemy has a gimmick where you can bypass it by inflicting a Status Effect.)
- Absorption Shields can be pretty nasty when used by Bosses. When hit by the appropriate Element or Skill, their DEF is treated as 0, allowing them absorb quite a bit of HP from the attack.
- Also worth noting that cards that can change their Element like Latio and Ran can have their attacks absorbed if their Element changes to match the Element of the Absorption Shield.
Buff (Parameter UP)
Buff Skills increase your stats (ATK, DEF, AGI) to deal more damage, increase your Defense, or increase Accuracy/Evasion.
Much like Healing Skills, they're not terribly useful early on, but necessary for higher-level dungeons in order to effectively damage and protect yourself from enemies.
Most Buff cards tend to specialize in increasing one or two Stats each such as Spica, Wheel of Fortune, and Magician.
For many Buff Skills, they tend to max out at around 1.75 when they hit SL7...however, due to how the game rounds numbers up, this still results in a +1 Buff.
Skill Boosts will increase that number, allowing for +2 or more depending how many boosts you have. So a 15% Skill Boost in this case will result in a +2 Buff.
Debuff (Parameter DOWN)
Debuff Skills cripple enemy targets, reducing their attack, reducing their defense, and/or reducing their accuracy/evasion.
Much like Buff Skills, Debuffs are invaluable in high-level dungeons, especially against bosses who love to buff themselves.
However, be aware that high-level bosses will often have Resistance against ATK & DEF Debuffs, which can cause those to miss more often.
Similar to Buff Cards, some Debuff Skills tend to max out at around 1.75 when they hit SL7...however, due to how the game rounds numbers up, this still results in a -1 Debuff.
Skill Boosts will increase that number, allowing for a -2 Debuff or more depending how many boosts you have. (The effect is amplified a bit than with Buff Cards, so with enough boosts, you can easily hit -3.)
Enhance Skills enhance a linked card's capabilities. See About Enhance Skills for more details.
Status Skills typically inflict Status Effects or Non-Elemental damage onto the enemy.
Status Effects can be very useful in disabling or crippling enemies that are affected by Status.
Not all enemies can be afflicted with Status Effects, though many can still be susceptible to them even if they're not weak towards a specific Status Effect.
Also notable is that any enemy or player can only be inflicted by a single Status Effect at any time.
(You can't be Paralyzed and Petrified at the same time for example.)
See the table below for more info on each Status Effect.
In the case of Enhance Priority, if a Status card has any sort of Attack in its Skill, it's considered an Attack card.
Otherwise, Enhance Priority will see it as a Support card and it will go off before any Attack card.
While Status Skills that attack can technically inflict "Critical Hits", the multiplier for this is typically 1.0x, so there's no real increase in damage.
As noted above, enemies have different Resistances towards different Status Effects (and surprisingly enough, even individual Debuff effects). As such, an enemy may be weak towards a specific Status Effect, but may have a bit of a Resistance towards it, making it more difficult for it to land. For example, Harpy has a 100% chance to inflict Confuse on a target; however, it may have 20% Confusion Resistance. This means Harpy's chance to Confuse isn't guaranteed though still very likely. (Keep in mind, you can't exactly tell the Resistances of an individual target in-game; but if you're wondering why your Status Effect or Debuff missed, that's why.)
Sustain Skills apply a Sustained Effect that lasts for several turns and may apply different things such as Buffs, Debuffs, and Healing at the end of the turn. Okuni and Star are good examples of Sustain cards, and other Cards may apply Sustained Effects such as Antares, Elsa (Bikini) and Rion.
Here's some examples of Sustained Effects:
- Sustained Heal: Heals X% HP every turn while active.
- Sustained Buff: Grants Buff(s) every turn while active.
- Sustained Debuff: Attempts to Debuff the target every turn while active.
Previously, Sustained Effects were classified as Shields, but that is no longer the case. They now take up their own effect slot and coexist with Shields.
Once a Sustained Effect is applied, it can only be removed by either overwriting it with another Sustained Effect or waiting for it to run its duration. Most Sustained Effects will last up to 3 Turns. (This is nerfed in Colo/DM to where most Sustain Effects will only persist for 2 Turns.)
Some Skills cannot be properly classified or don't fit directly into the above categories.
For example, Zeus and Chen Xiong have Skills that be changed depending on what Sub Cards are equipped on them.
Another example is Medjed, who can randomly use the Skill of almost any card. Check each card's page to see what they do.
- Omnipotent: Zeus, God (card), Medjed, Four (Fallen Angel), Ancient Mage
- Yin/Yang: Chen Xiong
- Star: Sirona & Chloe
There's a few Cards with a special Skill that allows them to activate the Main Skill of their equipped Subs:
These Special Cards work in the following fashion:
- When you play any of these Cards in a Hand, you'll be given a choice of that Card's available Subs to play. (This also eats into your Play Timer, so choose quickly!)
