NOVASMC

Sonic Rumble

Online real-time party action · iOS; Android; Google Play Games; Steam

Read this game through the selected section of its nine-part knowledge record.

CATALOG CONTENTS
199
CLASSIFICATION GROUPS
27
TRANSITIONS
29
RULES & PROCESS CONTENTS
6
PLAYER EXPERIENCE ELEMENTS

Basic Configuration

RECORDS
56
VISIBLE
56
PAGE
1 / 2

150OF 56 MATCHING RECORDS

RECORDRELATIONSTATE / SCOPEATTRIBUTES
0001Sonic Rumble Party소닉 럼블 파티projection from In ScopeACTIVE

Global live service

10 FIELDS
DOMAIN
Combat
TYPE
Other Confirmed
OBJECT TYPE
Content
ROLE FUNCTION
Current public game title after Ver. 1.5.0
PRIMARY MODE POSITION
Root title
CORE RULE MECHANIC
Aliases the former title Sonic Rumble
TARGET PARTY FORMATION
Global live service
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
System-assigned title
0002Rumbler럼블러projection from In ScopeACTIVE

All players

10 FIELDS
DOMAIN
Character
TYPE
Other Confirmed
OBJECT TYPE
Character
ROLE FUNCTION
Official player designation and customizable avatar identity
PRIMARY MODE POSITION
Service participant
CORE RULE MECHANIC
Uses playable Sonic-series character appearance and customization
TARGET PARTY FORMATION
All players
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Assigned to the player account/avatar
0003Sonic소닉projection from In ScopeACTIVE

Player-selected character

10 FIELDS
DOMAIN
Character
TYPE
Combat Mechanic
OBJECT TYPE
Character
ROLE FUNCTION
Playable identity; can use Skills and customization
PRIMARY MODE POSITION
Sonic-series roster
CORE RULE MECHANIC
Competes under shared match rules
TARGET PARTY FORMATION
Player-selected character
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player selection
0004Tails테일즈projection from In ScopeACTIVE

Player-selected character

10 FIELDS
DOMAIN
Character
TYPE
Combat Mechanic
OBJECT TYPE
Character
ROLE FUNCTION
Playable identity; can use Skills and customization
PRIMARY MODE POSITION
Sonic-series roster
CORE RULE MECHANIC
Competes under shared match rules
TARGET PARTY FORMATION
Player-selected character
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player selection
0005Knuckles너클즈projection from In ScopeACTIVE

Player-selected character

10 FIELDS
DOMAIN
Character
TYPE
Combat Mechanic
OBJECT TYPE
Character
ROLE FUNCTION
Playable identity; can use Skills and customization
PRIMARY MODE POSITION
Sonic-series roster
CORE RULE MECHANIC
Competes under shared match rules
TARGET PARTY FORMATION
Player-selected character
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player selection
0006Amy에이미projection from In ScopeACTIVE

Player-selected character

10 FIELDS
DOMAIN
Character
TYPE
Combat Mechanic
OBJECT TYPE
Character
ROLE FUNCTION
Playable identity; can use Skills and customization
PRIMARY MODE POSITION
Sonic-series roster
CORE RULE MECHANIC
Competes under shared match rules
TARGET PARTY FORMATION
Player-selected character
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player selection
0007Shadow섀도우projection from In ScopeACTIVE

Player-selected character

10 FIELDS
DOMAIN
Character
TYPE
Combat Mechanic
OBJECT TYPE
Character
ROLE FUNCTION
Playable identity; can use Skills and customization
PRIMARY MODE POSITION
Sonic-series roster
CORE RULE MECHANIC
Competes under shared match rules
TARGET PARTY FORMATION
Player-selected character
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player selection
0008Dr. EggmanN/Aprojection from In ScopeACTIVE

Player-selected character

10 FIELDS
DOMAIN
Character
TYPE
Other Confirmed
OBJECT TYPE
Character
ROLE FUNCTION
Playable identity in the current store-facing roster
PRIMARY MODE POSITION
Sonic-series roster
CORE RULE MECHANIC
Competes under shared match rules
TARGET PARTY FORMATION
Player-selected character
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player selection
0009SurgeN/Aprojection from In ScopeACTIVE

Player-selected character

10 FIELDS
DOMAIN
Character
TYPE
Other Confirmed
OBJECT TYPE
Character
ROLE FUNCTION
Playable identity in the current store-facing roster
PRIMARY MODE POSITION
Sonic-series roster
CORE RULE MECHANIC
Competes under shared match rules
TARGET PARTY FORMATION
Player-selected character
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player selection
0010GemerlN/Aprojection from In ScopeACTIVE

