• Vaapad
    Vaapad
    Mace Windu
  • Apply Effect Context: #0 uniqueability_macewindu01_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Round Start
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Modify Stat Context: #1 uniqueability_macewindu01_healthup_self_BASE Unavoidable
    For Self who is Alive
    Modify stat Health by 10% (multiplicative)
    Effect is unresistable
    Descriptive max_health_increase
    Apply Effect Context: #2 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #3 uniqueability_macewindu01_taunt_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Persistent Effect Add Instancetaunt_buff
    Dispel Context: #0 generic_dispel_taunt_self Unavoidable
    For Self who is Alive
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Blackboard Query Context: #1 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #2 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #3 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the context #0 effect successfully execute
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #4 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #5 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #6 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Apply Effect Context: #7 uniqueability_macewindu01_EOR_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Effect expires on: Round End
    Child effects are applied on: Round End
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Apply Effect Context: #4 uniqueability_macewindu01_ally_summoned_handler_BASE Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Ally Summoned
    Query Count Context: #0 query_am_i_alive Unavoidable
    For Self who is Alive
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_ally_damaged_handler_BASE_CE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #5 uniqueability_macewindu01_death_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Death, Fled
    Dispel Context: #0 uniqueability_macewindu01_dispel_ally_damaged Unavoidable
    For Self who is Alive or Dead
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags uniqueability_macewindu01_ally_damaged_handler
    Apply Effect Context: #6 uniqueability_macewindu01_revive_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Revive
    Apply Effect Context: #0 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #0 uniqueability_macewindu01_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Round Start
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Modify Stat Context: #1 uniqueability_macewindu01_healthup_self_u01 Unavoidable
    For Self who is Alive
    Modify stat Health by 15% (multiplicative)
    Effect is unresistable
    Descriptive max_health_increase
    Apply Effect Context: #2 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #3 uniqueability_macewindu01_taunt_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Persistent Effect Add Instancetaunt_buff
    Dispel Context: #0 generic_dispel_taunt_self Unavoidable
    For Self who is Alive
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Blackboard Query Context: #1 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #2 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #3 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the context #0 effect successfully execute
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #4 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #5 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #6 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Apply Effect Context: #7 uniqueability_macewindu01_EOR_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Effect expires on: Round End
    Child effects are applied on: Round End
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Apply Effect Context: #4 uniqueability_macewindu01_ally_summoned_handler_BASE Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Ally Summoned
    Query Count Context: #0 query_am_i_alive Unavoidable
    For Self who is Alive
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_ally_damaged_handler_BASE_CE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #5 uniqueability_macewindu01_death_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Death, Fled
    Dispel Context: #0 uniqueability_macewindu01_dispel_ally_damaged Unavoidable
    For Self who is Alive or Dead
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags uniqueability_macewindu01_ally_damaged_handler
    Apply Effect Context: #6 uniqueability_macewindu01_revive_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Revive
    Apply Effect Context: #0 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #0 uniqueability_macewindu01_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Round Start
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Modify Stat Context: #1 uniqueability_macewindu01_healthup_self_u02 Unavoidable
    For Self who is Alive
    Modify stat Health by 20% (multiplicative)
    Effect is unresistable
    Descriptive max_health_increase
    Apply Effect Context: #2 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #3 uniqueability_macewindu01_taunt_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Persistent Effect Add Instancetaunt_buff
    Dispel Context: #0 generic_dispel_taunt_self Unavoidable
    For Self who is Alive
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Blackboard Query Context: #1 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #2 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #3 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the context #0 effect successfully execute
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #4 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #5 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #6 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Apply Effect Context: #7 uniqueability_macewindu01_EOR_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Effect expires on: Round End
    Child effects are applied on: Round End
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Apply Effect Context: #4 uniqueability_macewindu01_ally_summoned_handler_BASE Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Ally Summoned
    Query Count Context: #0 query_am_i_alive Unavoidable
    For Self who is Alive
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_ally_damaged_handler_BASE_CE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #5 uniqueability_macewindu01_death_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Death, Fled
    Dispel Context: #0 uniqueability_macewindu01_dispel_ally_damaged Unavoidable
    For Self who is Alive or Dead
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags uniqueability_macewindu01_ally_damaged_handler
    Apply Effect Context: #6 uniqueability_macewindu01_revive_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Revive
