recursal/Fanatic-Fandom huggingface dataset:
Valeera

**Dark Tales:**

Valeera summons elemental magic from the tales she read, dealing (235% of Attack) damage to 4 random opponents and poisons them, dealing (100% of Attack) damage each round for 2 rounds. This attack has 20% chance to freeze the target for 2 rounds and 20% chance to petrify the target for 2 rounds.

[Passive Skill]

**Speed Reading :**

Valeera speed reads through her new storybook. Basic Attack changed to attack 2 random opponents, dealing (120% of Attack) damage and have (100% chance) to steal 15% of target's Attack for 3 rounds.

**Master of Magic:**

Valeera meditates to increase her mana, increases Attack by 20%, Crit by 25% and HP by 25%.

**Mana Shield:**

Valeera lessens the damage she takes by forming a shield with her mana. Have 50% chance to restore (280% of Attack) HP when Valeera takes damage from an active skill of a Girl, and 50% chance to regenerate 30 Energy.

## **6-Star Valeera**

### **Skill Details**

[Active Skill]

**Dark Tales:**

Valeera summons elemental magic from the tales she read, dealing (165% of Attack) damage to 4 random opponents and poisons them, dealing (85% of Attack) damage each round for 2 rounds. This attack has 15% chance to freeze the target for 2 rounds and 15% chance to petrify the target for 2 rounds.

[Passive Skill]

**Speed Reading :**

Valeera speed reads through her new storybook. Basic Attack changed to attack 2 random opponents, dealing (105% of Attack) damage and have (100% chance) to steal 12% of target's Attack for 3 rounds.

**Master of Magic:**

Valeera meditates to increase her mana, increases Attack by 15%, Crit by 20% and HP by 20%.

**Mana Shield:**

Valeera lessens the damage she takes by forming a shield with her mana. Have 40% chance to restore (240% of Attack) HP when Valeera takes damage from an active skill of a Girl, and 40% chance to regenerate 25 Energy.

## **5-Star Valeera**

### **Skill Details**

[Active Skill]

**Dark Tales:**

Valeera summons elemental magic from the tales she read, dealing (125% of Attack) damage to 4 random opponents and poisons them, dealing (75% of Attack) damage each round for 2 rounds. This attack has 12% chance to freeze the target for 2 rounds and 12% chance to petrify the target for 2 rounds.

[Passive Skill]

**Speed Reading :**

Valeera speed reads through her new storybook. Basic Attack changed to attack 2 random opponents, dealing (95% of Attack) damage and have (100% chance) to steal 10% of target's Attack for 3 rounds.

**Master of Magic:**

Valeera meditates to increase her mana, increases Attack by 10%, Crit by 15% and HP by 15%.

**Mana Shield:**

Valeera lessens the damage she takes by forming a shield with her mana. Have 30% chance to restore (200% of Attack) HP when Valeera takes damage from an active skill of a Girl, and 30% chance to regenerate 20 Energy.
Calista

Deals (100% of Attack) damage against 3 random enemies and (35% chance) to stun them for 2 rounds. Deals extra 50% damage to enemy Warriors.

#### [Passive Skill]

**Mind Pressure:**

Increase Holy Damage by 36% and Attack by 30%.

**Magic Counter:**

While taking damage, reduces attacker 18.8% Skill Damage for 3 rounds.

## **4-Star Calista**

### **Skill Details**

#### [Active Skill]

**Holy Light:**

Deals (91% of Attack) damage against Front-line enemies and (35% chance) to stun them for 2 rounds. Deals extra 50% damage against enemy Warriors.

#### [Passive Skill]

**Mind Pressure:**

Increase Holy Damage by 24% and Attack by 20%.

**Magic Counter:**

When taking damage, decreases attacker's Skill Damage by 15% for 3 rounds.

## **Voice Lines**

* **Touch 1:** Ahhh, wait a moment... My bomb will... Blow... Up-
* **Touch 2:** Fear... Dread... Trembling, right? Ahaha! It's cute, just like a small animal~
* **Touch 3:** Did you see the smoke coming out over there? That's the smoke that frightens people~
* **Touch 4:** If I don't cooperate with her, she can't play with me at all. Ah, so annoying.
* **Touch 5:** Oh! There are so many people over there. How relaxing would it be to blow everyone up?
* **Fight:** Everything~ In Ruins~ YAHAHA~
* **Report:** How's that? A bold move, right? Ehh, let's just find everybody! It will be fun! But be careful, I'm only saving you~
* **Skill**: Boom !
* **Upgrade:** Since you are still sober, let's detonate the bomb at once~ Otherwise, I can only have the fun alone.
* **Progress:** If you see me on the battlefield, be careful, as there will be many explosives hidden~
* **Graduate:** Can I detonate bombs during the evening? It must be fun, right?
* **Equip Gear 1:** The new type of gunpowder explodes better~
* **Equip Gear 2:** If you can see it, why is it called a hidden bomb?
* **Victory:** Why there's no audience for the performance? Guess the explosion also blown them away~
* **Defeat:** You just got lucky.
* **Enter Dorm:** Mind your steps when you enter, I set several claymores near the door.
* **In Dorm:** A bedroom is a place to rest, I won't bomb it!
* **Idle:** It's rare for the Academy to be so quiet, what about detonating a bomb right now?
* **Internship:** Is this where you work? Ok, I will not explode this building!
* **Quest Hint:** If you don't need your reward, I can blow it up for you~
* **New Campaign Hint:** It's been a long time since I blew up anything, these enemies surely can do a little favor for me.
* **Dislike Gift:** Don't you know what I hate? Or do you want to be blown away?
* **Normal Gift:** Well, a present??
* **Like Gift:** Youa re a nice guy. It's my cup of tea. Thanks~
* **Welcome:** Welcome back! What should we blow up today?
* **Loot Team:** Ahah~ You arrived at the right time! After all, if there's no audience, how can we call this a carnival?!
Girls X Battle 2 Wiki

## Welcome to the Girls X Battle 2 Wiki

**Girls X Battle 2** brings you new idle RPG game style, which contains hundreds of Anime Girls under you command.

**Girls X Battle 2** is also a game combined with tactics and leisure features. Players not only need to focus on formation of girls, but also need to focus on girls’ improvements , furthermore with unique gears and antiques for your girls to finish legend battle, to be No.1 in campus player also need PVP battles in game.

## **◆Game Features◆**

**◎Easy battles for you◎**

Girls X Battle 2 has the biggest feature is that all the battles are “hands-free”, you only need to deploy your girls then they will take it over to fight. Get rare items even when you off-line, craft legend gears to enchant your girls.

