Read a skill in four parts: action, target, resource cost and condition. Might is only one field. A zero-Might healing skill can be valuable, while a high number may require charging, a hit sequence or extra EP.
In this guide
Turn a skill description into four questions
First identify the action: projectile, area attack, movement, healing or another effect. Then identify who it affects and how it reaches them. Next read the cost. Finally look for words that introduce a condition, such as ‘after’, ‘while’, ‘on hit’ or ‘at max charge’. Those clauses often decide whether the attractive part of the skill actually occurs.
Do not divide Might by EP and call the result a universal ranking. That shortcut ignores targeting, time, support effects and conditional behavior. It can also become meaningless when the displayed cost is zero or the skill changes its resource use while active.
Read three different skill patterns
Emberpup’s Fire Bolt is a straightforward place to practice aiming and noticing a short debuff window. Celestis’s Star Glide rewards repeated hits on the same target with an EP-recovery effect. Glacy’s Healing Water uses HP scaling rather than attack output. Each asks for a different observation.
| Skill | Might / listed cost | What to observe |
|---|---|---|
| Emberpup · Fire Bolt | 30 / 10 | Aim, projectile hit and temporary debuff. |
| Celestis · Star Glide | 74 / 20 | Whether repeated hits meet the same-target condition. |
| Glacy · Healing Water | 0 / 20 | Ally recovery and the caster’s HP-based scaling. |
References: Official Index · emberpupOfficial Index · celestisOfficial Index · glacy
A charged skill needs a resource plan
Scorchhowl’s Burn Breaker has a listed cost of 30 and a max-charge behavior that consumes remaining EP for extra damage. That makes the amount of EP left at the moment of use relevant. A comparison that uses different starting resources can produce different outcomes without proving that either player executed better.
When testing a sequence, record the starting EP and the actions before the charged skill. Then ask what remains available afterward. A strong individual hit and a practical repeatable sequence are different goals; choose the comparison that matches the fight you are trying to improve.
References: Official Index · scorchhowl
A small test worksheet
Use a stable target and keep the selected form constant. Record the exact question and a small number of comparable attempts. This is a way to learn your setup, not a claim of laboratory-quality damage testing.
| Record | Why it matters |
|---|---|
| Creature, form and skill | Prevents mixing different records. |
| Starting HP and EP | Captures resource-dependent behavior. |
| Target and terrain | Captures conditions that may change the result. |
| Action sequence and result | Lets you repeat the useful part. |
| Client version and date | Keeps later comparisons in context. |
Sources & reference notes
Reviewed 2026-09-14. These references describe the scope of this record; details can change.
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