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Overloaded: DMG +2 for this instance, the target is forcibly switched to the next character

Superconduct: DMG +1 for this instance, deal 1 Piercing DMG to all opposing characters except the target

Electro-Charged: DMG +1 for this instance, deal 1 Piercing DMG to all opposing characters except the target

Quicken: DMG +1 for this instance, creates a [Catalyzing Field] that grants +1 DMG to the next 2 instances of Dendro or Electro DMG

Electro Crystallize: DMG +1 for this instance, your active character gains 1 Shield point (Can stack, max 2 points)

Electro Swirl: Deal 1 Electro DMG to all opposing characters except the target

Lunar-Charged: Creates a [Thundercloud] that deals 2
Electro DMG at the end of the Round. (Usage: 1. Can stack, no stack limit. When created, or when its usages increase, apply [Electric Shock] to a random card in your opponent's Hand.)

GCG_COST_DICE_ELECTRO 2
Dark-Shattering Flame
TalentCombat Action
Clorinde: Dark-Shattering Flame
"Where evil lurks, shoot on sight!"
■ Source
Reward for inviting Clorinde to a duel at The Cat's Tail and achieving all corresponding challenge objectives
Reward for inviting Clorinde to a duel at The Cat's Tail and achieving all corresponding challenge objectives
Talents
Dark-Shattering Flame
TalentCombat Action
Combat Action: When your active character is Clorinde, equip this card.
After Clorinde equips this card, immediately use Hunter's Vigil once.
After your characters trigger
Electro-Related Reactions, +1 to the next instance of DMG Clorinde deals this Round. (Up to 3 stacks, +3 DMG total)
(You must have Clorinde in your deck to add this card to your deck.)
After Clorinde equips this card, immediately use Hunter's Vigil once.
After your characters trigger
Electro-Related Reactions, +1 to the next instance of DMG Clorinde deals this Round. (Up to 3 stacks, +3 DMG total)(You must have Clorinde in your deck to add this card to your deck.)
■ Hunter's Vigil
Elemental Skill
Attach Night Vigil to self, then remove all of your Bond of Life. Based on the number of stacks removed, deal
Electro DMG and heal yourself. (DMG and healing are capped at 4 points)
Electro DMG and heal yourself. (DMG and healing are capped at 4 points)Dictionary
■ Combat Action
After you finish 1 Combat Action, it will be your opponent's turn.
Playing a card from your Hand with this rule is also a Combat Action rather than a Fast Action.
Playing a card from your Hand with this rule is also a Combat Action rather than a Fast Action.
■ Hunter's Vigil
Attach Night Vigil to self, then remove all of your Bond of Life. Based on the number of stacks removed, deal
Electro DMG and heal yourself. (DMG and healing are capped at 4 points)
Electro DMG and heal yourself. (DMG and healing are capped at 4 points)■
Electro-Related Reactions

Overloaded: DMG +2 for this instance, the target is forcibly switched to the next character
Superconduct: DMG +1 for this instance, deal 1 Piercing DMG to all opposing characters except the target
Electro-Charged: DMG +1 for this instance, deal 1 Piercing DMG to all opposing characters except the target
Quicken: DMG +1 for this instance, creates a [Catalyzing Field] that grants +1 DMG to the next 2 instances of Dendro or Electro DMG
Electro Crystallize: DMG +1 for this instance, your active character gains 1 Shield point (Can stack, max 2 points)
Electro Swirl: Deal 1 Electro DMG to all opposing characters except the target
Lunar-Charged: Creates a [Thundercloud] that deals 2
Electro DMG at the end of the Round. (Usage: 1. Can stack, no stack limit. When created, or when its usages increase, apply [Electric Shock] to a random card in your opponent's Hand.)