**◎Hundreds of lovely girls for you to commend◎**

More than hundreds of characters of Japanese Anime style Battle Girls, all of them will be under you commend. Each of Battle Girls has her own background story and unique skills. With each girl’s personality you may discover all of their habits, costume them with lovely dress to increase their battle stats.

**◎Deploy girls with different formation, never stop trying◎**

While in battles, the key to victory is better formation of your girls, counter relationship of each girl will bring you different gaming experience for each battle. Different main technologies also have different effects on girls. Try your best to figure out which is the best choice for current battle.

**◎Full of game features waiting for you◎**

Different features waiting ahead to explore: Top floor, Quiz, Challenge, Boss fight, etc. All of these features will help you better to become the No.1 of campus. Lots of girls can be obtained in many places: Market, Girl store, Enroll, etc. More events are also the best way to enchant your girls!

**◎Guild up with your friends, conquer the campus◎**

Set up your own guild with your friends, fight guild bosses and ignite your technologies for your girls. Seasonal guild war will be your best chance to prove your guild is worth in campus! If you favor in PVP, come and join guild war to level up your guild!

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Gambler

Deals (148% of Attack) damage against 3 random enemies, dealing extra (140% of Attack) bleeding damage each round for 2 rounds, extra 62% damage on Ranger foes and heals self (170% of Attack) HP, must hit.

#### [Passive Skill]

**Blood Anger III:**

Attack has a 100% chance to bleed the target, dealing (45% of Attack) Damage each round for 4 rounds and gains Armor Break by 16.8% for 4 rounds.

**Killing Heart III:**

Increases Hit Rate by 25%, Attack by 30% and Armor Break by 32%, dealing extra (140% of Attack) damage on bleeding foes.

**Blood Absorb III:**

Whenever an enemy girl dies, heals self for (180% of Attack) HP.

## **6-Star Gambler**

### **Skill Details**

#### [Active Skill]

**Danger Card:**

Deals (128% of Attack) damage against 3 random enemies, dealing extra (100% of Attack) bleeding damage each round for 2 rounds, extra 48% damage on Ranger foes each round for 2 rounds.

#### [Passive Skill]

 **Blood Anger II:**

Attack has a 100% chance to bleed the target, dealing (35% of Attack) Damage each round for 4 rounds and gains Armor Break by 14% for 4 rounds.

 **Killing Heart II:**

Increases Hit Rate by 25%, Attack by 25% and Armor Break by 28%, dealing extra (100% of Attack) damage on bleeding foes.

 **Blood Absorb II:**

Whenever an enemy girl dies, heals self for (120% of Attack) HP.

## **5-Star Gambler**

### **Skill Details**

[Active Skill]

**Danger Card:**

Deals (132% of Attack) damage against 2 random enemies, dealing extra (60% of Attack) bleeding damage each round for 2 rounds, extra 32% damage on Ranger foes each round for 2 rounds.

#### [Passive Skill]

 **Blood Anger:**

Attack has a 100% chance to bleed the target, dealing (25% of Attack) damage each round for 4 rounds and gains Armor Break by 11.2% for 4 rounds.

 **Killing Heart:**

Increases Hit Rate by 20%, Attack by 20% and Armor Break by 24%, dealing extra (60% of Attack) damage on bleeding foes.

 **Blood Absorb:**

Whenever an enemy girl dies, heals self for (80% of Attack) HP.
Lily

**Ice Breath:**

Deals (69% of Attack) damage against all enemies and (20% chance) to freeze them for 2 rounds.

#### [Passive Skill]

**Purify Ⅱ:**

Increases Attack by 30% and HP by 30%.

**Freeze Ⅱ:**

Attack has a 25% chance to freeze the target for 1 round.

*Icy Land Ⅱ:'*

After death, has a 10% chance to freeze all the enemies for 2 rounds.

### **Skill Details**

[Active Skill]

**Ice Breath:**

Deals (57% of Attack) damage against all enemies and (15% chance) to freeze them for 2 rounds.

#### [Passive Skill]

**Purify:**

Increases Attack by 30% and HP by 30%.

**Freeze:**

Attack has a 25% chance to freeze the target for 1 round.

### **Skill Details**

[Active Skill]

**Ice Breath:**

Deals (51% of Attack) damage against all enemies and (15% chance) to freeze them for 2 rounds.

#### [Passive Skill]

**Purify:**

Increases Attack by 25% and HP by 20%.

**Freeze:**

Attack has a 15% chance to freeze the target for 1 round.
Boxer

**First Fist:**

Deals (110% of Attack) damage against Back-line enemies and reduces their 24% Armor for 2 rounds.

#### [Passive Skill]

**Combat Master Ⅱ:**

Increases Dodge Rate by 20% and Attack by 35%.

**Bleed Ⅱ:**

Each Attack has a 50% chance to bleed the target, dealing (60% of Attack) damage each round for 2 rounds.

*Counter Dodge Ⅱ:'*

Increases Attack by 12% for 3 rounds when Dodging an attack.

## **5-Star Boxer**

### = **Skill Details**

[Active Skill]

**First Fist:**

Deals (100% of Attack) damage against Back-line enemies and reduces their 18% Armor for 2 rounds.

#### [Passive Skill]

**Combat Master:**

Increases Dodge Rate by 20% and Attack by 30%.

**Bleed:**

Each Attack has a 50% chance to bleed the target, dealing (40% of Attack) damage each round for 2 rounds.

## **4-Star Boxer**

### = **Skill Details**

[Active Skill]

**First Fist:**

Deals (90% of Attack) damage against Back-line enemies and reduces their 15% Armor for 2 rounds.

#### [Passive Skill]

**Combat Master:**

Increases Dodge Rate by 20% and Attack by 25%.
Nobunaga

Deals (132% of Attack) damage against all enemies and bleed them, dealing extra (100% of Attack) damage for 2 rounds, reducing their 25% Crit and 30% Crit Damage for 3 rounds.

#### [Passive Skill]

**Violence III:**

Each Attack grants self with 20% Crit, reduces the target's Crit by 20% for 4 rounds; has 50% chance to increase self Crit Damage by 30% for 2 rounds.

**Power Boost III:**

Increases Attack by 50%, HP by 16%, Crit Damage by 30%.

**Counterstrike III:**

When taking damage, has a 100% chance to Counterattack, dealing (200% of Attack) damage, must hit.

