Efficacy Types
Here are the Efficacy Types used in various tables, such as Passive Skills, Leader Skills, and Super Attacks.
Efficacy Types
| Efficacy ID | Name | Description | ef_value1 | ef_value2 | ef_value3 | efficacy_values | Notes |
|---|---|---|---|---|---|---|---|
| 1 | ATK Boost/Reduction | ATK boosted or reduced | ATK boost/reduction value | ||||
| 2 | DEF Boost/Reduction | DEF boosted or reduced | DEF boost/reduction value | ||||
| 3 | ATK & DEF Boost/Reduction | ATK and DEF boosted or reduced | ATK boost/reduction value | DEF boost/reduction value | |||
| 4 | Recover HP | Recover HP | HP to recover | ||||
| 5 | Ki Boost/Reduction | Ki boosted or reduced | Ki boost/reduction value | ||||
| 8 | Delay All Enemy Attacks | Delays all enemy's attacks to the last slot | Number of turns | ||||
| 9 | Stun | Stuns the target | Leave all 3 eff values at 0, use probability for chance, always use target enemy or all enemies | ||||
| 11 | Move Enemy Attack | Moves enemy attacks to the last slot on the next turn | |||||
| 13 | Damage Reduction | Reduces damage received | % of damage reduction (100 - reduction value) | ||||
| 16 | Type ATK Boost/Reduction | ATK boosted or reduced for allies/enemies of type X | Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY) | ATK boost/reduction value | |||
| 17 | Type DEF Boost/Reduction | DEF boosted or reduced for allies/enemies of type X | Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY) | DEF boost/reduction value | |||
| 18 | Type ATK & DEF Boost/Reduction | ATK and DEF boosted or reduced for allies/enemies of type X | Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY) | ATK boost/reduction value | DEF boost/reduction value | ||
| 19 | Type HP Boost/Reduction | HP boosted or reduced for allies/enemies of type X | Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY) | HP boost/reduction value | Only for leader skills | ||
| 20 | Type Ki Boost/Reduction | Ki boosted or reduced for allies/enemies of type X | Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY) | Ki boost/reduction value | |||
| 21 | Full HP Recovery | Recover total HP and remove status effects | |||||
| 22 | Remove Status Effects | Removes status effects | |||||
| 24 | Guard Disabled | Disables guard | Leave all 3 eff values at 0, use probability for chance, always use target enemy or all enemies | ||||
| 28 | Damage Absorption | Recover damage dealt as HP | % of damage recovered | ||||
| 44 | Type ATK & HP Boost/Reduction | ATK and HP boosted or reduced | Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY) | ATK boost/reduction value | HP boost/reduction value | ||
| 47 | Guard Break | Similar to efficacy type 24 | Leave all 3 eff values at 0, use probability for chance, always use target enemy or all enemies | ||||
| 48 | Super Attack Seal | Seals super attacks | Leave all 3 eff values at 0, use probability for chance, always use target enemy or all enemies | ||||
| 50 | Prevent Status Effects | Prevents status effects | Leave all 3 eff values at 0, use probability for chance, always use target private or all allies | ||||
| 51 | Change Ki Sphere Type | Changes Ki Sphere types | Type 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) | |||
| 52 | Survive KO | Survives knockout attacks | Leave all 3 eff values at 0, use probability for chance, always use target private or all allies | ||||
| 53 | Ignore Enemy DEF | Reduces enemy's DEF to 0 | Leave all 3 eff values at 0, use probability for chance, always use target private or all allies | ||||
| 59 | ATK Boost per Ki Sphere | ATK boosted or reduced per Ki Sphere obtained | ATK boost/reduction value | ||||
| 60 | DEF Boost per Ki Sphere | DEF boosted or reduced per Ki Sphere obtained | DEF boost/reduction value | ||||
| 61 | ATK & DEF Boost per Ki Sphere | ATK and DEF boosted or reduced per Ki Sphere obtained | ATK boost/reduction value | DEF boost/reduction value | |||
| 63 | Reduce Ki Cost | Reduces the number of Ki required to launch a Super Attack | Number of Ki to reduce | target_type must be equal to 0 | |||
| 64 | Type Ki Sphere ATK Boost | ATK boosted or reduced per Ki Sphere of type X obtained | Ki Sphere Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow) | ATK boost/reduction value | |||
