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Efficacy Types

Efficacy Types

Here are the Efficacy Types used in various tables, such as Passive Skills, Leader Skills, and Super Attacks.

Efficacy Types

Efficacy IDNameDescriptionef_value1ef_value2ef_value3efficacy_valuesNotes
1ATK Boost/ReductionATK boosted or reducedATK boost/reduction value
2DEF Boost/ReductionDEF boosted or reducedDEF boost/reduction value
3ATK & DEF Boost/ReductionATK and DEF boosted or reducedATK boost/reduction valueDEF boost/reduction value
4Recover HPRecover HPHP to recover
5Ki Boost/ReductionKi boosted or reducedKi boost/reduction value
8Delay All Enemy AttacksDelays all enemy's attacks to the last slotNumber of turns
9StunStuns the targetLeave all 3 eff values at 0, use probability for chance, always use target enemy or all enemies
11Move Enemy AttackMoves enemy attacks to the last slot on the next turn
13Damage ReductionReduces damage received% of damage reduction (100 - reduction value)
16Type ATK Boost/ReductionATK boosted or reduced for allies/enemies of type XType (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY)ATK boost/reduction value
17Type DEF Boost/ReductionDEF boosted or reduced for allies/enemies of type XType (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY)DEF boost/reduction value
18Type ATK & DEF Boost/ReductionATK and DEF boosted or reduced for allies/enemies of type XType (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY)ATK boost/reduction valueDEF boost/reduction value
19Type HP Boost/ReductionHP boosted or reduced for allies/enemies of type XType (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY)HP boost/reduction valueOnly for leader skills
20Type Ki Boost/ReductionKi boosted or reduced for allies/enemies of type XType (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY)Ki boost/reduction value
21Full HP RecoveryRecover total HP and remove status effects
22Remove Status EffectsRemoves status effects
24Guard DisabledDisables guardLeave all 3 eff values at 0, use probability for chance, always use target enemy or all enemies
28Damage AbsorptionRecover damage dealt as HP% of damage recovered
44Type ATK & HP Boost/ReductionATK and HP boosted or reducedType (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY)ATK boost/reduction valueHP boost/reduction value
47Guard BreakSimilar to efficacy type 24Leave all 3 eff values at 0, use probability for chance, always use target enemy or all enemies
48Super Attack SealSeals super attacksLeave all 3 eff values at 0, use probability for chance, always use target enemy or all enemies
50Prevent Status EffectsPrevents status effectsLeave all 3 eff values at 0, use probability for chance, always use target private or all allies
51Change Ki Sphere TypeChanges Ki Sphere typesType to change (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow)New type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow)
52Survive KOSurvives knockout attacksLeave all 3 eff values at 0, use probability for chance, always use target private or all allies
53Ignore Enemy DEFReduces enemy's DEF to 0Leave all 3 eff values at 0, use probability for chance, always use target private or all allies
59ATK Boost per Ki SphereATK boosted or reduced per Ki Sphere obtainedATK boost/reduction value
60DEF Boost per Ki SphereDEF boosted or reduced per Ki Sphere obtainedDEF boost/reduction value
61ATK & DEF Boost per Ki SphereATK and DEF boosted or reduced per Ki Sphere obtainedATK boost/reduction valueDEF boost/reduction value
63Reduce Ki CostReduces the number of Ki required to launch a Super AttackNumber of Ki to reducetarget_type must be equal to 0
64Type Ki Sphere ATK BoostATK boosted or reduced per Ki Sphere of type X obtainedKi Sphere Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow)ATK boost/reduction value
65Type Ki Sphere DEF BoostDEF boosted or reduced per Ki Sphere of type X obtainedKi Sphere Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow)DEF boost/reduction value
66Type Ki Sphere ATK & DEF BoostATK and DEF boosted or reduced per Ki Sphere of type X obtainedKi Sphere Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow)ATK & DEF boost/reduction value
67Change Multiple Ki Sphere TypesChanges Ki Spheres (multiple types possible)Types to change (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = Rainbow, 448 = Candy, 4096 = Carrots)New types possible (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = Rainbow, 448 = Candy, 4096 = Carrots)Add values together for multiple types