## **6-Star Nobunaga**

### **Skill Details**

#### [Active Skill]

**Fire Smash:**

Deals (102% of Attack) damage against all enemies and reduces their 24% Crit for 3 rounds.

#### [Passive Skill]

**Violence II:**

Each Attack grants self with 15% Crit, reduces the target's Crit by 15% for 3 rounds; has 40% chance to increase self Crit Damage by 22% for 2 rounds.

**Power Boost II:**

Increases Attack by 40%, HP by 12%, Crit Damage by 20%.

**Counterstrike II:**

When taking damage, has a 100% chance to Counterattack, dealing (150% of Attack) damage, must hit.

## **5-Star Nobunaga**

### **Skill Details**

#### [Active Skill]

**Fire Smash:**

Deals (90% of Attack) damage against all enemies and reduces their 217% Crit of them for 3 rounds.

#### [Passive Skill]

**Violence:**

Each Attack grants self with 10% Crit, reduces the target's Crit by 10% for 3 rounds; has 30% chance to increase self Crit Damage by 15% for 2 rounds.

**Power Boost:**

Increases 30% Attack, HP by 8%, Crit Damage by 10%.

**Counterstrike:**

When taking damage, has a 100% chance to Counterattack, dealing (100% of Attack) damage, must hit.
Amazon

Deals (105% of Attack) damage against all enemies and (50% chance) to silence them for 2 rounds, gain 40% reduce damage for 2 rounds and immune control for 2 rounds.

#### [Passive Skill]

**Arrow Master III:**

Increases Crit by 30%, Crit Damage by 30% and Attack by 30%.

**Blood Eager III:**

Whenever an enemy Girl dies, gains Crit Damage by 20% and Attack by 15%.

**Solar Arrow III:**

Basic attack has a 75% chance to deal 200% poison damage and has a 15% chance to silence the target for 2 rounds.

## **6-Star Amazon**

### **Skill Details**

#### [Active Skill]

**Silence Arrow:**

Deals (85% of Attack) damage against all enemies and (50% chance) to silence them for 2 rounds.

#### [Passive Skill]

**Arrow Master II:**

Increases Crit by 30%, Crit Damage by 25% and Attack by 20%.

**Blood Eager II:**

Whenever an enemy Girl dies, gains Crit Damage by 15% and Attack by 12%.

**Solar Arrow II:**

Basic attack has a 60% chance to deal 140% poison damage and has a 15% chance to silence the target for 2 rounds.

## **5-Star Amazon**

### **Skill Details**

#### [Active Skill]

**Silence Arrow:**

Deals (70% of Attack) damage against all enemies and (15% chance) to silence them for 2 rounds.

#### [Passive Skill]

**Arrow Master:**

Increases Crit by 30%, Crit Damage by 20%, Attack by 10%.

**Blood Eager:**

Whenever an enemy Girl dies, gains Crit Damage by 10% and Attack by 10%.

**Solar Arrow:**

Basic attack has a 45% chance to deal 80% poison damage and has a 10% chance to silence the target for 2 rounds.
Diva

## **6-Star Diva**

### **Skill Details**

[Active Skill]

**Machine Power:**

Deals (84% of Attack) damage against all enemies.

#### [Passive Skill]

**War Control Ⅱ:**

Increases Attack by 20%.

**Overheat Ⅱ:**

Deals extra 35% damage to burning foes.

**Machine Heart Ⅱ:**

After death, grants all allies Attack by 27% for 3 rounds.

## **5-Star Diva**

### **Skill Details**

[Active Skill]

**Machine Power:**

Deals (75% of Attack) damage against all enemies.

#### [Passive Skill]

**War Control:**

Each attack grants self with 10% Attack.

**Overheat:**

Deals extra 25% damage to burning foes.

## **4-Star Diva**

### **Skill Details**

[Active Skill]

**Machine Power:**

Deals (69% of Attack) damage against all enemies.

#### [Passive Skill]

**War Control:**

Each attack grants self with 10% Attack.
Bud Elf

Deals (117% of Attack) damage against all enemies and burns them, deals extra (50% of Attack) damage each round for 3 rounds, gains self 20% Attack and 20% Crit for 3 rounds.

#### [Passive Skill]

**Life III:**

Increases HP by 40% and Armor by 45%.

**Heal III:**

Whenever an ally Crit, heals self for (90% of Attack) HP.

**Flame of Mind III:**

When taking damage, reduces the targets' Armor Break by 15% and burns it, dealing (50% of Attack) damage each round for 6 rounds.

## **6-Star Bud Elf**

### **Skill Details**

#### [Active Skill]

**Beauty Dream:**

Deals (87% of Attack) damage against all enemies, dealing extra (40% of Attack) damage for 3 rounds.

#### [Passive Skill]

**Life II:**

Increases HP by 30% and Armor by 35%.

**Heal II:**

Whenever an ally Crit, heals self for (45% of Attack) HP.

**Flame of Mind II:**

When taking damage, reduces the targets' Armor Break by 13% and burns it, dealing (36% of Attack) damage each round for 6 rounds.

## **5-Star Bud Elf**

### **Skill Details**

#### [Active Skill]

**Beauty Dream:**

Deals (71% of Attack) damage against all enemies, dealing extra (25% of Attack) damage for 3 rounds.

#### [Passive Skill]

**Life:**
Increases HP by 20% and Armor by 24%.

**Heal:**

Whenever an ally Crit, heals self for (35% of Attack) HP.

**Flame of Mind:**

When taking damage, reduces the targets' Armor Break by 10% and burns it, dealing (24% of Attack) damage each round for 6 rounds.
Muppet

Deals (200% of Attack) damage against Front-line enemies, if the enemy has lower HP than attacker, deals extra (18% of the enemy's MAXIMUM health) damage, increases self 15% Attack and 15% Armor Break, must hit.

#### [Passive Skill]

**Muppet Curse III:**

Basic attack has a 100% chance to steal the target's Armor by 25% for 3 rounds. Must hit.

**Muppet Shield III:**

Increases HP by 40%, Attack by 35% and Armor by 40%.

**Muppet Awaken III:**

After round 4, increases Crit by 60% and Crit Damage by 100%.

## **6-Star Muppet**

### **Skill Details**

#### [Active Skill]

**Muppet String:**

Deals (175% of Attack) damage against Front-line enemies, if the enemy has lower HP than attacker, deals extra (16% of the enemy's MAXIMUM health) damage, must hit.

#### [Passive Skill]

**Muppet Curse II:**

Basic attack has a 100% chance to steal the target's Armor by 15% for 3 rounds. Must hit.

