Street Talents are a type of item which can be only equipped by Metropolitan mythics that have been ranked up, starting from rank 1. These elusive objects improve your monsters' abilities in unexpected ways that can really help their strategy when combined with their skills.
Every time a monster goes from rank 0 to rank 1, they’ll automatically earn a random entry-level Street Talent. If you want to get the highest-level Street Talents, you’ll need to complete the Era Saga dungeons or progress through the Legends Pass. Street Talents level up automatically depending on the rank of the monster who carries them. Talents can be unequipped and moved between any Metropolitan monsters. They cost 500k to unequip regardless of level.
|Dampening Field||When the turn starts, if any enemy's stamina is above 50%, removes 50-120 points of stamina from all enemies.||2|
|Frequency Gauntlet||After damaging with a skill, applies shield break to targets and deals 30,000-90,000 points of special damage to damaged enemies.||2|
|Hidden Shiv||After damaging with a skill, deals 30,000-90,000 points of metal damage and applies bleed to the damaged enemies.||3|
|Kevlar Vest||After being damaged by a skill, applies a 30% life shield to wearer and deals 30,000-90,000 points of physical damage to attacker.||2|
|Medpack||After being damaged by a skill, if the wearer's life is below 50%, heals wearer by 75,000-150,000 points.||3|
|Phase Shield||After being damaged by a skill, if the wearer's life is below 50%, gains positive effects protection and evasion.
After being damaged by a skill, if the wearer's life is below 50%, heals by 75,000-150,000 points.
|Tactical Scouter||When the turn starts, if any ally's stamina is below 50%, gives 75-140 points of stamina to all allies and applies true vision to all allies.||2|
|Power Armor||At the start of battle, increases the strength of the wearer by 3,000-12,000 points.||1|
|Blood Puppeteer||When the turn starts, if an enemy is bleeding, deals 25,000-100,000 points of physical damage to a random enemy.||4|
|Bodyguard||When the turn starts, if any ally's life is below 50%, deals 80,000-220,000 points of physical damage to a random enemy.
When the turn starts, if any ally's life is below 50%, applies a 3-turn megataunt to wearer.
|Snitch Brand||After damaging with a skill, applies vulnerable and guard down to damaged enemies.
After damaging with a skill, deals 10,000-40,000 points of fire damage to damaged enemies.
|Street Diss||When the turn starts, applies guard down to a random enemy and removes 50-120 points of stamina from them.||4|
|Flashbang||When the turn starts, if any ally's life is below 50%, applies daze and deals 30,000-90,000 points of light damage to all enemies.||1|
|Health Gene||After being hit, if the wearer's life is below 50%, heals wearer by 75,000-150,000 points.
After being hit, if wearer's life is below 50%, applies increased healing to wearer.
|Hood Justice||When the turn starts, if any ally alive has life below 50%, applies damage mirror 50% to all allies.
When the turn starts, if any ally's life is below 50%, deal 25,000-100,000 points of dark damage to all enemies.
|Adaptative Armor||After being damaged by a skill, deals 1,000-60,000 points of special damage and applies 1 random element weakness to attacker.||2|
|Adrenaline Injector||When the turn starts, if the wearer's stamina is below 50%, recovers all stamina and increases wearer's strength by 2,000-8,000 points for 3 turns.||3|
Unlike normal relics, Street Talents can't be leveled using food and other relics. Instead, they automatically grow in power depending on the rank of the monster they're attached to. This change in power varies depending on the effect of the talent.
|Talents||Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|