Player-selected character

10 FIELDS
DOMAIN
Character
TYPE
Other Confirmed
OBJECT TYPE
Character
ROLE FUNCTION
Season 8 character addition
PRIMARY MODE POSITION
Sonic-series roster
CORE RULE MECHANIC
Competes under shared match rules
TARGET PARTY FORMATION
Player-selected character
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player selection
0011Marine the RaccoonN/Aprojection from In ScopeCONDITIONAL

Player-selected character

10 FIELDS
DOMAIN
Character
TYPE
Other Confirmed
OBJECT TYPE
Character
ROLE FUNCTION
Introduced as a playable character before baseline; baseline store availability is not independently re-listed
PRIMARY MODE POSITION
Sonic-series roster
CORE RULE MECHANIC
Competes under shared match rules
TARGET PARTY FORMATION
Player-selected character
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player selection
0012Movement Skills무브먼트 스킬projection from In ScopeACTIVE

Characters and non-character-specific Skill slots

10 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Movement acceleration and traversal action
PRIMARY MODE POSITION
Skills / child
CORE RULE MECHANIC
Interacts with stage movement and Hyper Boost speed conditions
TARGET PARTY FORMATION
Characters and non-character-specific Skill slots
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Equipped by player
0013SkillsN/Aprojection from In ScopeACTIVE

Playable characters

9 FIELDS
DOMAIN
Combat
TYPE
UI/UX Feedback
OBJECT TYPE
System
ROLE FUNCTION
Enables faster movement, attacks on players, Ring absorption and other actions
PRIMARY MODE POSITION
Combat system / parent
TARGET PARTY FORMATION
Playable characters
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player equips Skills
0014RingsN/Aprojection from In ScopeACTIVE

Players in active stages

10 FIELDS
DOMAIN
Combat
TYPE
Combat Resource
OBJECT TYPE
Currency
ROLE FUNCTION
Collected during matches; used for final ranking and possible tiebreaks
PRIMARY MODE POSITION
Match rule resource
CORE RULE MECHANIC
Does not inherit post-match Score Bonus effects
TARGET PARTY FORMATION
Players in active stages
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
Rings
VISUAL UI FEEDBACK
Collected through play
0015Run런 / 런 배틀projection from In ScopeACTIVE

Applicable stages

10 FIELDS
DOMAIN
Combat
TYPE
Other Confirmed
OBJECT TYPE
Rule
ROLE FUNCTION
Reach the goal ahead of rivals
PRIMARY MODE POSITION
Mode objective / child
CORE RULE MECHANIC
Competes with Survival and Ring Battle as stage-rule variants
TARGET PARTY FORMATION
Applicable stages
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Stage-assigned
0016Survival서바이벌 / 서바이벌 배틀projection from In ScopeACTIVE

Applicable stages

10 FIELDS
DOMAIN
Combat
TYPE
Other Confirmed
OBJECT TYPE
Rule
ROLE FUNCTION
Remain in play longer than rivals
PRIMARY MODE POSITION
Mode objective / child
CORE RULE MECHANIC
Competes with Run and Ring Battle as stage-rule variants
TARGET PARTY FORMATION
Applicable stages
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Stage-assigned
0017Hunt헌트projection from In ScopeUNKNOWN

Planet Wisp Hunt and related stage naming

10 FIELDS
DOMAIN
Combat
TYPE
Other Confirmed
OBJECT TYPE
Resource
ROLE FUNCTION
Officially named Hunt-stage token
PRIMARY MODE POSITION
Mode objective / child
CORE RULE MECHANIC
Baseline rotation not independently confirmed
TARGET PARTY FORMATION
Planet Wisp Hunt and related stage naming
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
Hunt
VISUAL UI FEEDBACK
Stage-assigned
0018Ring Battle링 배틀projection from In ScopeACTIVE

Applicable stages

10 FIELDS
DOMAIN
Combat
TYPE
Combat Resource
OBJECT TYPE
Resource
ROLE FUNCTION
Compete for Rings under stage-specific rules
PRIMARY MODE POSITION
Mode objective / child
CORE RULE MECHANIC
Ring count can determine rank or tiebreak
TARGET PARTY FORMATION
Applicable stages
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
Ring Battle
VISUAL UI FEEDBACK
Stage-assigned
0019Ring Survival링 서바이벌 모드projection from In ScopeACTIVE