| 65 | Type Ki Sphere DEF Boost | DEF boosted or reduced per Ki Sphere of type X obtained | Ki Sphere Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow) | DEF boost/reduction value | |||
| 66 | Type Ki Sphere ATK & DEF Boost | ATK and DEF boosted or reduced per Ki Sphere of type X obtained | Ki Sphere Type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow) | ATK & DEF boost/reduction value | |||
| 67 | Change Multiple Ki Sphere Types | Changes 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 | ||
| 68 | Boost per Type Ki Sphere | Boost or reduction per Ki Sphere of type X obtained | Ki 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 value | Add values together for multiple types | |
| 69 | Change All Ki Spheres | Changes all Ki Spheres to another type | New type (0 = AGL, 1 = TEQ, 2 = INT, 3 = STR, 4 = PHY, 5 = Rainbow) | ||||
| 70 | Change All Ki Spheres (No Obstacles) | Similar to efficacy type 69, without obstacles | |||||
| 71 | HP-Based ATK Scaling | The more/less HP remaining, the greater/lower the ATK boost/reduction | ATK boost/reduction when HP is low | ATK boost/reduction when HP is high | Always 1100 | For eff_value3: Always 1100 in-game. For more details see the Discord discussion | |
| 72 | HP-Based DEF Scaling | The more/less HP remaining, the greater/lower the DEF boost/reduction | DEF boost/reduction when HP is low | DEF boost/reduction when HP is high | Always 1100 | For eff_value3: Always 1100 in-game. For more details see the Discord discussion | |
| 73 | HP-Based ATK & DEF Scaling | The more/less HP remaining, the greater/lower the ATK & DEF boost/reduction | ATK & DEF boost/reduction when HP is low | ATK & DEF boost/reduction when HP is high | Always 1100 | For eff_value3: Always 1100 in-game. For more details see the Discord discussion | |
| 75 | Lock Character Switching | Locks character switching | |||||
| 76 | Super Effective Against All | Attacks effective against all Types | Leave all 3 eff values at 0, use probability for chance, always use target private, unless you want all allies to be affected | ||||
| 77 | Reset Ki Spheres | Resets all Ki Spheres | |||||
| 78 | Guard Against All Attacks | Activates guard against all attacks | Leave all 3 eff values at 0, use probability for chance, always use target private, unless you want all allies to be affected | ||||
| 79 | Giant Form Transformation | Transformation in Giant Form (full rotation transformation, e.g., Rage, Giant Ape, Metal Cooler Core, etc.) | Giant Form card ID | battleparams.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 | |
| 81 | Additional Attack | Additional attack | Percentage chance that a second additional attack is a Super Attack | Percentage chance that an additional attack is a Super Attack | |||
| 82 | Type/Class HP, ATK & DEF Boost | HP, ATK & DEF boosted or reduced for allies/enemies of type/class X | Type/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 value | Add values together for multiple types/classes | ||
| 83 | Type/Class Ki Boost | Ki boosted or reduced for allies/enemies of type/class X | Type/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 value | Add values together for multiple types/classes | ||
| 84 | HP Sacrifice | HP sacrifice | HP to sacrifice | ||||
| 86 | Super Attack Multiplier Boost | Super attack multiplier boosted | Boost 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) | |||
| 88 | Type Multiplier Boost | Type multiplier boosted | Boost of the type multiplier | The type multiplier is impacted according to this formula: (MULTIPLIERTYPE - (effvalue1 * 0.01)) | |||
| 90 | Critical Hit | Critical hit chance | Percentage chance of critical hit | % of ignored DEF | eff_value2 only works for enemies | ||
| 91 | Dodge | Dodging attacks (Super Attack included) | Percentage chance of dodging | ||||
| 92 | Always Hit | Attacks guaranteed to hit | |||||
| 93 | Type/Class HP Boost | HP boosted or reduced for allies/enemies of type/class X | Type/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 value | Add values together for multiple types/classes. Only for leader skills | ||
| 94 | Disable Stun | Disables stun effects | |||||
| 96 | Ki Boost per Type Ki Sphere | Ki boost per Ki Sphere of type X obtained | Ki Sphere Types (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = Rainbow, 448 = Candy, 4096 = Carrots) | Ki boost value | Add values together for multiple types | ||
