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Plasma

Plasma describes highly energized ionized matter and the intense radiant conditions associated with it.

Favorable in sanctioned battle Solar about +15% damage → A damaging Plasma technique receives the favorable matchup once when the target carries the listed Current.
Resisted in sanctioned battle Crystal about −15% damage → A damaging Plasma technique receives the resisted matchup once when the target carries the listed Current.
Native technique about +5% damage If a creature naturally carries Plasma, its damaging Plasma techniques receive a separate native-attunement benefit.
Plain example

If a hit would otherwise deal 100 damage, a favorable matchup makes it roughly 115 and a resisted matchup makes it roughly 85. Attack, Defense, guarding, conditions, critical hits, and battle variance still affect the final number.

Collegium note

Observed beyond sanctioned battle

Plasma describes highly energized ionized matter and the intense radiant conditions associated with it.