**Muppet Shield II:**

Increases HP by 30%, Attack by 25% and Armor by 32%.

**Muppet Awaken II:**

After round 6, increases Crit by 45% and Crit Damage by 70%.

## **5-Star Muppet**

### **Skill Details**

#### [Active Skill]

**Muppet String:**

Deals (155% of Attack) damage against Front-line enemies, if the enemy has lower HP than attacker, deals extra (15% of the enemy's MAXIMUM health) damage, must hit.

#### [Passive Skill]

**Muppet Curse:**

Basic attack has a 100% chance to steal the target's Armor by 15% for 3 rounds. Must hit.

**Muppet Shield:**

Increases HP by 20%, Attack by 15% and Armor by 20%.

**Muppet Awaken:**

After round 6, increases Crit by 30% and Crit Damage by 50%.
Annie

Deals (105% of Attack) damage against 4 random enemies and reduces them 35 Energy.

#### [Passive Skill]

**Charge II:**

Increases Attack by 20%.

**Breaking Void II:**

When taking damage, increases Skill Damage by 6% and Energy by 30 for 3 rounds.

**Energy Gain II:**

Each attack grants self with 30 Energy and 7% Skill Damage for 3 rounds.

## **5-Star Annie**

### **Skill Details**

#### [Active Skill]

**Devil Crash:**

Deals (127% of Attack) damage against 3 random enemies and reduces their 30 Energy points.

#### [Passive Skill]

**Breaking Void:**

When taking damage, gains 25 Energy.

**Energy Gain:**

Each attack grants self 25 Energy.
Gabriel

Deals (115% of Attack) damage against all enemies and tags them with Critical Strike Mark, if target takes crit damage, it will cause (200% of Attack) damage. Has 30% chance to tag them with a Critical Strike Mark which will cause (140% of Attack) damage, must hit.

#### [Passive Skill]

**Holy Song III:**

Increases HP by 30%, Holy Damage by 36%, Crit by 24% and Damage Reduce by 15%.

**Holy Mark III:**

Attack has a 100% chance to tag the enemy with a Critical Strike Mark and increase self Crit by 12% for 3 rounds. Upon triggering, Critical Strike Mark Deals (90% of Attack) damage.

**Chaos Light III:**

When taking damage, has a 100% chance to tag the enemy with a Critical Strike Mark and increase self Crit Damage by 15% for 3 rounds. Upon triggering, Critical Strike Mark deals (65% of Attack) damage.

## **6-Star Gabriel**

### **Skill Details**

#### [Active Skill]

**Holy Blast:**

Deals (84% of Attack) damage against all enemies and tags them with Critical Strike Mark, if target taken crit damage, it will cause (120% of Attack) damage.

#### [Passive Skill]

**Holy Song II:**

Increases HP by 30%, Holy Damage by 30%, Crit by 22% and Damage Reduce by 10%.

**Holy Mark II:**

Attack has a 100% chance to tag the enemy with a Critical Strike Mark and increase self Crit by 10% for 3 rounds. Upon triggering, Critical Strike Mark Deals (53% of Attack) damage.

**Chaos Light II:**

When taking damage, has a 100% chance to tag the enemy with a Critical Strike Mark and increase self Crit Damage by 10% for 3 rounds. Upon triggering, Critical Strike Mark deals (53% of Attack) damage.

## **5-Star Gabriel**

### **Skill Details**

#### [Active Skill]

**Holy Blast:**

Deals (75% of Attack) damage against all enemies and tags them with Critical Strike Mark, if target taken crit damage, it will cause (100% of Attack) damage.

#### [Passive Skill]

**Holy Song:**

Increases HP by 20%, Holy Damage by 24%, Crit by 20% and Damage Reduce by 5%.

**Holy Mark:**

Attack has a 100% chance to tag the enemy with a Critical Strike Mark and increase self Crit by 8% for 3 rounds. Upon triggering, Critical Strike Mark Deals (45% of Attack) damage.

**Chaos Light:**

When taking damage, has a 100% chance to tag the enemy with a Critical Strike Mark and increase self Crit Damage by 10% for 3 rounds. Upon triggering, Critical Strike Mark deals (45% of Attack) damage.
Lin AI

## Voice Lines

* **Touch 1:** Massage? Sorry, I do not understand this order.
* **Touch 2:** Crossing Time and Space? Sorry, you don’t have the permission.
* **Touch 3:** Almost out of batteries, Master. Please recharge.
* **Touch 4:** “Error!” “Error”! An error occurred during execution. Please re-enter instructions.
* **Touch 5:** I do not have the procedure for “feeling.” Operation failed.
* **Fight:** Starting attack program
* **Report:** Jump successful! Space-Time Travel robot code C204 from the year 2036. Please enter your instructions.
* **Skill:** Execution procedures
* **Upgrade:** System upgraded.
* **Progress:** RAM promoted.
* **Equip Gear 1:** New software installed.
* **Equip Gear 2:** Error! Interface mismatch.
* **Victory:** Target eliminated.
* **Defeat:** Critical damage detected, retreat.
* **Enter Dorm:** Hello, Master.
* **In Dorm:** Target location reached, engaging “Idle” protocol.
* **Idle:** All mission accomplished, requesting new orders.
* **Internship:** Beep, system hint: Intern.
* **Quest Hint:** Beep, system hint: Claim quest rewards.
* **New Campaign Hint:** Energy reading insatiable in Playground, requesting to activate defense protocol.
* **Dislike Gift:** [Error]! [Gift] Unacceptable!
* **Normal Gift:** [Gift]. Thank you~
* **Like Gift:** [Error]! Core temperature overheat! Master, your [Gift] brings me some unexpected experience...
* **Welcome:** Welcome back, Master!
* **Loot Team:** Order confirmed, moving out.

## **Lin AI**

### **Skill Details**

#### [Active Skill]

**Revenge:**

Deals(100% of Attack) damage against an enemy, dealing extra (48% of Attack) damage each round for 2 rounds.
Miya

**Dropping Down:**

Deals (95% of Attack) damage against Back-line enemies and gains self 30% Attack for 2 rounds.

#### [Passive Skill]

**Magic Main:**

Increases Attack by 25%, HP by 30%

**Tear Attack:**

Basic Attack targets 2 random enemies, dealing (75% of Attack) damage.

## **4-Star Miya**

### **Skill Details**

[Active Skill]

**Dropping Down:**

Deals (85% of Attack) damage against Back-line enemies and gains self 30% Attack for 2 rounds.