| 97 | Nullify/Absorb Super Attack | Nullifies or absorbs Super Attack of a given type | HP absorbed (%) | special_categories.id | lua>abscript>absys>asXXXX.lua (animation) | ||
| 98 | Incremental Boost/Reduction | Boost or reduction per step with maximum threshold | Boost/reduction step | Boost/reduction max | Affected skill (0 = ATK, 1 = DEF, 2 = crit, 3 = dodge, 4 = damage reduction, 5 = Ki) | ||
| 99 | Prevent ATK & DEF Debuff | Prevents the debuff ATK & DEF | Affected skill (1 = ATK, 2 = DEF, 3 = ATK & DEF) | ||||
| 100 | Prevent Super Attack Seal | Prevents Super Attack seal | |||||
| 101 | Foresee Enemy's Super Attack | Foresees enemy's Super Attack | Leave all 3 eff values at 0, use probability for chance, always use target private | ||||
| 103 | Transformation | Transformation | Transformed card ID | Turn from which the transformation can be made (T1 = 0) | battleparams.paramno | See battle-params-table.md for more information | |
| 104 | HP, ATK and DEF Boost/Reduction | HP, ATK and DEF boosted or reduced | HP boost/reduction value | ATK boost/reduction value | DEF boost/reduction value | Only for leader skills | |
| 105 | Replace All Ki Spheres | Changes all Ki Spheres to another type | New type (1 = AGL, 2 = TEQ, 4 = INT, 8 = STR, 16 = PHY, 32 = Rainbow, 448 = Candy, 4096 = Carrots) | ||||
| 107 | Stackable Delay | Similar to efficacy type 8, but stackable | Delay turn count | 0 | 0 | ||
| 109 | Revival | Revival skill | Recovered HP (%) | effect_packs.id | bgm_id | {"priority": 1} | If priority is used in efficacyvalues, leave the 3 other effvalue to 0 (works only with standby skill/finish skill) |
| 110 | Cancel Ability | Cancellation of a capacity | Affected 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 ID | Character 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. | |
| 111 | Disable Enemy Action | Disables enemy's action | |||||
| 112 | Prevent Disable Enemy Action | Prevents disabling enemy's action | |||||
| 114 | Attack Impossible | Sets the Character as Unable to Attack | {"text": "I won't obeynBabidi's order!", "scriptpath": "lua/abscript/absys/cannotattack_majin.lua"} | ||||
| 115 | Standby Mode Type | The Type of Standby Mode that is Used | {"type": "", "is_active": true} | Type can be "revival", "charge", or "special_counter" | |||
| 116 | Charge Skill | The 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 | |||
| 117 | End Transformation | Cancels a transformation | Has to be used only with exectimingtype=12, otherwise all leader and passive effects will be removed | ||||
| 118 | Standby Charge ATK Boost | Temporary ATK boost per StandBy's charge | |||||
| 119 | Nullify/Absorb Enemy Attack | Nullifies or absorbs enemy's attack | lua>abscript>absys>asXXXX.lua (animation) | ||||
| 120 | Counter Attack | Counters enemy's attack | Damage reduction (%) (optional) | Damage multiplier of counter | lua>abscript>attackcounter>cXXXX.lua (animation) | ||
| 121 | Domain Duration | Domain's duration | Number of turns | ||||
| 122 | Increase Received Damage | Increases received damage | % of additional damage | ||||
| 123 | Target Focus | Targets enemy's attacks | Leave all 3 eff values at 0, use probability for chance, always use target private | ||||
| 124 | Incremental Critical Probability (Enemy) | Incremental critical hit probability for enemy | Unknown | Unknown | Unknown | ||
| 125 | HP Damage | Deals HP damage | Damage Value | For enemies always use target type 11 | 0 | ||
| 126 | Reflect Damage | Reflects damage | Damage Value | Unknown | Unknown | {"text": string, "script_path": string} | For enemies always use target type 11. Use Exec timing type 5. Same as efficacy type 114 |
| 127 | Set Plug-in on Ki Sphere (Bitpattern) | Sets plug-in on Ki Sphere with bitpattern | Unknown | Unknown | Unknown | ||
| 128 | Dodge Counter Attack Behavior | Dodge counter attack behavior | Unknown | Unknown | Unknown | ||
| 129 | Prevent Always Hit | Prevents "always hit" effect | Unknown | Unknown | Unknown | ||
| 130 | Dragon Ball Standby | Activates Standby with Dragon Ball Collection | {"is_active": true} | ||||
| 131 | Reversible Exchange | Allows a Card to Exchange with Another Card and Back | Exchange Card ID | Reverse Voice ID |