For 10 turns, enhanced orbs are more likely to appear by 50%; Charge all allies' skills by 2 turns
For 1 turn, create 1 spinner restricted to Dark, Heal, and Jammer orbs; For 1 turn, reduce damage taken by 35%; Unlock all orbs
22x ATK and reduce damage taken by 75% when matching Dark and Heal; 4x RCV when matching Dark and Heal at once; Increase combo by 5 when matching Dark and Heal
Leader Effective HP Ratio ×4.0000