68Boost per Type Ki SphereBoost or reduction per Ki Sphere of type X obtainedKi Sphere Types (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = Rainbow, 448 = Candy, 4096 = Carrots)Boost/reduction types (1 = ATK, 2 = HP, 3 = DEF, 4 = critical hit chance, 5 = dodge chance, 6 = damage reduction)Numeric boost/reduction valueAdd values together for multiple types
69Change All Ki SpheresChanges all Ki Spheres to another typeNew type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow)
70Change All Ki Spheres (No Obstacles)Similar to efficacy type 69, without obstacles
71HP-Based ATK ScalingThe more/less HP remaining, the greater/lower the ATK boost/reductionATK boost/reduction when HP is lowATK boost/reduction when HP is highAlways 1100For eff_value3: Always 1100 in-game. For more details see the Discord discussion
72HP-Based DEF ScalingThe more/less HP remaining, the greater/lower the DEF boost/reductionDEF boost/reduction when HP is lowDEF boost/reduction when HP is highAlways 1100For eff_value3: Always 1100 in-game. For more details see the Discord discussion
73HP-Based ATK & DEF ScalingThe more/less HP remaining, the greater/lower the ATK & DEF boost/reductionATK & DEF boost/reduction when HP is lowATK & DEF boost/reduction when HP is highAlways 1100For eff_value3: Always 1100 in-game. For more details see the Discord discussion
75Lock Character SwitchingLocks character switching
76Super Effective Against AllAttacks effective against all TypesLeave all 3 eff values at 0, use probability for chance, always use target private, unless you want all allies to be affected
77Reset Ki SpheresResets all Ki Spheres
78Guard Against All AttacksActivates guard against all attacksLeave all 3 eff values at 0, use probability for chance, always use target private, unless you want all allies to be affected
79Giant Form TransformationTransformation in Giant Form (full rotation transformation, e.g., Rage, Giant Ape, Metal Cooler Core, etc.)Giant Form card IDbattleparams.paramno (Set #1)battleparams.paramno (Set #2, usually 1 number above Set #1, e.g., Set #1 ID is 601, Set #2 ID would usually be 602)See battle-params-table.md for more information
81Additional AttackAdditional attackPercentage chance that a second additional attack is a Super AttackPercentage chance that an additional attack is a Super Attack
82Type/Class HP, ATK & DEF BoostHP, ATK & DEF boosted or reduced for allies/enemies of type/class XType/class (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = SUPER, 64 = EXTREME, 4096 = S. AGL, 8192 = S. TEQ, 16384 = S. INT, 32768 = S. STR, 65536 = S. PHY, 131072 = E. AGL, 262144 = E. TEQ, 524288 = E. INT, 1048576 = E. STR, 2097152 = E. PHY)HP, ATK & DEF boost/reduction valueAdd values together for multiple types/classes
83Type/Class Ki BoostKi boosted or reduced for allies/enemies of type/class XType/class (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = SUPER, 64 = EXTREME, 4096 = S. AGL, 8192 = S. TEQ, 16384 = S. INT, 32768 = S. STR, 65536 = S. PHY, 131072 = E. AGL, 262144 = E. TEQ, 524288 = E. INT, 1048576 = E. STR, 2097152 = E. PHY)Ki boost/reduction valueAdd values together for multiple types/classes
84HP SacrificeHP sacrificeHP to sacrifice
86Super Attack Multiplier BoostSuper attack multiplier boostedBoost of the SA multiplier (percentage)The SA multiplier boost is a percentage added to the basic one (e.g., if eff_value1 = 50, the SA multiplier will have an additional 50% boost)
88Type Multiplier BoostType multiplier boostedBoost of the type multiplierThe type multiplier is impacted according to this formula: (MULTIPLIERTYPE - (effvalue1 * 0.01))
90Critical HitCritical hit chancePercentage chance of critical hit% of ignored DEFeff_value2 only works for enemies
91DodgeDodging attacks (Super Attack included)Percentage chance of dodging
92Always HitAttacks guaranteed to hit
93Type/Class HP BoostHP boosted or reduced for allies/enemies of type/class XType/class (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = SUPER, 64 = EXTREME, 4096 = S. AGL, 8192 = S. TEQ, 16384 = S. INT, 32768 = S. STR, 65536 = S. PHY, 131072 = E. AGL, 262144 = E. TEQ, 524288 = E. INT, 1048576 = E. STR, 2097152 = E. PHY)HP boost/reduction valueAdd values together for multiple types/classes. Only for leader skills
94Disable StunDisables stun effects