    Apply Effect Context: #0 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #0 uniqueability_macewindu01_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Round Start
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Modify Stat Context: #1 uniqueability_macewindu01_healthup_self_u02 Unavoidable
    For Self who is Alive
    Modify stat Health by 20% (multiplicative)
    Effect is unresistable
    Descriptive max_health_increase
    Apply Effect Context: #2 uniqueability_macewindu01_ally_damaged_handler_u01 Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u01_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #4 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #5 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #6 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #3 uniqueability_macewindu01_taunt_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Persistent Effect Add Instancetaunt_buff
    Dispel Context: #0 generic_dispel_taunt_self Unavoidable
    For Self who is Alive
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Blackboard Query Context: #1 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #2 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #3 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the context #0 effect successfully execute
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #4 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #5 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #6 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Apply Effect Context: #7 uniqueability_macewindu01_EOR_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Effect expires on: Round End
    Child effects are applied on: Round End
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Apply Effect Context: #4 uniqueability_macewindu01_ally_summoned_handler_u01 Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Ally Summoned
    Query Count Context: #0 query_am_i_alive Unavoidable
    For Self who is Alive
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_ally_damaged_handler_u01_CE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u01_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #4 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #5 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #6 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #5 uniqueability_macewindu01_death_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Death, Fled
    Dispel Context: #0 uniqueability_macewindu01_dispel_ally_damaged Unavoidable
    For Self who is Alive or Dead
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags uniqueability_macewindu01_ally_damaged_handler
    Apply Effect Context: #6 uniqueability_macewindu01_revive_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Revive
    Apply Effect Context: #0 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #0 uniqueability_macewindu01_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Round Start
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Modify Stat Context: #1 uniqueability_macewindu01_healthup_self_u03 Unavoidable
    For Self who is Alive
    Modify stat Health by 25% (multiplicative)
    Effect is unresistable
    Descriptive max_health_increase
    Apply Effect Context: #2 uniqueability_macewindu01_ally_damaged_handler_u01 Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u01_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #4 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #5 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #6 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #3 uniqueability_macewindu01_taunt_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Persistent Effect Add Instancetaunt_buff
    Dispel Context: #0 generic_dispel_taunt_self Unavoidable
    For Self who is Alive
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Blackboard Query Context: #1 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #2 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #3 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the context #0 effect successfully execute
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #4 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #5 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #6 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Apply Effect Context: #7 uniqueability_macewindu01_EOR_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Effect expires on: Round End
    Child effects are applied on: Round End
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Apply Effect Context: #4 uniqueability_macewindu01_ally_summoned_handler_u01 Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Ally Summoned
    Query Count Context: #0 query_am_i_alive Unavoidable
    For Self who is Alive
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_ally_damaged_handler_u01_CE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u01_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #4 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #5 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #6 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #5 uniqueability_macewindu01_death_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Death, Fled
    Dispel Context: #0 uniqueability_macewindu01_dispel_ally_damaged Unavoidable
    For Self who is Alive or Dead
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags uniqueability_macewindu01_ally_damaged_handler
    Apply Effect Context: #6 uniqueability_macewindu01_revive_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Revive
    Apply Effect Context: #0 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #0 uniqueability_macewindu01_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Round Start
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Modify Stat Context: #1 uniqueability_macewindu01_healthup_self_u04 Unavoidable
    For Self who is Alive
    Modify stat Health by 30% (multiplicative)
    Effect is unresistable
    Descriptive max_health_increase
    Apply Effect Context: #2 uniqueability_macewindu01_ally_damaged_handler_u01 Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u01_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #4 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #5 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #6 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #3 uniqueability_macewindu01_taunt_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Persistent Effect Add Instancetaunt_buff
    Dispel Context: #0 generic_dispel_taunt_self Unavoidable
    For Self who is Alive
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Blackboard Query Context: #1 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #2 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #3 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the context #0 effect successfully execute
