"Charging (Passive) Auto-charge one attack per turn per 5 Versions to a maximum of 3. [NOTE: This means you can not create this skill at 1 until V5] See Attacks, xi. Charge for information on Auto-charging."
Does this skill mean that it charges 1 attack without taking up an attack slot up to 3 turns? or a maximum of 3 attacks once you unlock it per 5 versions?
Is it possible for protective skills like Barriers/Auras, Shield and, to an extent, Healing moves have elemental properties? At the cost of maybe lower HP and/or uses and are still prone to elemental strengths and weaknesses?
For healing, one example I can give based on a concept I have is one that is affected by panels and the healing skill in question can have one elemental attribute. Lets say I have a Fire element navi with a Fire Element healing skill that heals a set amount of HP on normal panels. But when used on Fire Panels it gets x1.3 extra HP. Then lets say an opponent changes the panels to Ocean Panels, youll be able to use the Fire Element Healing Skill but at the cost of giving you x0.7 HP instead, since you happen to be weak againt water element. Im sure it can be slightly abused since you can change panels that benefits yourself and heal more but when an opponent changes panels you can stall the turns to avoid the drawbacks especially if you dont have a way to change panels again. So there can be more regualations like lets say I used 2 Fire Element Healing on the same turn with Fire Panels in play, only the first one gain the boosts but the drawbacks stay the same. Its just a concept but I would like to implement something that in the future to one of my navis if it can be possible.
For shields, I guess itll be just for flavor. I can't think of anything that'll work lol
For Auras and Barrier itll be same concpet based on strengths and weaknesses but it can only have one elemental attribute.