Up to 32 players

10 FIELDS
DOMAIN
Combat
TYPE
Party/Formation
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Three-stage elimination structure that advances 32 to 16 to 8
PRIMARY MODE POSITION
Service mode / parent
CORE RULE MECHANIC
Uses Run, Survival, Team or Ring Battle stage rules
TARGET PARTY FORMATION
Up to 32 players
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Selected through Mode Select
0020Party RumbleN/Aprojection from In ScopeACTIVE

Store-facing 8-player casual surface

10 FIELDS
DOMAIN
Combat
TYPE
Party/Formation
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Quick one-round mini-game mode
PRIMARY MODE POSITION
Service mode / parent
CORE RULE MECHANIC
Distinct from multi-round Ring Survival
TARGET PARTY FORMATION
Store-facing 8-player casual surface
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Selected through mode selection or Custom Room
0021Co-op Battles코옵 / 코옵 배틀projection from LinkedACTIVE

Cooperative players and a boss target

9 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Cooperative score-bearing boss battle; supports Super Attack Item
CORE RULE MECHANIC
Performance and boss type feed score multiplier factors
TARGET PARTY FORMATION
Cooperative players and a boss target
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Mode selection
0022Squad Battles / Squad Mode스쿼드 / 스쿼드 배틀 · Squad Mode · store-facing alias: Squad Battlesprojection from LinkedACTIVE

Squad of up to four players

9 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Team play, mutual support and shared match survival
CORE RULE MECHANIC
Squad score can receive mode-specific multiplier and booster effects
TARGET PARTY FORMATION
Squad of up to four players
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Party/squad formation
0023Custom Room커스텀 매치 · Custom Room · historical alias: Custom Matchesprojection from In ScopeACTIVE

Friends and invited players

10 FIELDS
DOMAIN
Combat
TYPE
Party/Formation
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Player-created room; Party Rumble is selectable
PRIMARY MODE POSITION
Service mode / parent
CORE RULE MECHANIC
Interacts with Party Rumble and invited-party flow
TARGET PARTY FORMATION
Friends and invited players
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player creates or joins room
0024Hyper Boost Battle하이퍼 부스트 배틀projection from In ScopeACTIVE

Global live service

10 FIELDS
DOMAIN
Combat
TYPE
Turn Order/Tempo
OBJECT TYPE
Resource
ROLE FUNCTION
Movement-speed-increase variant
PRIMARY MODE POSITION
Special Rumble execution / child
CORE RULE MECHANIC
Lifecycle conflicts with retirement of the former Special Rumbles umbrella
TARGET PARTY FORMATION
Global live service
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
Hyper Boost Battle
VISUAL UI FEEDBACK
Recurring weekday availability
0025Spectator Mode관전 모드projection from In ScopeACTIVE

Players eliminated in round one or two

10 FIELDS
DOMAIN
Combat
TYPE
Other Confirmed
OBJECT TYPE
State
ROLE FUNCTION
Continue watching until the final; change viewpoint or exit
PRIMARY MODE POSITION
Match state / child
CORE RULE MECHANIC
Ends when final concludes or Stop Watching is selected
TARGET PARTY FORMATION
Players eliminated in round one or two
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
System availability after elimination; player control while spectating
0026Super Attack ItemN/Aprojection from In ScopeCONDITIONAL

Co-op Battles players

10 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Item
ROLE FUNCTION
Can be brought into Co-op Battles to deal heavy damage to a boss
PRIMARY MODE POSITION
Co-op Battles / child
CORE RULE MECHANIC
Interacts with cooperative boss target
TARGET PARTY FORMATION
Co-op Battles players
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player brings item
0027Crew크루projection from LinkedACTIVE

Friends and Crew members

8 FIELDS
DOMAIN
Character
TYPE
Other Confirmed
OBJECT TYPE
Character
ROLE FUNCTION
Communication, play with friends, daily bonuses and Crew missions
TARGET PARTY FORMATION
Friends and Crew members
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player joins a Crew
0028Dr. Eggman's Toy WorldN/Aprojection from In ScopeACTIVE

All stages and characters

10 FIELDS
DOMAIN
Visual
TYPE
Graphic/Art
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Toy-world presentation with toy-like Sonic figures
PRIMARY MODE POSITION
Visual root
CORE RULE MECHANIC
Unifies characters, stages and customization under one visual identity
TARGET PARTY FORMATION
All stages and characters
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
System presentation
0029SkinsN/Aprojection from In ScopeACTIVE

