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Team: Mobility Junction: Equips to the allied target in a form that improves agility, such as shoes or a vehicle. The Mobility Junctioned SP grants as many passive Movements per turn to the wearer as the SP has actions, or as many passive Dodges per turn to the wearer as half of the number of the SP's actions (rounded down, minimum 1). If the SP has Flight: Planeswalking, Flight: Fly, Swim, and/or Tunnel as abilities, they are granted to the wearer while the SP is in Mobility Junction. A Mobility Junctioned SP does not count as a separate target from the wearer.
Team: Armor Junction: Equips to the allied target in a form that improves defense, such as armor, shield, or barrier. The Armor Junctioned SP provides an HP defense to the wearer as the chosen defense type with an HP value equal to the SP's HP. If the SP has Brace or Second Chance as abilities, they are usable by the SP while it is in Armor Junction. When the defense's HP is reduced to 0 and the SP has no other active Junctions, the SP is forcibly unjunctioned from the wearer with its original HP amount, stunned for one action, and becomes unable to use Armor Junction for the rest of the battle. An Armored Junctioned SP is a separate target from the wearer.
Team: Weapon Junction: Equips to the allied target in a form that improves offense, such as a blade or a gun. The Weapon Junctioned SP provides one instance of passive Strengthen to the wearer for every 3 actions of the SP's (rounded down, minimum 1) per turn equal to the SP's attack power. If the SP has Chip Preset as an ability, the wearer can use that Battlechip as a free action. If the SP has an Element Strike and/or an Effect Strike ability, the wearer can apply them to his or her buster/regular attack. A Weapon Junctioned SP does not count as a separate target from the wearer.
Also, some general rules about Junctions that you should be aware of:
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Policy Notes/Changes:
--A Junctioned SP is stripped of its abilities unless otherwise stated. Junctioned SPs do not have actions, and instead contribute their abilities to the wearer through the methods stated in the individual Junctions.
--Junctioning does not limit the SP's access to its sigs. The wearer has access to all of the Junctioned SP's sigs.
--The wearer can not have more than 1 of each type of Junction equipped at any one time. The same SP can have multiple Junctions active at once.
--SPs can Junction onto other SPs, but the SP wearer can not itself Junction.
--If an Armor Junctioned SP is overwritten by the same type of defense or if a Weapon Junction SP is overwritten by another weapon in the same hand, then the SP is forcibly Unjunctioned and is stunned for its next action.
If you currently have Junctions on your SP and the changes have messed with your build, you can refund all of your abilities for the appropriate number of Bugfrags and rebuy abilities. This should only affect 4 people at maximum, so don't get too excited.
As a final note, I'm pinning this topic. After 20 announcements in this thing, I think it deserves it.