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Gacha Rift

Catalysts are collectibles you can use to customize the modifiers on your Rift Battle defense nodes. Catalysts are not consumable, and can be reused in different configurations. With Catalysts, you decide the best way to add a twist on your defense to keep things challenging for your opponent. There are Element Specific, Character Specific, and Unspecific catalysts.

Unique Character Catalysts[]

Every Character type has their own unique Gold Catalyst that can ONLY be triggered by an active Defender of that Character type:

Character
Name
Effect
ANNIE
ORBITAL PERIOD
When Annie BLOCKS a HIT, she inflicts a 20/10 second DEATH MARK, which is removed when she suffers a 10 HIT COMBO. If DEATH MARK expires, opponents suffer IMMOBILIZE for 15 seconds.
BEOWULF
DO OR DIE TIME
After 130/30 seconds have passed in the match, if Beowulf is alive, all teammates gain permanent IMMUNITY and HASTE.
BIG BAND
FUTILE RESISTANCE
Opponents suffer 1/6% damage when landing a HIT that deals less than 1% of Big Band's MAX HEALTH. While facing BIG BAND, opponents have their PIERCING ignored.
BLACK DAHLIA
DOUBLE-BARRELED
Black Dahlia gains 2 stacks of ENRAGE for 5/15 seconds when firing a SHOT.

With at least 4 stacks of ENRAGE, SHOTS are UNBLOCKABLE and have a 50% chance to inflict STUN for 3 seconds.

CEREBELLA
STRONG-ARMED
Cerebella has a 50/100% chance to gain UNFLINCHING for 5 seconds when BLOCKING any attack.
DOUBLE
CORROSIVE ELEMENT
Opponents lose 1.5/4% HEALTH per second while at ELEMENTAL ADVANTAGE or DISADVANTAGE against Double.
ELIZA
PHARAOHMONES
Eliza gains a 20% chance when HIT to inflict HEX and CURSE for 5/15 seconds.
FILIA
GREAT ESCAPE
Filia has a 50% chance to gain 1 stack of EVASION for every 15/5th combo HIT suffered.
FUKUA
SLEEPING POWDER
Fukua has a 10% chance when HIT to inflict FATIGUE for 15/5 seconds and DRAIN 10% of the opponent's BLOCKBUSTER METER.
MARIE
BONE VIVANT
Marie gains FINAL STAND and inflicts QUIETUS for 10/20 seconds each when suffering a HIT that deals at least 10% of her MAX HEALTH. While benefiting from FINAL STAND, Marie removes 1 opponent BUFF and regains 5% HEALTH every second.
MS. FORTUNE
SCRATCHING POST
Ms. Fortune inflicts SLOW and DEATH MARK for 2/12 seconds when her attacks are blocked. When reaching 5 stacks of SLOW the opponent becomes STUNNED for 3 seconds.
PAINWHEEL
DON'T POKE THE BUER
Painwheel cannot suffer more than 15% HEALTH from a single HIT. When any HIT suffered deals 15% HEALTH, REFLECT 25/75% of the damage.
PARASOUL
IMMINENT THREAT
Parasoul gains PRECISION when spawning a TEAR. Each CRITICAL HIT landed by either Fighter inflicts BLEED on the opponent and increases Parasoul's CRIT DAMAGE by 50/150%.
PEACOCK
HOLLOW POINTS
Peacock's projectiles inflict HEAVY BLEED, CRIPPLE, and GUARD BREAK for 5/15 seconds when BLOCKED.
ROBO-FORTUNE
ELECTROSTATIC FIELD
While benefiting from a BUFF, Robo Fortune gains a 25% chance when HIT to inflict POWER SURGE and INVERSE POLARITY for 5/15 seconds each.
SQUIGLY
RETURN TO SENDER
Once per match while suffering from a DEBUFF, Squigly gains 50/100% chance when defeated to resurrect with 50% health and transfer all her debuffs to her opponent.
UMBRELLA
RHYTHM AND OOZE
Umbrella gains 1 stack of MIASMA every 13/3 seconds. MIASMA is removed when Umbrella is KNOCKED DOWN. When reaching 5 stacks of MIASMA, opponents suffer 2 stacks of permanent SLIME.
VALENTINE
MEGALIXIR All teammates gain 1/6% METER per second while Valentine is the active Fighter and benefiting from REGEN.

Elemental Catalysts[]

Elemental catalysts only trigger when a Defender of a specific element is active with a powerful Modifier. There are two types of elemental catalysts: one which is only obtainable in a Gold rarity, and the other which can be obtained at any rarity.