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #4 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #5 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #6 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Apply Effect Context: #7 uniqueability_macewindu01_EOR_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Effect expires on: Round End
    Child effects are applied on: Round End
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Apply Effect Context: #4 uniqueability_macewindu01_ally_summoned_handler_u01 Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Ally Summoned
    Query Count Context: #0 query_am_i_alive Unavoidable
    For Self who is Alive
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_ally_damaged_handler_u01_CE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u01_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #4 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #5 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #6 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #5 uniqueability_macewindu01_death_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Death, Fled
    Dispel Context: #0 uniqueability_macewindu01_dispel_ally_damaged Unavoidable
    For Self who is Alive or Dead
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags uniqueability_macewindu01_ally_damaged_handler
    Apply Effect Context: #6 uniqueability_macewindu01_revive_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Revive
    Apply Effect Context: #0 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #0 uniqueability_macewindu01_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Round Start
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Modify Stat Context: #1 uniqueability_macewindu01_healthup_self_u04 Unavoidable
    For Self who is Alive
    Modify stat Health by 30% (multiplicative)
    Effect is unresistable
    Descriptive max_health_increase
    Apply Effect Context: #2 uniqueability_macewindu01_ally_damaged_handler_u02 Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u02_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #4 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #5 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #6 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #7 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #8 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute or #5 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #3 uniqueability_macewindu01_taunt_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Persistent Effect Add Instancetaunt_buff
    Dispel Context: #0 generic_dispel_taunt_self Unavoidable
    For Self who is Alive
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Blackboard Query Context: #1 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #2 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #3 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the context #0 effect successfully execute
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #4 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #5 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #6 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Apply Effect Context: #7 uniqueability_macewindu01_EOR_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Effect expires on: Round End
    Child effects are applied on: Round End
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Apply Effect Context: #4 uniqueability_macewindu01_ally_summoned_handler_u02 Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Ally Summoned
    Query Count Context: #0 query_am_i_alive Unavoidable
    For Self who is Alive
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_ally_damaged_handler_u02_CE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u02_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #4 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #5 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #6 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #7 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #8 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute or #5 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #5 uniqueability_macewindu01_death_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Death, Fled
    Dispel Context: #0 uniqueability_macewindu01_dispel_ally_damaged Unavoidable
    For Self who is Alive or Dead
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags uniqueability_macewindu01_ally_damaged_handler
    Apply Effect Context: #6 uniqueability_macewindu01_revive_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Revive
    Apply Effect Context: #0 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #0 uniqueability_macewindu01_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Round Start
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Modify Stat Context: #1 uniqueability_macewindu01_healthup_self_u04 Unavoidable
    For Self who is Alive
    Modify stat Health by 30% (multiplicative)
    Effect is unresistable
    Descriptive max_health_increase
    Apply Effect Context: #2 uniqueability_macewindu01_ally_damaged_handler_u02 Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u02_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #4 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #5 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #6 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #7 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #8 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute or #5 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #3 uniqueability_macewindu01_taunt_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Persistent Effect Add Instancetaunt_buff
    Dispel Context: #0 generic_dispel_taunt_self Unavoidable
    For Self who is Alive
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Blackboard Query Context: #1 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #2 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #3 specialability_macewindu01_resilient_defense_buff_lessthan_8_query_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the context #0 effect successfully execute
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #4 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #5 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #6 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Apply Effect Context: #7 uniqueability_macewindu01_EOR_taunt_cleanup_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Effect expires on: Round End
    Child effects are applied on: Round End
    Query Count Context: #0 query_self_taunt Unavoidable
    For Self who is Alive
    Where an active effect does have tag taunt_buff
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_dispel_taunt_self_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags taunt_buff