#### [Passive Skill]

**Magic Main:**

Increases Attack by 25%, HP by 20%
Nun

**Devil Cast:**

Deals (100% of Attack) damage against 3 random enemies and (35% chance) to stun them for 2 rounds.

#### [Passive Skill]

**Charge:**

Increases Attack by 30%.

**Devout Faith:**

Attack has 50% chance to burn target, dealing (48% of Attack) damage each round for 2 rounds.

## **4-Star Nun**

### **Skill Details**

[Active Skill]

**Devil Cast:**

Deals (84% of Attack) damage against 3 random enemies and (35% chance) to stun them for 2 rounds.

#### [Passive Skill]

**Charge:**

Increases Attack by 20%.

**Devout Faith:**

Attack has 50% chance to burn target, dealing (30% of Attack) damage each round for 2 rounds.
Nia

Deals (72% of Attack) damage against all enemies and posion them, dealing extra (102% of Attack) damage for 3 rounds.

#### [Passive Skill]

**Muppet Cage III:**

Attack has a 80% chance to poison the target, dealing (80% of Attack) Damage each round for 2 rounds.

**Toy Armor III:**

After death, poisons all enemies, dealing (80% of Attack) damage each round for 4 rounds.

**Poison Body III:**

When taking damage, has a 60% chance to Poison enemy, dealing (72% of Attack) each round for 3 rounds.

## **6-Star Nia**

### **Skill Details**

#### [Active Skill]

**Devil Curse:**

Deals (42% of Attack) damage against all enemies, dealing extra (60% of Attack) damage each round for 3 rounds.

#### [Passive Skill]

**Muppet Cage II:**

Attack has a 80% chance to poison the target, dealing (70% of Attack) Damage each round for 2 rounds.

**Toy Armor II:**

After death, poisons all enemies, dealing (63% of Attack) damage each round for 3 rounds.

**Poison Body II:**

When taking damage, has a 60% chance to Poison enemy, dealing (54% of Attack) each round for 3 rounds.

## **5-Star Nia**

### **Skill Details**

#### [Active Skill]

**Devil Curse:**

Deals (50% of Attack) damage against 4 random enemies, dealing extra (55% of Attack) damage each round for 2 rounds.

#### [Passive Skill]

**Muppet Cage:**

Attack has a 70% chance to poison the target, dealing (65% of Attack) Damage each round for 2 rounds.

**Toy Armor:**

After death, poisons all enemies, dealing (55% of Attack) damage each round for 3 rounds.
Witch

## Voice Lines

* Touch 1: Frankenstein, Dracula, witch, werewolf, the zombie, and skeleton… Ah! Halloween is tomorrow! Don’t run away! Come back!
* Touch 2: Look at my hat. What do you want to come out of there? Anything can come out!
* Touch 3: If you’re afraid, let’s hide under the bed together.
* Touch 4: Master! I forgot to bring a gift. So, I am a gift myself!
* Touch 5: Would you like to try a magic broom? Isn’t it a little hard to keep balance?
* Fight: Come on! Let’s play.
* Report: Hey hey hey! Trick or treat! Master, if you don’t give me candy, I’m going to make trouble!
* Skill: I’ll make trouble~!
* Upgrade: I want more candy~
* Progress: I was always trying to improve myself, even if everyone ignores me!
* Equip Gear 1: I don’t think I would ever use this.
* Equip Gear 2: I hope that I can get a new wand...
* Victory: You’re in my turf now!
* Defeat: So… It’s not Halloween today?...
* Enter Dorm: You’ve finally arrived~ Have you brought me any candy today?
* In Dorm: I’ll hide my candies under the bed right now~
* Idle: Have a sweet dream, even in this strange sleeping position~
* Internship: I cannot do everything for you, so you’d better go and complete your internship by yourself!
* Quest Hint: The rewards today are--- Candies!!! Haha, just kidding!
* New Campaign Hint: Don’t forget to check out the weird classroom I mentioned yesterday~ It’s rightly inside the abandoned school building!
* Dislike Gift: Just this, and no candies on Halloween?
* Normal Gift: Thank you for the gift~
* Like Gift: Happy Halloween~ You’re the best, master~
* Welcome: Trick or treat!
* Loot Team: I know it’s not important, but do our enemies have Halloween

## Stats

### **Skill Details**

#### [Active Skill]

**Deadly Attack:**

Deals (180% of Attack) damage against a random enemy, dealing extra 50% damage on Ranger foes.
Sapphire

Deals(156% of Attack) damage against Back-line enemies and (35% chance) to petrify them for 2 rounds, increasing allies 30% Hit Rat for 3 rounds.

#### [Passive Skill]

**Fox Fire III:**

Basic Attack targets the front-line enemies, dealing(105% of attack) damage, reduce target’s Dodge by 20% for 3 rounds, must hit.

**Trick Shadow III:**

Increases Hit Rate by 45% and Attack by 45%.

**Missing Tune III:**

While below 50% health, increases Attack by 100% for 3 rounds.(Can only trigger once)

## **6-Star Sapphire**

### **Skill Details**

#### [Active Skill]

**Ghost Blast:**

Deals(136% of Attack) damage against Back-line enemies and (30% chance) to petrify them for 2 rounds.

#### [Passive Skill]

**Fox Fire II:**

Basic Attack targets the front-line enemies, dealing(95% of attack) damage, reduce target’s Dodge by 15% for 3 rounds, must hit.

**Trick Shadow II:**

Increases Hit Rate by 35% and Attack by 35%.

**Missing Tune II:**

While below 50% health, increases Attack by 80% for 3 rounds.(Can only trigger once)

## **5-Star Sapphire**

### **Skill Details**

[Active Skill]

**Ghost Blast:**

Deals(116% of Attack) damage against Back-line enemies and (20% chance) to petrify them for 2 rounds.

#### [Passive Skill]

**Fox Fire:**

Basic Attack targets the front-line enemies, dealing(85% of attack) damage, reduce target’s Dodge by 10% for 3 rounds, must hit.

**Trick Shadow:**

Increases Hit Rate by 25% and Attack by 25%.

**Missing Tune:**

While below 50% health, increases Attack by 60% for 3 rounds.(Can only trigger once)
Landskampioenschap

The **Landskampioenschap** or Eredivisie is the highest echelon of professional football in the Netherlands. The competition was founded in 1948 as the **Nederlandse Hoogste Competitie voor Voetbal** abbriviated **NHCV**. At the 2018-2019 season it was ranked the 13th best league in Europe by UEFA.

