private void addEasySkill(int index)
    {
        System.Random rand = new System.Random(getRandomSeedByFloor());
        Func <bool> wtu    = () => true;
        Func <ORB_VALUE, OrbSpawnRate> newSpawnRates;

        switch (index)
        {
        case 0:
            int numShuffles = rand.Next(1, 3);
            wtu = () => GameController.Instance.isTurnMod(numShuffles, RNG.Next(numShuffles));
            skillList.Add(EnemyBoardSkill.ShuffleSkill(wtu, numShuffles * 5, 0.075f, skillTrans));
            break;

        case 1:
            EnemyBoardSkill clearOneLine = null;
            clearOneLine = EnemyBoardSkill.MarkOrderSkill(wtu, () => getOneLine(clearOneLine), 0.1f, skillTrans);
            clearOneLine.addRmvSkill(0);
            skillList.Add(clearOneLine);
            break;

        case 2:
            bool healSelfOnly = RNG.Next(2) == 0;
            int percentHeal   = rand.Next(1, 6);
            wtu = () => GameController.Instance.isTurnMod(percentHeal, RNG.Next(percentHeal));
            Func <GameObject> getTarget = () => healSelfOnly ? gameObject : GameController.Instance.getCurrEnemies()[RNG.Next(GameController.Instance.getCurrEnemies().Count)].gameObject;
            Func <int> getDmg           = () => getTarget().GetComponent <Enemy>().getState().maxHealth *percentHeal / 10;
            skillList.Add(EnemyAttack.Create(wtu, true, getTarget, getDmg, skillTrans));
            break;

        case 3:
            EnemyBoardSkill setOneLineEmpty = null;
            setOneLineEmpty = EnemyBoardSkill.MarkOrderSkill(wtu, () => getOneLine(setOneLineEmpty), 0.1f, skillTrans, 1);
            setOneLineEmpty.addSetSkill(0.1f, (Orb o) => ORB_VALUE.EMPTY);
            skillList.Add(setOneLineEmpty);
            break;

        case 4:
            wtu = () => GameController.Instance.isTurnMod(3, RNG.Next(3));
            EnemyBoardSkill clearFourLines = null;
            clearFourLines = EnemyBoardSkill.MarkOrderSkill(wtu, () => getFourLines(clearFourLines), 0.1f, skillTrans, 1);
            clearFourLines.addRmvSkill(0);
            skillList.Add(clearFourLines);
            break;

        case 5:
            wtu = () => GameController.Instance.isTurnMod(3, RNG.Next(3));
            EnemyBoardSkill clearAllHeals = EnemyBoardSkill.MarkIfSkill(wtu, (Orb o) => o.getOrbValue() == ORB_VALUE.ZERO, 0.1f, skillTrans, 1);
            clearAllHeals.addRmvSkill(0);
            skillList.Add(clearAllHeals);
            break;

        case 6:
            newSpawnRates = (ORB_VALUE orbVal) => orbVal == ORB_VALUE.NULLIFY ? OrbSpawnRate.DECREASED : Board.getDefaultOrbSpawnRates()[(int)orbVal];
            skillList.Add(EnemyOrbSkill.Create(wtu, newSpawnRates, -1, skillTrans));
            break;

        case 7:
            newSpawnRates = (ORB_VALUE orbVal) => orbVal == (ORB_VALUE)rand.Next(1, 10) ? OrbSpawnRate.MAX : Board.getDefaultOrbSpawnRates()[(int)orbVal];
            wtu           = () => GameController.Instance.isTurnMod(3, RNG.Next(3));
            skillList.Add(EnemyOrbSkill.Create(wtu, newSpawnRates, 1, skillTrans));
            break;

        case 8:
            EnemyBuffs hpBuff       = (EnemyBuffs)(rand.Next(3) + 1);
            Func <Enemy> getTarget2 = () => GameController.Instance.getCurrEnemies()[RNG.Next(GameController.Instance.getCurrEnemies().Count)];
            skillList.Add(EnemyHPBuff.Create(() => GameController.Instance.isTurnMod(2, RNG.Next(2)), hpBuff, getTarget2, 1, skillTrans));
            break;

        case 9:
            EnemyBoardSkill decOneLine = null;
            decOneLine = EnemyBoardSkill.MarkOrderSkill(wtu, () => getOneLine(decOneLine), 0.1f, skillTrans);
            decOneLine.addIncSkill(0.1f, (Orb o) => - 1);
            skillList.Add(decOneLine);
            break;
        }
    }