[Indiscriminate]
Targets randomly
[Before Attack] Gain +1 Charge Count for every 10% of missing HP (Max 5)
Gain 2 Haste next turn
1[On Hit] Spend all Charge Count to deal bonus Gloom damage by (Charge Count * 1.5)% of damage dealt (Max 30%)[Tails Hit] After the attack, lose 10% of Max HP to gain +7 Charge Count
[Indiscriminate]
Targets randomly
[Before Attack] Gain +1 Charge Count for every 10% of missing HP (Max 7)
Gain 2 Haste next turn
1[On Hit] Spend all Charge Count to deal bonus Gloom damage by (Charge Count * 2.5)% of damage dealt (Max 50%)[Tails Hit] After the attack, lose 10% of Max HP to gain +10 Charge Count
[Indiscriminate]
Targets randomly
[Before Attack] Gain +1 Charge Count for every 10% of missing HP (Max 7)
Gain 2 Haste next turn
1[On Hit] Spend all Charge Count to deal bonus Gloom damage by (Charge Count * 2.5)% of damage dealt (Max 50%)[Attack End] Spend all Charge Count[Tails Attack End] Lose HP by 10% of Max HP to gain +10 Charge Count
Passive
Temperamental Discharge
When hit, consume 1 Charge Count to heal 2.5% HP
At less than 40% HP, gain +1 Charge Count before activating the healing effect (can gain up to 10 Charge Count per turn)