The top division consists of 16 teams. Each clubs meets eachother twice during the season, once at home and once away. The top 6 clubs will play eachother in a play-off system to decide the champion. This method was introduced in the 2011-2012 season. Three last placed clubs will relegate to the Tele2 Divisie, the second professional football competition in the Netherlands.

The winner of the Landskampioenschap claims the Dutch national championship. ?Team1? has won the most titles, 23 (?nr? national titles). ?Team2? are next with 18 (?nr?), and ?Team3? follows with 14 (?nr?).

## History

The Landskampioenschap was created in 1948 as the Nederlandse Hoogste Competitie voor Voetbal, or the NHCV. The old national football league was dissolved by the German Sport Organization when Germany took control over the Netherlands in 1940. The competition was created by the KSOV and it's president Heer Gerard van Amelaar. The league became professional in 1951 after rapidly growing interest in professional football. Players from the Netherlands in search of professional football would move to teams in France or West Germany. The KSOV was heavily against players going to other nations to play professionally. After the KSOV got taken over by Mark Richticher a professional league came into fruition. Called the Hollandse Professie Divisie. Instead of the ?nr? of teams it was decreased to 32 playing in 4 regions; Holland (Noord Holland and Zuid Holland), Brabant (Noord-Brabant, Zeeland and Limburg), Gelderland (Gelderland, Overijssel, Utrecht and Flevoland) and Noord (Friesland, Groningen and Drenthe).

Four years later in 1955 the regional leagues were abolished and a new league structure of only 12 teams was intodruced. This later grew into 14, in 1958, 16 in 1963 and even grew to 22 in 1976. In 1986 a whole new league system was set-up because of too much teams rapidly joining the football competitions. The league became stuck with 16 clubs.

## Current Teams (2018-2019)

\* Maastricht finished first in the Tele2 Divisie. SC Alexander finished second in the Tele2 Divisie. OCVV beat Thalia.

a Founding member of the Landskampioenschap
b Never been relegated from the Landskampioenschap
2018-19 Play-offs

## Hoofd Divisie/Eerste Divisie Play-offs

### **Semi-Finals**

#### **Game A**

 Game 1 5 May 20193:30 PM

 Game 2 10 May 20194:30 PM

#### **Game B**

 Game 1 5 May 20193:45 PM

 Game 2 10 May 20194:45 PM

### **Finals**

#### **Eerste Divisie Final**

 Game 1 17 May 20195:00 PM

 Game 2 22 May 20195:00 PM

#### **Relegation Final**

 Game 1 30 May 20193:30 PM

 Game 2 5 June 20193:30 PM

## Tweede Divisie Play-offs

### **Semi-Finals**

#### **Game A**

 Game 1 15 May 20191:00 PM

 Game 2 22 May 20194:00 PM

#### **Game B**

 Game 1 15 May 20194:00 PM

 Game 2 22 May 20191:00 PM

### **Finals**

#### **Game A**

 Game 1 29 May 20194:00 PM

 Game 2 5 June 20191:00 PM

#### **Game B**

 Game 1 29 May 20191:00 PM

 Game 2 5 June 20194:00 PM

## Derde Divisie Play-offs

### **Semi-Finals**

#### **Game A**

 Game 1 15 May 20192:30 PM

 Game 2 22 May 20192:30 PM

### **Finals**

#### **Game A**

 Game 1 29 May 20192:30 PM

 Game 2 5 June 20192:30 AM
API willRepair

← APIs

If passed an entity, checks to see if the bot can sense that entity, that it is within range, and that it is damaged.

If called without an argument, The function will check to see if the bot itself is damaged.

```
willRepair = willRepair([entity]);

```

## Arguments

`entity`
`Entity` - A Bot, Chip, or CPU entity.
`[none]`
`N/A` - If passed nothing, the function will check the calling bot instead.
## Returns

`willRepair`
`Boolean` - Returns true if the bot is able to repair the target (or itself).
## Examples

```
  // Repair an ally

myBotsInRange = findEntities(IS_OWNED_BY_ME, BOT, false);
repairTarget = filterEntities(myBotsInRange, [
  SORT_BY_DISTANCE,
  SORT_BY_LIFE
], [
  SORT_ASCENDING,
  SORT_ASCENDING
]);

if (exists(repairTarget) && willRepair(repairTarget) && getLife(repairTarget) < 1800) {
  repair(repairTarget);
}

```

```
  // Simple repair self logic

if (willRepair() && life <= 1800) repair();

```
2022-23 Amateur Hoofddivisie-Divisie A Play-Offs

## Zaterdag

### **Halve-Finales**

====**Game A**

 Game 1 27 May 202315:00

 **Game B**

 Game 1 27 May 202315:00

 **Game C**

 Game 1 27 May 202315:00

 **Game D**

 Game 1 27 May 202315:00

**Finales**====

====**Game A**

 Game 1 3 June 202315:00

 **Game B**

 Game 1 27 May 202315:00

## Zondag

### **Halve-Finales**

====**Game A**

 Game 1 28 May 202315:00

 **Game B**

 Game 1 28 May 202315:00

 **Game C**

 Game 1 28 May 202315:00

 **Game D**

 Game 1 28 May 202315:00

**Finales**====

====**Game A**

 Game 1 4 June 202315:00

 **Game B**

 Game 1 4 June 202315:00
API willMissilesHit

← APIs

If called with an entity parameter, the function will check to see if the equipped Missiles hardware will hit the target.

Otherwise, if called with no argument, the function will check for any valid targets within the equipped Missiles' range.

```
willMissilesHit = willMissilesHit([entity]);

```

## Arguments

`entity`
`Entity` - a Bot, Chip, or CPU entity.
`[none]`
`N/A` - If called without an argument, the function looks for any valid target.
## Returns

`willMissilesHit`
`Boolean` - Returns true if the equipped hardware will hit the target.
## Examples

```
  // Simple missiles logic

if (willMissilesHit()) fireMissiles();

```

```
  // Targetting the lowest health enemy with missiles

missilesTargets = findEntitiesInRange(ENEMY, BOT, false, 4);
lowestMissilesTarget = filterEntities(missilesTargets, [SORT_BY_LIFE], [SORT_ASCENDING]);

if (exists(lowestMissilesTarget) && willMissilesHit(lowestMissilesTarget)) {
  fireMissiles(lowestMissilesTarget);
} else if (willMissilesHit()) fireMissiles();