96Ki Boost per Type Ki SphereKi boost per Ki Sphere of type X obtainedKi Sphere Types (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = Rainbow, 448 = Candy, 4096 = Carrots)Ki boost valueAdd values together for multiple types
97Nullify/Absorb Super AttackNullifies or absorbs Super Attack of a given typeHP absorbed (%)special_categories.idlua>abscript>absys>asXXXX.lua (animation)
98Incremental Boost/ReductionBoost or reduction per step with maximum thresholdBoost/reduction stepBoost/reduction maxAffected skill (0 = ATK, 1 = DEF, 2 = crit, 3 = dodge, 4 = damage reduction, 5 = Ki)
99Prevent ATK & DEF DebuffPrevents the debuff ATK & DEFAffected skill (1 = ATK, 2 = DEF, 3 = ATK & DEF)
100Prevent Super Attack SealPrevents Super Attack seal
101Foresee Enemy's Super AttackForesees enemy's Super AttackLeave all 3 eff values at 0, use probability for chance, always use target private
103TransformationTransformationTransformed card IDTurn from which the transformation can be made (T1 = 0)battleparams.paramnoSee battle-params-table.md for more information
104HP, ATK and DEF Boost/ReductionHP, ATK and DEF boosted or reducedHP boost/reduction valueATK boost/reduction valueDEF boost/reduction valueOnly for leader skills
105Replace All Ki SpheresChanges all Ki Spheres to another typeNew type (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = Rainbow, 448 = Candy, 4096 = Carrots)
107Stackable DelaySimilar to efficacy type 8, but stackableDelay turn count00
109RevivalRevival skillRecovered HP (%)effect_packs.idbgm_id{"priority": 1}If priority is used in efficacyvalues, leave the 3 other effvalue to 0 (works only with standby skill/finish skill)
110Cancel AbilityCancellation of a capacityAffected capacity (1 = active skill capacity, 2 = passive skill capacity, 10 = enemy skill capacity, 14 = standby skill capacity, 15 = finish skill capacity, 18 = round skill capacity)Capacity IDCharacter affected (0 = player, 1 = enemy)This essentially deactivates a skill. This is how damage reduction before attacking works. The DR skill is activated at start of turn then removed when you attack.
111Disable Enemy ActionDisables enemy's action
112Prevent Disable Enemy ActionPrevents disabling enemy's action
114Attack ImpossibleSets the Character as Unable to Attack{"text": "I won't obeynBabidi's order!", "scriptpath": "lua/abscript/absys/cannotattack_majin.lua"}
115Standby Mode TypeThe Type of Standby Mode that is Used{"type": "", "is_active": true}Type can be "revival", "charge", or "special_counter"
116Charge SkillThe Method that the Standby Mode is Charged With{"attack": {}, "gaugevalue": [1], "countmultiplier": 50, "maxeffectvalue": 12100}, {"energyball": {"multiplier": [1, 1, 2, 1, 1, 2]}, "gaugevalue": [30], "countmultiplier": 1, "maxeffectvalue": 30}, {"energyball": {}, "gaugevalue": [30], "countmultiplier": 15, "maxeffectvalue": 4830}The 3 Before are Methods that it is Charged
117End TransformationCancels a transformationHas to be used only with exectimingtype=12, otherwise all leader and passive effects will be removed
118Standby Charge ATK BoostTemporary ATK boost per StandBy's charge
119Nullify/Absorb Enemy AttackNullifies or absorbs enemy's attacklua>abscript>absys>asXXXX.lua (animation)
120Counter AttackCounters enemy's attackDamage reduction (%) (optional)Damage multiplier of counterlua>abscript>attackcounter>cXXXX.lua (animation)
121Domain DurationDomain's durationNumber of turns
122Increase Received DamageIncreases received damage% of additional damage
123Target FocusTargets enemy's attacksLeave all 3 eff values at 0, use probability for chance, always use target private
124Incremental Critical Probability (Enemy)Incremental critical hit probability for enemyUnknownUnknownUnknown
125HP DamageDeals HP damageDamage ValueFor enemies always use target type 110
126Reflect DamageReflects damageDamage ValueUnknownUnknown{"text": string, "script_path": string}For enemies always use target type 11. Use Exec timing type 5. Same as efficacy type 114
127Set Plug-in on Ki Sphere (Bitpattern)Sets plug-in on Ki Sphere with bitpatternUnknownUnknownUnknown
128Dodge Counter Attack BehaviorDodge counter attack behaviorUnknownUnknownUnknown
129Prevent Always HitPrevents "always hit" effectUnknownUnknownUnknown
130Dragon Ball StandbyActivates Standby with Dragon Ball Collection{"is_active": true}
131Reversible ExchangeAllows a Card to Exchange with Another Card and BackExchange Card IDReverse Voice ID