Gold Catalysts[]

Element
Name
Effect
WATER
FROST ARMOR
[Water Element Defenders]: 10% chance when HIT to gain ARMOR for 2/12 seconds.

When HIT while benefiting from ARMOR, reflect 15% of the incoming damage.

WATER
HIGH WATERS
[Water Element Defenders]: 10% chance when HIT to gain ARMOR and MIASMA for 10/30 seconds if you have a fully charged BLOCKBUSTER.
AIR
OVERLOAD
[Air Element Defenders]: Gain 1/6% BLOCKBUSTER METER per second if the opponent has a fully charged BLOCKBUSTER.

Also gain a 25% chance to inflict a 5 second STUN.

AIR
INTO THIN AIR
[Air Element Defenders]: Every 30/10 seconds, all DEBUFFS are removed and all opponent BLOCKBUSTERS are reset.
FIRE
RISING TEMPERATURES
[Fire Element Defenders]: Gain a 10/30 second ENRAGE every 5 seconds. DASH ATTACKS and BLOCKBUSTERS are UNBLOCKABLE while benefiting from at least 2 stacks of ENRAGE.
FIRE
FIRE STARTER
[Fire Element Defenders]: Gain ENRAGE for 10 seconds and 1 stack of PRECISION every 5/15 seconds.

While benefiting from PRECISION, inflict GUARD BREAK on HIT (includes blocked hits).

LIGHT
LAST WORDS
[Light Element Defenders]: Once per match, gain a 100% chance when suffering a HIT that would be fatal to gain FINAL STAND for 5/15 seconds.
LIGHT
LIGHT WEIGHT
[Light Element Defenders]: Begin the match with 10/30 seconds of UNFLINCHING and IMMUNITY.
DARK
SHOT IN THE DARK
[Dark Element Defenders]: 100% chance when BLOCKING a HIT to inflict WITHER for 5/15 seconds.
DARK
DARKNUT
[Dark Element Defenders]: Begin the match with 5 stacks of ARMOR. Each stack is removed when HIT with a COMBO COUNT at any multiple of 10.

Gain a 10% chance to inflict BLEED for 5/15 seconds when HIT while benefiting from ARMOR.

Standard Catalysts[]

Standard catalysts affects all defenders on a node. These catalysts have a Bronze, Silver and Gold rarity version that impacts the potency of the catalyst. There are also Standard Fighter Locked catalysts which only triggers when defenders of a specific Fighter type on a node are active, with increased potency.

Gold Catalysts[]

Name
Effect (Standard Gold) Effect (Character Specific Gold)
ARMOR RATING
15% chance when HIT to avoid all damage and gain ARMOR for 5/15 seconds if the opponent has over 7 COMBO HITS. 20% chance when HIT to avoid all damage and gain ARMOR for 5/15 seconds if the opponent has over 7 COMBO HITS.
AUTOIMMUNE
20% chance when suffering a DEBUFF to remove all DEBUFFS and gain IMMUNITY for 1/6 seconds. 50% chance when suffering a DEBUFF to remove all DEBUFFS and gain IMMUNITY for 1/6 seconds.
BLEEDING GUILTY
50% chance when inflicting BLEED to increase its duration by 5 seconds. While the opponent is suffering from BLEED, deal damage equal to 1/6% of their MAX HEALTH every 3 seconds. 100% chance when inflicting BLEED to increase its duration by 5 seconds. While the opponent is suffering from BLEED, deal damage equal to 1/6% of their MAX HEALTH every 3 seconds.
BLOCKBUSTED
15% chance when HIT to DISABLE opponent BLOCKBUSTERS for 5/15 seconds if the opponent has a fully charged BLOCKBUSTER. 25% chance when HIT to DISABLE opponent BLOCKBUSTERS for 5/15 seconds if the opponent has a fully charged BLOCKBUSTER.
CRIPPLE DECKER
Inflict CRIPPLE for 5/15 seconds and FATIGUE for 15/5 seconds when an opponent attack inflicts at least 10% HEALTH. Inflict CRIPPLE for 5/15 seconds and FATIGUE for 15/5 seconds when an opponent attack inflicts at least 8% HEALTH.
CURSE OF KNOWLEDGE
50% chance to inflict CURSE for 5/15 seconds when gaining a BUFF. 100% chance to inflict CURSE for 5/15 seconds when gaining a BUFF.
DOOMSDAY DEVICE
50% chance to inflict a 30/10 second DOOM when falling below 50% HEALTH. DOOM is removed when the opponent is DEFEATED or TAGS OUT. 100% chance to inflict a 30/10 second DOOM when falling below 50% HEALTH. DOOM is removed when the opponent is DEFEATED or TAGS OUT.
FINAL FIGHT
50% chance when the opponent uses a BLOCKBUSTER to gain FINAL STAND for 5/15 seconds. 100% chance when the opponent uses a BLOCKBUSTER to gain FINAL STAND for 5/15 seconds.
HEXY TIME
Every 20 seconds, opponents suffer HEX for 3/13 seconds. Every 15 seconds, opponents suffer HEX for 3/13 seconds.
INVINCIBLE ARMADA
50% chance when a teammate is defeated to gain INVINCIBLE for 5/15 seconds. 100% chance when a teammate is defeated to gain INVINCIBLE for 5/15 seconds.
MARKED FOR DELETION
Opponents suffer DEATH MARK for 5/15 seconds when falling below 50% HEALTH.

