Gensou Shoujo Wars Complete Box/Spirits
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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 | For 1 turn, target enemy takes x1.05 more damage and deals x.95 less damage. |
Attune | 感応 | One Ally | Grants target ally the effects of Bullseye. |
Focus | 集中 | Self | For 1 turn, increases accuracy and evasion rates by +30%. |
Bullseye | 必中 | Self | For 1 turn, grants 100% accuracy rate. Effect is overridden by Alert. |
Alert | 閃き | Self | Grants 100% change to dodge the next attack. Overrides Bullseye, but ineffective against Support Attacks. |
Sense | 直感 | Self | Grants 100% accuracy rate for 1 turn, as well as 100% chance to dodge the next attack, |
Accel | 加速 | Self (Team) | Grants +3 Move to unit's next movement. |
Mercy | 手加減 | Self | Ensures an enemy with lower SKL will survive your next attack with 10 HP. (If they already have 10 HP or less, damage dealt will be 0.) |
Adapt | 順応 | Self | For 1 turn, unit and weapon terrain ratings besides Night become S. (If they are already at S, they will become SS.) |
Cheer | 応援 | One Allied Team | Grants target ally the effects of Gain. |
Bless | 祝福 | One Allied Team | Grants target ally the effects of Luck. |
Prayer | 祈り | One Allied Team | Target ally will receive x2 PP gained on their next battle. |
Gain | 努力 | Self (Team) | Doubles EXP gained in the next battle. |
Luck | 幸運 | Self (Team) | Doubles Points earned in the next battle. |
Fury | 直撃 | Self | Ignores damage reduction from certain enemy skills, barriers, size differences etc. Also prevents enemy from using Support Defend. |
Snipe | 狙撃 | Self | Grants +2 range to all non-MAP, non-1 range weapons for the next attack. |
Charge | 突撃 | Self | Grants all non-MAP weapons the ability to be used post-movement for the next attack. |
Chain | 連撃 | Self (Team) | Grants unit an additional action if they defeat their enemy in their next attack. Can only be cast once per turn. |
Trust | 信頼 | One Ally | Target ally recovers 2000 HP. |
Faith | 友情 | One Ally | Target ally recovers all of their HP. |
Devote | 献身 | One Ally | Target ally recovers 50 MP. |
Renew | 補給 | One Ally | Target ally recovers all of their MP and Ammo. |
Hope | 期待 | One Ally | Target ally recovers 50 SP. |
Vigor | 根性 | Self | Unit recovers 30% of their HP. |
Guts | ド根性 | Self | Unit recovers all of their HP. |
Explode | 自爆 | Self | Unit leaves the map, but deals half of their remaining HP to all adjacent units. Cannot be used to score kills, and cannot damage units with Special Resistance. |
Revive | 復活 | One Ally | Revives a defeated ally with 50% of their max SP. Their kill counts will be reset, and their usable unique commands will be set to 0. |
Guard | 鉄壁 | Self | For one turn, damage taken is halved. (Graze damage is also halved.) |
Persist | 不屈 | Self | Reduces damage of the next hit taken to 10. (Grazes are not considered to be hits.) |
Wrath | 激闘 | Self | For 1 turn, multiples final damage dealt by x1.2. Does not disable critical hits, but cannot be used with spirits like Valor. |
Triumph | 会心 | Self (Team) | Ensures the next attack will be a critical hit. |
Valor | 熱血 | Self | Multiplies final damage deal of the next attack by x1.5. However, critical hits are disabled. |
Soul | 魂 | Self | Multiplies final damage deal of the next attack by x1.8. However, critical hits are disabled. |
Sacrifice | 捨て身 | Self | Multiplies final damage dealt of the next attack by x1.8. Unit will ignore danmaku movement penalties, but will be unable to dodge the next attack. |
Assault | 奇襲 | Self | Grants the effects of Accel, Bullseye, and Valor. |
Rage | 激怒 | All Enemies | Deals 500 damage to all enemies on the map. (Cannot be used to score kills.) |
Daunt | 脱力 | One Enemy | Target enemy loses 10 Power. |
Rouse | 激励 | One Allied Team | Target ally gains +10 Power. Affects both units in a pair. |
Rally | 鼓舞 | All Allies | All allies gain +5 Power. Applies to units in the backrow as well. |
Yell | 気合 | Self | Unit gains +10 Power. |
Drive | 気迫 | Self | Unit gains +30 Power. |
Cloak | 隠れ身 | Self (Team) | For 1 turn, unit cannot be targeted by enemies. However, they will still be able to counterattack you. |
Confuse | かく乱 | All Enemies | For 1 turn, all enemies will have their accuracy rates halved. Effect overriden by Bullseye. |
Pressure | 威圧 | One Enemy | Prevents target enemy from spawning danmaku. Ineffective against spell cards or enemies with Special Resistance. |
Decoy | 挑発 | One Enemy | Target enemy begins to move towards unit to attack. Effect continues until unit gets into a battle, and is ineffective against enemies with Special Resistance. |
Zeal | 覚醒 | Self (Team) | Grants an extra action to unit. The unit must be in the front to benefit from this effect. |
Enable | 再動 | One Allied Team | Grants another action to an ally that has already acted. |
Miracle | 奇跡 | Self | Grants the effects of Accel, Bullseye, Alert, Drive, Valor, Guard, Luck, Gain, and Guts. |
Love | 愛 | One Ally | Grants target ally the effects of Gain, Bless, Prayer, Rouse, Devote, Trust, and Attune. |
Courage | 勇気 | Self | Grants the effects of Accel, Bullseye, Persist, Yell, Assail, Fury, and Valor. |
Bonds | 絆 | All Allies | All allies recover 2000 HP. |
Dream | 夢 | Depends | Used to cast any spirit usable by any deployed ally. However, the SP cost will be more than usual. |
Notes
- This page is based off the English Steam demo.
- Spirits marked for Allied Teams can also be used on solo units.