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Junction Abilities

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"Special Abilities held only by Unit Cards. These abilities do not activate at all during Unit Card Battles. Instead, they activate after the Unit Cards they belong to win their Unit Card Battle before being Junctioned to the General Card."
— AppleStar —

Junction Abilities are special effects that are activated by certain cards in the online game Crimson VS. All Unit Cards have a Junction Ability that activates if that Unit Card wins its Unit Battle. Not all General Cards have a Junction Ability, but those that do benefit from them no matter what.

Junction Ability Effect
AIDA Berserk At the beginning of this turn, your General gets +2 AP and takes 2 damage.
AIDA Corrosion At the beginning of your turn, your General gets +1 AP and takes one damage.
All At Once Adds 2 AP to your General fo revery Junctioned card you hold.
Anu's Karma Recovers 3 HP at the end of your turn when your General goes second.
Aurora Tears Adds 2 AP at the end of each of your turns when your General goes first.
Avatar Berserk Skip 3 turns of the enemy General, in exchange for receiving an additional 5 points of damage per turn.
Avatar's Descent Your General gets AP +5 boost for 5 turns, reduce all damage from Enemy General's junctioned abilities to 0
Blades Crossing Whenever your General deals damage, deal an additional 1 damage.
Bone Crunching Your General gets +4 AP, -4 HP.
Border of Zero Changes both Generals' HP to 1.
Change Ring Switches enemy General's AP and HP
Charge Ahead Forces your General to take the first turn. If both parties have junctioned this ability, it loses its effect.
Clenching Teeth Forcefully restores your General's HP to 1 when his HP becomes 0. Can only be used once per battle.
Cross Counter Whenever you receive damage from the Enemy General, deal 1 damage to the Enemy General.
Defensive Stance Force your General to go second. Reduce damage your General would receive by 1.
Demonic Spear Deals 7 points of damage to enemy General.
Demon Sword Maxwell Nullifies all damage your General would receive from junctioned abilities.
Detail Oriented Reduce up to 2 damage dealt to either General to 0. All damage 3 and above is dealt normally.
Different Mix Gives AP +2, HP +2, when junctioned with a different trinity, AP -2, HP -2 with the same trinity.
Divine Punishment Deals 5 points of damage to enemy General.
Double Trigger When your General deals damage, add an additional 2 damage.
Emperor's Pride Reduce normal damage dealt to your General by 1.
Energy Drain Subtract 3 HP from the enemy General and add 3 HP to your General.
Energy Genome Recovers 1 HP for your General each time it becomes your turn.
Estranged Self Removes all Junction Abilities from enemy General. Receives additional 2 points of damage when your General is damaged.
Filling Hollow Randomly removes a Junction Ability from both Generals each time it becomes your turn.
Fire Fang Adds 1 AP to your General.
First Strike Deals 1 point of damage to both Generals at the beginning of each players' turns.
First to Action Deals 5 damage to the Enemy General. Receive 1 damage to your General at the beginning of each subsequent turn.
Flame Fang Adds 2 AP to your General
Folset's Trial Adds 1 AP to your General and reduces 1 HP at the beginning of each of your turns.
Fused Consciousness Change your General's AP and HP value to the average values of both Generals' AP and HP.
Gabi's Call Nullifies abilities of snipe and assault type units junctioned by the Enemy General.
Gathering of the Strong For 5 turns, this deals 1 damage to the Enemy General every turn.
Golden Spear Deal 4 damage to the Enemy General.
Grief of Comrade Adds 2 HP to your General for every Junctioned card held by enemy General.
Hammer of Undoing Deals 5 points of damage to both Generals.
Harmonic Rhythm AP +2 at the beginning of your turn if your General goes first. HP +4 at the beginning of your turn if your General goes second.
Immortal Genome Recovers 2 HP for your General each time it becomes your turn.
Ingenious Scheme Reflects all damage from your General to the Enemy General for 2 turns.
Kaede's Guard Nullifies abilities of snipe and shield type units junctioned by the Enemy General.
Light of Annihilation Deals 3 damage to both generals every turn.
Long-awaited Return At the beginning of your turn, your General gets AP +1, HP +2.
Massacre Pulse Whenever you attack the Enemy General, your General gets AP +1.
Meeting of Souls Switches all Junctioned cards for both Generals.
Merciless Light Deals 2 points of damage to both Generals at the beginning of each players' turns.
Mind's Eye Evades an attack from enemy General for one turn only.
Mirror of Revenge Reflects all damage your General receives onto enemy General for 3 turns.
Mobilize the Troops After 5 turns, this heals your General every turn by 1.
Momentary Glory Lowers enemy's and raises your AP by 3 for one turn, then raises enemy's and lowers your AP by 1 for every turn after.
Pattern of Demons Void one Junction Ability of the enemy General's Unit with the highest cost.
Price of Insight Removes activated Junction Ability "Price of Insight" and adds another random Junction Ability.
Promised Discretion Limits the damage either General can receive to 3.
Quickdance Reduces your General's AP by 3 and also your General can attack even when enemy General attacks.
Quick Lightning Deals 3 points of damage to enemy General.
Reckless Rewards Your General gets AP +2. When your General receives damage, you receive an additional 1 damage.
Rendezvous At the beginning of combat, your General gets HP +10. At the beginning of the 8th turn, deal 10 damage to your General.
Shield Protection Removes 1 Junction Ability gained through a Junctioned Snipe Element Unit from an enemy General.
Shooting Squad Nullifies abilities of assault and shield type units junctioned by the Enemy General.
Snipe Thunder Removes 1 Junction Ability gained through a Junctioned Assault Element Unit from an enemy General.
Spirit Clothes Reduces damage your General takes by 1 point.
Suck it up When your General's HP falls to 0, force its HP to 5. You can only do this once.
Teamwork When your General is performing a Delta Combo, AP +2, HP +2. All other times AP -2, HP -2.
Telepathy When your General is performing a Delta Combo, AP +5, HP +5. All other times AP -5, HP -5.
Time Torrent Skips enemy Genral's turn for one round.
Tragic Arrow Deals 2 points of damage to enemy General at the beginning of your turn.
Trial by Fire Renders your General unable to attack for 4 turns, then raises its AP by 5 and HP by 6.
Twilight's Call Reactivates each of your General's Junction Abilities except for "Twilight's Call" after 5 turns.
Veil of Aura Reduces damage your General takes by 2 points.
Vengeful Arrow Deals 1 point of damage to enemy General at the beginning of your turn.
Verboten Libation Adds 7 HP to your General.
Vitality Medicine Adds 5 HP to your General.
Warning Harmony Randomly removes a single Junctioned Unit from enemy General when they have 2 or more Junctioned Abilities in use.
Whirlwind Assault Removes 1 Junction Ability gained through a Junctioned Shield Elementu Unit from an enemy General.
Will of Similars Adds 3 AP and HP when your General is junctioned by the same trinity Unit, and reduces 3 AP and HP when Junctioned by a different one.

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