Playable characters

10 FIELDS
DOMAIN
Visual
TYPE
Other Confirmed
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Changes battle appearance
PRIMARY MODE POSITION
Customize / child
CORE RULE MECHANIC
Can carry Score Bonuses, but match-outcome effects are excluded by official clarification
TARGET PARTY FORMATION
Playable characters
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected cosmetic
0030Legendary SkinsN/Aprojection from LinkedACTIVE

Cosmetic catalog

9 FIELDS
DOMAIN
Character
TYPE
Rarity
OBJECT TYPE
Character
ROLE FUNCTION
Officially named high-rarity cosmetic tier
PRIMARY MODE POSITION
Skins / child
CORE RULE MECHANIC
Does not establish a full playable-character rarity hierarchy
TARGET PARTY FORMATION
Cosmetic catalog
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
0031EmotesN/Aprojection from In ScopeACTIVE

Playable characters

10 FIELDS
DOMAIN
Visual
TYPE
Animation/Effect
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Lively expressive animation
PRIMARY MODE POSITION
Customize / child
CORE RULE MECHANIC
Supports social expression
TARGET PARTY FORMATION
Playable characters
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected cosmetic
0032BuddiesN/Aprojection from In ScopeACTIVE

Playable characters

10 FIELDS
DOMAIN
Visual
TYPE
Other Confirmed
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Companion that accompanies the player
PRIMARY MODE POSITION
Customize / child
CORE RULE MECHANIC
Visual companion layer
TARGET PARTY FORMATION
Playable characters
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected cosmetic
0033StickersN/Aprojection from In ScopeACTIVE

Players in battles and Crews

10 FIELDS
DOMAIN
Visual
TYPE
Graphic/Art
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Communicates with other players through visual messages
PRIMARY MODE POSITION
Customize / child
CORE RULE MECHANIC
Interacts with Crew communication and battle expression
TARGET PARTY FORMATION
Players in battles and Crews
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected communication item
0034AnimationsN/Aprojection from In ScopeACTIVE

Playable characters

10 FIELDS
DOMAIN
Visual
TYPE
Animation/Effect
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Parent category for Effects, poses and tricks
PRIMARY MODE POSITION
Customize / parent
CORE RULE MECHANIC
Organizes multiple motion/presentation children
TARGET PARTY FORMATION
Playable characters
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected cosmetic
0035EffectsN/Aprojection from In ScopeACTIVE

Playable characters

10 FIELDS
DOMAIN
Visual
TYPE
Animation/Effect
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Adds visual flair to character presentation
PRIMARY MODE POSITION
Animations / child
CORE RULE MECHANIC
Interacts with character appearance
TARGET PARTY FORMATION
Playable characters
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected cosmetic
0036Pre-Match PosesN/Aprojection from In ScopeACTIVE

Pre-match presentation

10 FIELDS
DOMAIN
Visual
TYPE
Animation/Effect
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Displays a selected pose before play
PRIMARY MODE POSITION
Animations / child
CORE RULE MECHANIC
Precedes match start
TARGET PARTY FORMATION
Pre-match presentation
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected cosmetic
0037Win PosesN/Aprojection from In ScopeACTIVE

Victory presentation

10 FIELDS
DOMAIN
Visual
TYPE
Animation/Effect
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Displays a selected victory pose
PRIMARY MODE POSITION
Animations / child
CORE RULE MECHANIC
Follows a winning result
TARGET PARTY FORMATION
Victory presentation
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected cosmetic
0038Air TricksN/Aprojection from In ScopeACTIVE

Airborne movement

10 FIELDS
DOMAIN
Visual
TYPE
Animation/Effect
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Adds a selected aerial trick presentation
PRIMARY MODE POSITION
Animations / child
CORE RULE MECHANIC
Interacts with stage movement
TARGET PARTY FORMATION
Airborne movement
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected cosmetic
0039Grind TricksN/Aprojection from In ScopeACTIVE

Grinding movement

10 FIELDS
DOMAIN
Visual
TYPE
Animation/Effect
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Adds a selected grind-trick presentation
PRIMARY MODE POSITION
Animations / child
CORE RULE MECHANIC
Interacts with grind movement
TARGET PARTY FORMATION
Grinding movement
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-selected cosmetic
0040Camera SettingsN/Aprojection from In ScopeACTIVE