```
Dragon Electrique

## Dragons Electriques

Les dragons électriques sont des maîtres de l’électricité, capables de générer des charges à volonté. Ils peuvent produire différentes quantités d'électricité en fonction de leur humeur et de la période de l'année. Pendant la saison des amours, leurs étincelles deviennent plus brillantes pour attirer les partenaires potentiels. Les dragons électriques ne sont généralement pas un danger pour les autres dragons, mais ils utilisent leur pouvoir pour attaquer leurs prédateurs et leurs proies.
Let's Pretend

**Let's Pretend** is a song that is performed in the TV series.

## Lyrics

Let’s pretend
Let’s pretend
Let’s pretend
Come on, pretend with me
Let’s make believe, flap our wings, fly like a bird, or an aero-plane
Up in the sky, we fly so high
Hi-i-i—i-gh
Come on and fly with me

We can be anything we want to be
Fantasy, when we’re making make-believe
We can be anything we want to be
Fantasy, when we’re making make-believe

Let’s pretend
Let’s pretend
Let’s pretend
Come on, pretend with me
Let’s all dress up like astronauts
The universe is full of things to see
Fly to the stars, have lunch on Mars (Oooooooooo)
Come to my galaxy

We can be anything we want to be
Fantasy, when we’re making make-believe
We can be anything we want to be
Fantasy, when we’re making make-believe

Let’s pretend
Let’s pretend
Let’s pretend
Come on, pretend with me
Let’s put on fins, and all dive in
We’re going to swim across the deep blue sea
Look at my tail
Look I’m a whale
(Yeah, yeah)
We’re feeling wild & free

Let’s pretend
Let’s pretend
Let’s pretend
Come on, pretend with me
Let’s pretend
Let’s pretend
Let’s pretend
Come on, pretend with me

Let’s pretend
Let’s pretend
Let’s pretend
Come on, pretend with me
Let’s pretend
Let’s pretend
Let’s pretend
Come on, pretend with me
Let’s pretend
Let’s pretend
Let’s pretend
Come on, pretend with me
Let’s pretend
API getX

← APIs

This gets the x coordinate property of the specified entity entity.

```
xCoordinate = getX(entity);

```

## Arguments

`entity`
`Entity` - An entity (Bot, Chip, or CPU).
## Returns

`xCoordinate`
`Integer` - Returns the x-coordinate of the entity.
## Examples

```
nearestEnemy = getClosestEnemyBot();
enemyBotX = getX(nearestEnemy);

if (enemyBotX > x) debugLog('Enemy is on my right side.');

```

## Notes

* The bot calling this function must be able to sense the entity.
API filterEntities

← APIs

This function selects one entity from an array of entities based on the filters provided.

```
entity = filterEntities(arrayOfEntities, filter1[, filter2]);

```

## Arguments

`arrayOfEntities`
`Array` - Contains one or more Bot, Chip, or CPU entities.
`filter1`
`SORT_BY_DISTANCE, SORT_BY_LIFE` - By which measure(s) the bots should be sorted. One or both options may be specified in either order.
`filter2`
`SORT_ASCENDING, SORT_DESCENDING` - The direction of the sort. Defaults to ascending when not provided. When specified, the directions are paired off with the `filter1` arguments in the order that they are listed.
## Returns

`entity`
`Entity` - The entity that best fits the specified filters.
## Examples

```
  // Repairing the closest, lowest life bot

myBotsInRange = findEntities(IS_OWNED_BY_ME, BOT, false);
repairTarget = filterEntities(myBotsInRange, [
  SORT_BY_DISTANCE,
  SORT_BY_LIFE
], [
  SORT_ASCENDING,
  SORT_ASCENDING
]);

if (exists(repairTarget) && willRepair(repairTarget) && getLife(repairTarget) < 1800) {
  repair(repairTarget);
}

```

```
  // Firing missiles at the lowest life bot within range

missilesTargets = findEntitiesInRange(ENEMY, BOT, false, 4);
lowestMissilesTarget = filterEntities(missilesTargets, [SORT_BY_LIFE], [SORT_ASCENDING]);

if (exists(lowestMissilesTarget) && willMissilesHit(lowestMissilesTarget)) {
  fireMissiles(lowestMissilesTarget);
} else if (willMissilesHit()) fireMissiles();

```
API canActivateSensors

← APIs

Returns whether the Bot can activate its sensors or not.

```
canActivateSensors = canActivateSensors();

```

## Arguments

`[none]`
`Null` - This function is not called with any arguments.
## Returns

`canActivateSensors`
`Boolean` - Returns true if the Bot can activate its sensors.
## Examples

```
  // Simple Sensors Logic

closestEnemyBot = findEntity(ENEMY, BOT, SORT_BY_DISTANCE);

if (!exists(closestEnemyBot) && canActivateSensors()) activateSensors();

```
API getY

← APIs

This gets the y coordinate property of the specified entity entity.

```
yCoordinate = getY(entity);

```

## Arguments

`entity`
`Entity` - An entity (Bot, Chip, or CPU).
## Returns

`yCoordinate`
`Integer` - Returns the y-coordinate of the entity.
## Examples

```
nearestEnemy = getClosestEnemyBot();
enemyBotY = getY(nearestEnemy);

if (enemyBotY > y) debugLog('Enemy is below me');

```

## Notes

* The bot calling this function must be able to sense the entity.
Missiles

* Hardware
* Animation

## Overview

Missiles is a ranged weapon hardware in Bot Land that deals instantaneous moderate damage at a medium range. It is one of the equipment that each player is granted from account creation.

Missiles is similar to Lasers in that both have the capability to deal damage at range during the same turn, unlike Artillery whose projectiles have flight time and land on a later turn.

## Hardware Statistics

 Damage

While Missiles may have 1-tile less range and 100 less damage at rank 3 than standard Lasers of the same level, it benefits from the flexibility of not requiring the target be in a straight line from the equipped bot.

## Use and Counters

Missiles is a fair general-use equipment in that it doesn't particularly overpower anything on its own, however, since Missiles is ranged and doesn't have a directional requirement, it's quite easy to have multiple Missiles-equipped bots focus-fire down a single entity in a way that other equipment would have a much harder time achieving.

Players should keep in mind that Missiles is a reflectable equipment and shouldn't be relied upon too heavily in cases where Reflect is present.

