Ability Type

Abilities in Weiß Schwarz are largely catogorized by activation timing and requirement into three different type, the Activated Abilities, Automatic Abilities, and Eternal Abilities. It is then further categorised under three different category by the nature of its effect.

Denoted with a 【起】 or 【Activated】, Activated Abilities are abilities that certain character cards possess, and its activation timing is decided by the player, by paying the appropriate cost during the player's play timing. This usually refers to the main phase of a turn player's turn, unless otherwise stated by the effect's text. For most cases, unless otherwise stated, as long as the condition for activating the ability is met and the player can pay the appropriate cost, the ability can be activated as many time as the player like.

The second type of ability is the Automatic Ability, and is denoted with a 【自】 or 【Automatic】, all Automatic abilities require a invoking requirement to be met before it can be activated. An example of an invoking requirement might be (at the beginning of the draw phase), all invoking requirements are written in brackets. For cost free Automatic Abilities, they are activated regardless of player's choice upon fulfillment of invoking requirement. However if instead of 「【Automatic】 (Ability Text)」 a 「【Automatic】[Cost] (Ability Text)」is stated, the player can choose not to activate the ability by choosing not to pay its cost. Some Automatic Ability requires a partner, and is denoted by a symbol 絆／ or Bond/ followed by the partner card's name.

The last type of ability is called the Eternal Ability, and is denoted by a 【永】 or 【Eternal】, Eternal abilities are easy to handle because their effect is always in place for as long as the effect is applicable. That is, if an effect of [【Eternal】Increase the Attack Power of all your other character in play by 500]. The ability is activated as long as there are other character in play, contrary to what most might think, 【Eternal】effect only ends when the situation no longer meet the card text's description or when otherwise stated in card text. That is, even if a climax card that is played is returned to the player's hand, the climax card's ability which state that all characters +1 soul for the turn will still be in effect regardless of the presence of the climax card for that turn.

Abilities are also separated further into 「Instant Effect」, 「Continuous Effect」 and 「Substitute Effect」. Instant Effect are refers to carrying out specific event brought about by the ability at the time of resolve, after which the ability is no longer in effect. These refers to ability which effect can be easily quantified such as 「Draw one card」, effect which simply consist of certain play action, and is easily quantified.

Continuous Effect are different in that their effect usually involves a period, or is quantified by time limit. For example, 「The Soul Value of this card is increased by 1 for this turn」, the effect last for a whole turn, and is defined by its time period, hence it is considered a Continuous Effect. In the case of the time limit not being specified, the effect is in play for as long as the source of said ability is in play, up to a limit of the whole game.

The third type of effect is called Substitute Effect, and is comparatively rare. Substitute Effect refers to effect which changes one gameplay event with a different event. For example the card effect could be 「When you draw a card in your draw phase you can choose instead to add one character card from your stock to your hand」, effect such as this which replaces one event with another will be categorized under Substitute Effect. If the card text does not state that one is allowed to choose instead the substituted action, the substituted action must be carried out in place of the original action.