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| ability_num = 1
| ability_num = 1
| notes      =
| notes      =
* Cards are generated by dealing [[Weapon Damage]] and [[Melee Damage]], instead of recharging over time. The amount of charge gained is dependent on the attack landing on enemies, but the amount of damage dealt does ''not'' affect the amount of charge gained. This is [[#ai-int-1-1|affected]] by cooldown reduction.
* Cards are generated by dealing [[Weapon Damage]] and [[Melee Damage]], instead of recharging over time. The amount of charge gained is dependent on the attack landing on enemies, but the amount of damage dealt does ''not'' affect the amount of charge gained. Cooldown reduction increases the percentage generated proportionally (i.e. 10% Cooldown Reduction = 10% increase to charge gain percentage).
* Card generation rate:
* Card generation rate:
** Bodyshot: {{#expr:({{DataProp|Card Trick|CardResourceGenPctScale}}*{{DataProp|Card Trick|CardResourcePerBulletHit}})/100}}%
** Bodyshot: {{#expr:({{#invoke:Abilities|get_ability_prop|Card Trick|CardResourceGenPctScale.Value}}*{{#invoke:Abilities|get_ability_prop|Card Trick|CardResourcePerBulletHit}})/100}}%
** Headshot: {{#expr:({{DataProp|Card Trick|CardResourceGenPctScale}}*{{DataProp|Card Trick|CardResourcePerBulletCrit}})/100}}%
** Headshot: {{#expr:({{#invoke:Abilities|get_ability_prop|Card Trick|CardResourceGenPctScale.Value}}*{{#invoke:Abilities|get_ability_prop|Card Trick|CardResourcePerBulletCrit}})/100}}%
** Light melee: {{#expr:({{DataProp|Card Trick|CardResourceGenPctScale}}*{{DataProp|Card Trick|CardResourcePerLightMelee}})/100}}%
** Light melee: {{#expr:({{#invoke:Abilities|get_ability_prop|Card Trick|CardResourceGenPctScale.Value}}*{{#invoke:Abilities|get_ability_prop|Card Trick|CardResourcePerLightMelee}})/100}}%
** Heavy melee: {{#expr:({{DataProp|Card Trick|CardResourceGenPctScale}}*{{DataProp|Card Trick|CardResourcePerHeavyMelee}})/100}}%
** Heavy melee: {{#expr:({{#invoke:Abilities|get_ability_prop|Card Trick|CardResourceGenPctScale.Value}}*{{#invoke:Abilities|get_ability_prop|Card Trick|CardResourcePerHeavyMelee}})/100}}%
** Damage to [[NPCs]] is {{#expr:100*{{DataProp|Card Trick|NonPlayerCardResourceScale}}}}% effective.
** Damage to [[NPCs]] is {{#expr:100*{{#invoke:Abilities|get_ability_prop|Card Trick|NonPlayerCardResourceScale}}}}% effective.
* Card Trick generates a random card out of an 8-card stack (2 of each suit, not counting jokers). Once the stack is depleted, it generates a new one. Additionally, it has an 11% (1/9) chance to generate Jokers, increased to 20% (1/5) chance at T3. Joker generation does not count for the 8-card stack.
* Card Trick generates a random card out of an 8-card stack (2 of each suit, not counting jokers). Once the stack is depleted, it generates a new one. Additionally, it has an 11% (1/9) chance to generate Jokers, increased to 20% (1/5) chance at T3. Joker generation does not count for the 8-card stack.
* Hitting multiple units with the same Heart suit card will provide 50% healing for each additional unit hit (i.e. if a card heals for 100hp and hits two heroes, that card will heal Wraith for 150hp).
* Hitting multiple units with the same Heart suit card will provide 50% healing for each additional unit hit (i.e. if a card heals for 100hp and hits two heroes, that card will heal Wraith for 150hp).
* Hitting non-hero units with the Heart suit card provides 50% less healing.
* Hitting non-hero units with the Heart suit card provides 50% less healing.
| interactions =
{{AbilityInteraction | interaction = cooldown | state = partial | text =
* Card generation is affected by appropriately increasing how much charge every hit gives. Due to the mechanism cooldown reduction is less effective, e.g. {{ItemIcon|Transcendent Cooldown}}'s {{DataProp|Transcendent Cooldown|CooldownReduction}}% reduction results in only {{#expr: 100-(100 * 100 / (100+{{DataProp|Transcendent Cooldown|CooldownReduction}}))}}% increase to card generation speed ({{#expr: ceil(100 / ({{DataProp|Card Trick|CardResourceGenPctScale}}/100*{{DataProp|Card Trick|CardResourcePerBulletHit}}))}} => {{#expr: ceil(100 / ({{DataProp|Card Trick|CardResourceGenPctScale}}/100*{{DataProp|Card Trick|CardResourcePerBulletHit}}*((100+{{DataProp|Transcendent Cooldown|CooldownReduction}})/100)))}} shots for a charge).
* {{DataProp|Card Trick|AbilityCooldown}}s cooldown is not affected by either Cooldown Reduction (e.g. {{ItemIcon|Superior Cooldown}}) or charge cooldown reduction ({{ItemIcon|Rapid Recharge}})
}}
}}
}}


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