Player camera control

10 FIELDS
DOMAIN
Visual
TYPE
UI/UX Feedback
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Allows camera behavior to be adjusted
PRIMARY MODE POSITION
Battle Settings / child
CORE RULE MECHANIC
Default control is Auto; changed through Settings path
TARGET PARTY FORMATION
Player camera control
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-configured
0041Battle SettingsN/Aprojection from In ScopeACTIVE

Battle control configuration

10 FIELDS
DOMAIN
Visual
TYPE
UI/UX Feedback
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Parent settings area containing Customize and Camera Settings
PRIMARY MODE POSITION
Settings / parent
CORE RULE MECHANIC
Controls presentation and camera behavior
TARGET PARTY FORMATION
Battle control configuration
COMBAT TEMPO TURN ORDER
N/A
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player-configured
0042Cross SlashN/Aprojection from In ScopeACTIVE

Equipped Skill users

10 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Season 8 balance-adjusted Skill
PRIMARY MODE POSITION
Skills / child
CORE RULE MECHANIC
Exact adjustment preserved in RP Annex only
TARGET PARTY FORMATION
Equipped Skill users
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player equips Skill
0043Energy BallN/Aprojection from In ScopeACTIVE

Equipped Skill users

10 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Season 8 balance-adjusted Skill
PRIMARY MODE POSITION
Skills / child
CORE RULE MECHANIC
Exact adjustment preserved in RP Annex only
TARGET PARTY FORMATION
Equipped Skill users
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player equips Skill
0044Triple BlastN/Aprojection from In ScopeACTIVE

Equipped Skill users

10 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Season 8 balance-adjusted Skill
PRIMARY MODE POSITION
Skills / child
CORE RULE MECHANIC
Exact adjustment preserved in RP Annex only
TARGET PARTY FORMATION
Equipped Skill users
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player equips Skill
0045Psychic KnifeN/Aprojection from In ScopeACTIVE

Equipped Skill users

10 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Season 8 balance-adjusted Skill
PRIMARY MODE POSITION
Skills / child
CORE RULE MECHANIC
Exact adjustment preserved in RP Annex only
TARGET PARTY FORMATION
Equipped Skill users
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player equips Skill
0046Vector BreathN/Aprojection from In ScopeACTIVE

Equipped Skill users

10 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Season 8 balance-adjusted Skill
PRIMARY MODE POSITION
Skills / child
CORE RULE MECHANIC
Exact adjustment preserved in RP Annex only
TARGET PARTY FORMATION
Equipped Skill users
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player equips Skill
0047Moon Mech AttackN/Aprojection from In ScopeACTIVE

Equipped Skill users

10 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Season 8 balance-adjusted Skill
PRIMARY MODE POSITION
Skills / child
CORE RULE MECHANIC
Exact adjustment preserved in RP Annex only
TARGET PARTY FORMATION
Equipped Skill users
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Player equips Skill
0048Super Baseball SlideN/Aprojection from In ScopeACTIVE

Season Stamp Card users

10 FIELDS
DOMAIN
Combat
TYPE
Combat Mechanic
OBJECT TYPE
Reward
ROLE FUNCTION
Season 8 Skill addition
PRIMARY MODE POSITION
Skills / child
CORE RULE MECHANIC
Exact level/cost/coefficients not public
TARGET PARTY FORMATION
Season Stamp Card users
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
Obtained through linked seasonal progression
0049The Smurfs Crossover Event is now live!N/Aprojection from Final Integrated Node Index / directive-generated nodeACTIVE
10 FIELDS
DOMAIN
Combat
TYPE
Other Confirmed
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Other Confirmed
PRIMARY MODE POSITION
Unknown in
CORE RULE MECHANIC
Unknown in
TARGET PARTY FORMATION
Unknown in
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
N/A
0050The NiGHTS Crossover Event is now live!N/Aprojection from Final Integrated Node Index / directive-generated nodeACTIVE
10 FIELDS
DOMAIN
Combat
TYPE
Other Confirmed
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Other Confirmed
PRIMARY MODE POSITION
Unknown in
CORE RULE MECHANIC
Unknown in
TARGET PARTY FORMATION
Unknown in
COMBAT TEMPO TURN ORDER
Real-Time
COMBAT RESOURCE
N/A
VISUAL UI FEEDBACK
N/A