- If said Card's Skill activates, the Sub Card you selected will activate its Main Skill at the end of the Turn.
- To clarify, the activated Sub Card's Main Skill activates after all Player Cards have resolved, but before any other End-Of-Turn effects activate such as Sustained Effects.
- The Sub Card's Main Skill that activates will execute at its current Skill Lv without any Sub Skill assistance.
- Because of this, it may be worth using cards that don't rely much on additional Skill Boosts or other effects such as Support Cards.
- It IS possible to Link said Sub Cards' Main Skill with Enhance Cards but ONLY if an Enhance Card is played via a similar way (eg. Someone plays a TS808 with a Mercurius for instance).
These Cards can be really useful in Dungeons where you need to carry additional Cards to counter a Dungeon's gimmicks.
This means that they can be used to carry a variety of cards to fit whatever situation you may find yourself in.
They are also very useful in the Tower Dungeon, where the Cards you can use may be restricted.
|Name||JP Name||On player||On monster|
|Poison||毒||Deals a % of your total HP as damage at the end of each turn||Deals a % of its total HP as damage at the end of each turn|
|Confuse||混乱||Randomly selects a card to be played||Monster may instead attack another monster|
|Blind||暗闇||Obscures your dealt hand, wrecks devices that can’t handle shaders||Decreases accuracy|
|Petrify||石化||Encases three random cards in stone. Rapidly tap them to free them. The card number is still slightly visible. Defense is increased.||Renders monster unable to attack. Defense is increased.|
|Paralyze||麻痺||Prevents you completely from playing two random cards||Monster may sometimes not attack|
|Sleep||睡眠||Cards you play will not attack (but will still count for hand bonuses). Wakes up when dealt damage||Renders monster unable to attack. Wakes up when dealt damage|
|Charm||誘惑||Obscures the number of cards your party members play||Quadruples card capture rate|
|Taunt||怒り||Doubles SP costs and forces you to target the caster||Forces monster to target the caster|
|Seal||封印||Prevents skills from activating without the use of Skill Guarantee, and prevents Enhance skills from activating entirely||Prevents monsters from using skills|
|Zombify||ゾンビ||Take double damage from Holy attacks and heal efficacy greatly reduced. Targets take increased damage.||Take double damage from Holy attacks and heal efficacy greatly reduced. Targets take increased damage.|
|Submerge||水没||Renders your Red Cards unplayable. If all 4 available Cards in your hand are Red, only 1 Card will be playable.||Cannot be inflicted on enemies.|
|Freeze||凍結||Renders your Blue Cards unplayable. If all 4 available Cards in your hand are Blue, only 1 Card will be playable.||Cannot be inflicted on enemies.|
|Burn||燃焼||Renders your Green Cards unplayable. If all 4 available Cards in your hand are Green, only 1 Card will be playable.||Cannot be inflicted on enemies.|
Tips for Dealing with Status Effects
- Confuse: Confuse will randomly select a card when you try to select one. Generally, you can get around it by rapidly tapping a card until you pick up the one you want.
- Blind: Blind can be particularly nasty to deal with. The best advice is to try and memorize your cards and check what Subs are active when you press down on a card. You can see parts of a card if you drag it up enough.
- Petrify: You can faintly see parts of the displayed cards if you look carefully. Also worth noting is that Petrification also significantly increases Defense, allowing you to take less damage from attacks.
- Paralyze: Cards such as Lapis Lazuli and Hipopo are immune to the effects of Paralysis. Having them in your deck can be quite useful against foes who love to spam Paralysis often.
- Sleep: Sleep will wear off when you're attacked. Alternatively, you also have a very rare chance for your Card to act when you're Asleep. Having Belphegor as a active Sub will greatly reduce the damage you take when Asleep.
- Charm: Much like Blindness, Charm can be nasty, but not terribly so. Memorizing cards can help, but Chat Spam can also be very useful for helping afflicted Party members know what to play.
- Taunt: Taunt doubles your SP Costs, making expensive SP Skills practically unusable. If inflicted during SP Boost, the increased SP values will be at normal levels; something useful to consider.
- Seal: Seal can be particularly troubling as it completely kills off Enhance Skills from activating. All other Skills can still be activated via Skill Guarantee or similar effects.
- Status Orbs: These Orbs have useful effects that may ignore the effects of some Status Effects if you attach them to your Cards.