    Apply Effect Context: #4 uniqueability_macewindu01_ally_summoned_handler_u02 Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Ally Summoned
    Query Count Context: #0 query_am_i_alive Unavoidable
    For Self who is Alive
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_ally_damaged_handler_u02_CE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_u02_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #2 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #3 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Blackboard Query Context: #4 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #5 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #6 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #7 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #8 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute or #3 effect successfully execute or #5 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #5 uniqueability_macewindu01_death_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Death, Fled
    Dispel Context: #0 uniqueability_macewindu01_dispel_ally_damaged Unavoidable
    For Self who is Alive or Dead
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags uniqueability_macewindu01_ally_damaged_handler
    Apply Effect Context: #6 uniqueability_macewindu01_revive_handler Unavoidable
    For All from Ally Side who are Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Revive
    Apply Effect Context: #0 uniqueability_macewindu01_ally_damaged_handler_BASE Unavoidable
    For All from Ally Side (excluding self) who are Alive
    Where an active effect doesn't have tag uniqueability_macewindu01_ally_damaged_handler
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_ally_damaged_handler
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_protection_self Unavoidable
    For Self who is Alive
    Where Shield %
    Puts the target(s) from this query into CONTEXT_VALUE
    Apply Effect Context: #1 uniqueability_macewindu01_end_of_round_handler_BASE_CE Unavoidable
    For All from Ally Side who are Alive and is selftag_macewindu
    Where an active effect doesn't have tags uniqueability_macewindu01_end_of_round_handler or uniqueability_macewindu01_marker
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Apply child effect(s) based on condition triggers
    Descriptive uniqueability_macewindu01_end_of_round_handler
    Effect expires on: Round End
    Child effects are applied on: Round End
    Blackboard Query Context: #0 uniqueability_macewindu01_resilient_defense_buff_lessthan_8_query Unavoidable
    For Self who is Alive
    Check target(s) blackboard generic_resilient_defense_buff value is less than 8
    Modify Stat Context: #1 generic_resilient_defense_buff_part1_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous effect successfully executed
    Gain Taunt
    Descriptive resilient_defense resilient_defense_buff_part1 countable_buff clearable_buff
    Effect expires on: Death, Encounter End
    Apply Effect Context: #2 generic_resilient_defense_buff_part2 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part2 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part2
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense, Add Persistent Effectgeneric_resilient_defense_buff_part3
    Query Count Context: #0 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Blackboard Modify Context: #1 generic_resilient_defense_blackboard_set Unavoidable
    For Self who is Alive or Dead
    Set value to 1 * CONTEXT_VALUE on blackboard generic_resilient_defense_buff
    Apply Effect Context: #3 generic_resilient_defense_buff_part3 Unavoidable
    For All from Both Sides who are Alive
    Where an active effect doesn't have tag generic_resilient_defense_buff_part3 , and does have tag resilient_defense
    Apply child effect(s) based on condition triggers
    Effect is unresistable
    Descriptive generic_resilient_defense_buff_part3
    Effect expires on: Remove Persistent Effectresilient_defense
    Child effects are applied on: Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage
    Query Count Context: #0 generic_query_whodunit_enemy_unithealthstateany Unavoidable
    For All from Enemy Side who are Alive or Dead
    This effect will FILTER target unit(s) that match the effect's targeting
    Puts the target(s) from this query into CONTEXT_VALUE
    Dispel Context: #1 generic_resilient_defense_buff_dispel_CE Unavoidable
    For Self who is Alive
    This effect will EXECUTE if the previous query returned CONTEXT_VALUE > 0
    Dispels effects from the target(s) with corresponding effected tags
    Effected Tags resilient_defense
    Immunity Context: #4 uniqueability_macewindu01_marker_CE Unavoidable
    For All from Ally Side who are Alive or Dead and is selftag_macewindu
    This effect will EXECUTE if the context #1 effect successfully execute
    Applies an Immunity effect to the target(s)
    Descriptive uniqueability_macewindu01_marker
    Effected Tags derp
    Effect expires on: Turn Start
    Apply Effect Context: #7 uniqueability_macewindu01_counterattack_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effectis applied on: Add Persistent Effectresilient_defense
    Modify Stat Context: #0 uniqueability_macewindu01_counter_attack_100pct Unavoidable
    For Self who is Alive
    Modify stat Counter Attack by 100% (additive)
    Effect expires on: Remove Persistent Effectresilient_defense
    Apply Effect Context: #8 uniqueability_macewindu01_offense_handler Unavoidable
    For Self who is Alive
    Apply child effect(s) based on condition triggers
    Child effects are applied on: Persistent Effect Add Instanceresilient_defense, Persistent Effect Remove Instanceresilient_defense
    Dispel Context: #0 uniqueability_macewindu01_dispel_offense Unavoidable
    For Self who is Alive or Dead
    Dispels effects from the target(s) with corresponding effected tags
    Effect is unresistable
    Effected Tags uniqueability_macewindu01_attack_buff
    Query Count Context: #1 generic_resilient_defense_buff_count Unavoidable
    For Self who is Alive or Dead
    Puts the target(s) from this query into CONTEXT_VALUE
    Effected Tags resilient_defense
    Modify Stat Context: #2 uniqueability_macewindu01_attack_buff Unavoidable
    For Self who is Alive
    Modify stat Physical Damage by 10% * CONTEXT_VALUE (additive)
    Descriptive uniqueability_macewindu01_attack_buff
    Effect expires on: Remove Persistent Effectresilient_defense, Death, Encounter End
    Modify Stat Context: #3 uniqueability_macewindu01_abilitypower_buff Unavoidable
    For Self who is Alive
    Modify stat Special Damage by 10% * CONTEXT_VALUE (additive)
    Descriptive uniqueability_macewindu01_attack_buff
    Effect expires on: Remove Persistent Effectresilient_defense, Death, Encounter End
 
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