## Related API Functions

`willMissilesHit([entity])`
`fireMissiles([entity])`
API findEntitiesInRange

← APIs

Returns all entities that match the argument criteria.

```
arrayOfEntities = findEntitiesInRange(owner, type, allowReturningSelf, range);

```

## Arguments

`owner`
`IS_OWNED_BY_ME or ENEMY` - Whether the function tries to find friendly or enemy entities.
`type`
`ANYTHING, BOT, CHIP, or CPU` - Which entities are to be found.
`allowReturningSelf`
`Boolean` - Whether the bot itself is a valid entity for the query.
`range`
`Integer` - The range in manhattan distance that a bot must be within.
## Returns

`arrayOfEntities`
`Array` - Contains all of the entities found that matched the criteria.
## Examples

```
  // Area Repair

friendlyBotsInRange = findEntitiesInRange(IS_OWNED_BY_ME, BOT, true, 3);
totalMissingLife = reduceEntities(friendlyBotsInRange, REDUCE_BY_MISSING_LIFE);

if (willRepair() && totalMissingLife > 150) {
  repair();
}

```

```
  // Firing missiles at the lowest life bot within range

missilesTargets = findEntitiesInRange(ENEMY, BOT, false, 4);
lowestMissilesTarget = filterEntities(missilesTargets, [SORT_BY_LIFE], [SORT_ASCENDING]);

if (exists(lowestMissilesTarget) && willMissilesHit(lowestMissilesTarget)) {
  fireMissiles(lowestMissilesTarget);
} else if (willMissilesHit()) fireMissiles();

```
API willMeleeHit

← APIs

This function checks if the bot is able to melee anything if no argument is passed or checks if the bot is able to melee the passed entity if one is provided.

```
returnValue = willMeleeHit([entity]);

```

## Arguments

`entity`
`Entity` - A Bot, Chip, or CPU entity.
`[none]`
`Null` - If left empty, the function will check if the bot can sense *any* valid targets
## Returns

`returnValue`
`Boolean` - Returns true if the bot can melee the specified entity or if the bot can melee *any* valid target in the case that no entity was specified.
## Examples

```
if (willMeleeHit()) melee();

```

```
nearestEnemy = findEntity(ENEMY, ANYTHING, SORT_BY_DISTANCE, SORT_ASCENDING);

if (willMeleeHit(nearestEnemy)) melee(nearestEnemy);

```
API init

← APIs

The `init` function is optional and, if defined, is run once for each bot at the beginning of each phase. This function is not required to be called to execute and may not contain terminator calls.

```
init = function() {
  //your code here.
};

```

## Examples

```
init = function() {
  sharedA = 3;
  someInitializedVariable = true;
};

```

```
init = function() {
  waitTime = 15;
  aCustomFunctionWithoutTerminators();
};

```
Tele2 Divisie

The **Tele2 Divisie** or 1e Divisie is the second highest echelon of Dutch football. The competition was found in 1953 as a professional secondary competition. It was founded as the Eerste Klasse from 1953 till 1980. At the 2018-2019 season it was ranked the 27th best league in Europe by UEFA.

The division consists of 20 teams. Each clubs meets eachother twice during the season, once at home and once away. The top 2 teams will be promoted to the Landskampioenschap, numbers 3-6 will play eachother in a play-off bracket to decide the last promotion place. The 4 last placed clubs will be relegated to the 2e Divisie.

## History

The 1e Divisie was created to compensate the overcrowding of the Landskampioenschap. The league became professional as the day it was created.

The competition started with 11 teams but steadily growing 3 years later it was already with 24 teams. This lead to the creation of the 2e Divisie.

In 1973 the league was canceled at the half of the season. FC Overwinter had been accused and found guilty of mass-matchfixing. FC Overwinter were second in the competition when the accident occured. They were kicked out of the league and ultimately disbanded. In the Landskampioenschap no relegation found place that year.

In 1986 the league system was changed up to fit 18 teams. In 2008 the club count was expanded to 20. Two secondary teams joined the league.

## Current teams (2018–19)

\* FC Tilburg, RBV and Zutphen relegated from the Landskampioenschap.

^ Doetinchem/VZAZ, Odysseus and DVS promoted directly from the 2e Divisie. Blauw-Zwart 2001 won against Nijkerk Trappejongens in the 2e Divisie Play-offs.

a Founding member of the ?-s-./)/\*</?
API canSense

← APIs

Returns whether the bot can sense the entity

```
canSense = canSense(entity);

```

## Arguments

`entity`
`Entity` - An entity (Bot, Chip, or CPU).
## Returns

`canSense`
`Boolean` - Returns true if the bot can "see" the entity.
## Examples

```
myCPU = myCPU || findEntity(IS_OWNED_BY_ME, CPU, SORT_BY_DISTANCE, SORT_ASCENDING);

if(exists(myCPU) && !canSense(myCPU)) {
  debugLog('I now can't sense the CPU');
}

```
API fireMissiles

← APIs

If called with an entity argument, fires a missile at the target with the equipped Missiles Hardware, otherwise fires at valid nearby target.

```
fireMissiles([entity]);

```

## Arguments

`entity`
`Entity` - A Bot, Chip, or CPU Entity.
`[none]`
`Null` - If called with no argument, fires at a nearby valid target.
## Returns

`Terminator`
`N/A` - This function ends the turn of the Bot when called and executed.
## Examples

```
  // Simple Missiles Logic
if (willMissilesHit()) fireMissiles();

```

```
  // Targetting the lowest health enemy with missiles

missilesTargets = findEntitiesInRange(ENEMY, BOT, false, 4);
lowestMissilesTarget = filterEntities(missilesTargets, [SORT_BY_LIFE], [SORT_ASCENDING]);

if (exists(lowestMissilesTarget) && willMissilesHit(lowestMissilesTarget)) {
  fireMissiles(lowestMissilesTarget);
} else if (willMissilesHit()) fireMissiles();

```
API willLasersHit

← APIs

Checks to see if the equipped Lasers will hit the passed entity or, if there is no passed argument, checks if the equipped Lasers will hit any valid target.

```
willLasersHit = willLasersHit([entity]);

```

## Arguments

`entity`
`Entity` - a Bot, Chip, or CPU entity.
`[none]`
`N/A` - If no argument is passed, the function checks for any valid target.
## Returns

`willLasersHit`
`Boolean` - Returns true if the equipped lasers will hit a target.
## Examples

```
  // Simple Lasers logic

if (willLasersHit()) fireLasers();

```
API update

← APIs

The update function is required in every script, contains the bot's instructions, and is run once on each of the bot's turns to determine what actions the bot performs.

```
update = function() {
  //your code here.
};

```

## Examples

```
update = function() {
  if (willMissilesHit()) fireMissiles();
  if (canMove()) move();
};

```