Status Effect Notes
- Poison: Poison Strength is based off a number things including the specific Card and Skill Lv. Additionally, there is also Strong Poison which is basically even stronger Poison that deals more damage per tick. Poison damage can be powered up via Enhance Cards and Skill Boosts to deal more damage per tick (particularly effective against Poison-weak foes as you can get it to do absurd amounts of damage). The most potent Poison cards are generally Hydra, Nadja, and Wald.
- Sleep: Whenever a target is put to Sleep, generally any attack will immediately wake it up. However, some cards like Mermaid and Yuri have an enhanced Sleep effect called Deep Sleep. Unlike normal Sleep, Deep Sleep allows for the target to stay asleep longer when attacked (it can take up to 6 attacks to wake a target from Deep Sleep as opposed to just regular Sleep). It also allows for the target to take additional damage from attacks just like Damage UP.
- Petrify: As noted, Petrified targets gain increased Defense (15-40% depending on the Card). This can be effective in reducing damage from attacks, though some Cards (Mary) and enemies can do increased damage against Petrified foes, so be wary.
- Zombify: Zombified targets' Heal efficacy is greatly reduced (it's pretty high), making Heal cards heal for significantly less HP than usual. Zombified targets also take 25% Increased Damage and 2x Damage when Holy attacks are used against them. (Zombify is not a fun Status Effect.)
- Duration: Most Cards' Status Effects often have a duration attached to them. This is most noticeable with Charm Cards, as different cards will have different duration on their Charm. For example, Awakened Chelsea and Cait Sith's Charm will last an entire two turns as opposed to many others.
- Colosseum/Duel Match: Status Effects generally have a reduced chance of being inflicted in Colosseum and Duel Match (particularly the latter).
- Submerge, Freeze, and Burn are only encountered in the Tower Dungeon. Unlike other Status Effects, these can NOT be inflicted onto enemies (using cards like Hanged Man or Diana for example).
In order to level up your cards' Skills, you'll need to feed them special material cards or fodder.
Here's a list of what all you can use:
- Skill Fairies: The most general way to level up Skills. By feeding Skill Fairies to cards, you have a chance to increase their Skill Level. Higher-rarity Fairies will grant higher chances of Skill-Ups (see table below). You can obtain Skill Fairies from a number of places, though the most popular place is Club Bad Girls.
- Gem Fairies: Gem Fairies are basically 2-in-1 EXP + Skill-Up Fodder. They give as much EXP as Gem Marrons, but can also offer Skill-ups, though at reduced rates compared to regular Skill Fairies. Great if you need to level up a card.
- Other Cards: If you feed a card another card that has the same Skill Icon as it, it can grant Skill-Ups as well. Higher rarity cards will offer greater chances at a Skill-Up.
- Same Card: If you feed a card a copy of itself, it offers a highly increased chance at a Skill-Up (equivalent to using a Goddess Fairy). Generally, you don't want to do this with SS or higher rarity cards.
- Event Fodder: Sometimes, Special Events may have special Skill-Up Fodder for certain types of Skills. Most of the time, these are roughly equivalent to Skill Fairies or Gem Fairies, but it can differ depending on the Fodder offered. They also give 2x EXP to certain Cards. (Check the Event Info for more details.)
|Skill-up Fairy (R)||10%||5%||2%||1%||%||%||%|
|Princess Fairy (S)||25%||12%||6%||3%||%||%||%|
|Queen Fairy (SS)||80%||40%||20%||10%||10%||10%||%|
|Goddess Fairy (GOD)||100%||100%||80%||40%||40%||40%||40%|
|(X) Skill Fairy (GOD)||100%||100%||100%||100%||100%||100%||100%|
|Gem Fairy (R)||10%||5%||1%||1%||1%||1%||%|
|Pr. Gem Fairy (S)||20%||10%||5%||2%||2 %||2%||%|
|Qn. Gem Fairy (SS)||40%||20%||10%||5%||5%||5%||%|
|Same Skill Icon|
- Skillup probabilities are additive. i.e. 5x Queen Fairy at LV3 = 100% Skill Up chance
- Fairies use themselves as evo mats. 72 Fairies = 18 Princess Fairies = 6 Queen Fairies = 1 Goddess Fairy
- The most fairy-efficient method is to feed single basic skillup fairies one at a time, but this is extremely gold inefficient
- Gem Fairies are great for EXP and Skill-Up chances up to SL4; from there they only have a 25% Skill-Up Chance (if you're feeding 5 at a time).
- Probably the most preferred method for some people at SL4 onwards is to use 1 Goddess Fairy + 4 Queen Fairies for an 80% Skill-Up Chance.
- (X) Skill Fairies are obtained by buying them with Rare Medals or included with certain Card Packs. They have a 100% Chance to grant a Skill-Up so long as the Card's Skill Lv isn't maxed out.