10% chance on HIT to instantly defeat opponents if they are suffering from DEATH MARK (includes blocked hits).

Opponents suffer DEATH MARK for 5/15 seconds when falling below 75% HEALTH.

10% chance on HIT to instantly defeat opponents if they are suffering from DEATH MARK (includes blocked hits).

NO HIGH HEALS
The opponent suffers HEAL BLOCK for 5 seconds every 12/7 seconds while above 45% HEALTH. The opponent suffers HEAL BLOCK for 5 seconds every 12/7 seconds while above 25% HEALTH.
POST HASTE
25% chance when HIT with a BLOCKBUSTER to gain HASTE for 10 seconds.

When gaining HASTE, also gain 30/50% BLOCKBUSTER METER.

50% chance when HIT with a BLOCKBUSTER to gain HASTE for 10 seconds.

When gaining HASTE, also gain 30/50% BLOCKBUSTER METER.

PRIMAL RAGE
Gain ENRAGE for 15 seconds and 5/15% BLOCKBUSTER METER for every 10 COMBO HITS suffered. Gain ENRAGE for 15 seconds and 5/15% BLOCKBUSTER METER for every 5 COMBO HITS suffered.
RECORD BREAKER
Each HIT has a 25% chance to inflict ARMOR BREAK and GUARD BREAK for 5/15 seconds.

Landing a CRITICAL HIT will convert ARMOR BREAK to a permanent ARMOR BREAK.

Each HIT has a 50% chance to inflict ARMOR BREAK and GUARD BREAK for 5/15 seconds.

Landing a CRITICAL HIT will convert ARMOR BREAK to a permanent ARMOR BREAK.

REGENERATION X
50% chance when gaining REGEN to increase its duration by 2/12 seconds and immediately recover 15% HEALTH. 100% chance when gaining REGEN to increase its duration by 2/12 seconds and immediately recover 15% HEALTH.
SPECIAL EXCEPTION
50% chance when using a SPECIAL MOVE to DISABLE opponent SPECIAL MOVES for 15 seconds. 100% chance when using a SPECIAL MOVE to DISABLE opponent SPECIAL MOVES for 15 seconds.
STUN GRENADE
Projectiles inflict 200% BONUS DAMAGE when BLOCKED and have a 25% chance on HIT to STUN the opponent for 1/6 second(s). Projectiles inflict 200% BONUS DAMAGE when BLOCKED and have a 50% chance on HIT to STUN the opponent for 1/6 second(s).
SUPER SLO-MO
Opponents suffer SLOW for 5/15 seconds after every 5 seconds not using a BLOCKBUSTER. Opponents suffer SLOW for 5/15 seconds after every 3 seconds not using a BLOCKBUSTER.
TAG N' GAG
50% chance when TAGGING OUT to inflict DISABLE TAG INS and IMMOBILIZE for 5/15 seconds. 100% chance when TAGGING OUT to inflict DISABLE TAG INS and IMMOBILIZE for 5/15 seconds.
THE ANGRY FLINCH
50% chance when KNOCKED DOWN to gain UNFLINCHING for 5/15 seconds and 1 stack(s) of BARRIER. 100% chance when KNOCKED DOWN to gain UNFLINCHING for 5/15 seconds and 1 stack(s) of BARRIER.
TO BE PRECISE
Gain 3 stack(s) of PRECISION every 15/5 seconds. Gain 5 stack(s) of PRECISION every 15/5 seconds.
WITHER FORECAST
Every 15 seconds, opponents suffer WITHER for 5/15 seconds. WITHER is removed if the opponent uses a BLOCKBUSTER. Every 5 seconds, opponents suffer WITHER for 5/15 seconds. WITHER is removed if the opponent uses a BLOCKBUSTER.
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