Snowbreak: Containment Zone Operative Skills

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161 operative skills

NameOperativeSkill typeTagsEffect
Spokes of the WheelAcaciaStandard SkillDamageCharges: 3 Acacia throws a dagger at the target, dealing Chaos DMG. After hit, the dagger bounces toward other surrounding targets or back toward the original target. DMG of the dagger dealt decreases by 10% each time it hits, with a minimum of 30% DMG. Each hit also recovers a small amount of U-Energy. Dagger Bounce DMG: a portion of ATK Hits per Target: 3 Total Hits: 6
Moonlit SkyAcaciaUltimate SkillControlAcacia creates a Nightmare Zone domain around herself: All enemies and projectiles inside the zone will be Slowed. The cooldown for Moonlit Sky starts when Nightmare Zone disappears. Duration of Nightmare Zone
Out of the FlowAcaciaSupport SkillControlAcacia throws a small dagger, dealing Chaos DMG and slowing the target for 5 sec. Small Dagger DMG: a portion of ATK
HoverAcacia - KaguyaStandard SkillDamageAcacia throws a Jyougen Moon Dart that flies around her. Deals Frost DMG to enemies upon each hit and applies the Winter Moon effect, decreasing enemy Movement SPD. Max stacks. Jyougen Moon Dart Hit DMG: a portion of Acacia's ATK Jyougen Moon Dart Duration: Winter Moon Duration
Lunar EclipseAcacia - KaguyaUltimate SkillDamageAcacia throws a large Crescent Moon Wheel to create a Lunar Eclipse Storm in the target area, dealing Frost DMG every 0.5 sec to enemies in the area and decreasing their Movement SPD by 10%. Lunar Eclipse Storm DMG per Instance: a portion of Acacia's ATK Lunar Eclipse Storm Duration
Moon HaloAcacia - KaguyaSupport SkillVulnerabilityAcacia throws a Kagen Moon Dart forward that flies around the target spot, dealing Frost DMG to enemies and applying the Moon Tide effect, which decreases their All-Type Resistance. Kagen Moon Dart Hit DMG: a portion of Acacia's ATK
Moonphase RhythmAcacia - Chrono EchoStandard SkillDamageWhen Acacia is in her Default State: Passive: Acacia initially uses her Orbital Moonedges in Dispersed Form. When Acacia hits a target with her shot, the target and nearby enemies are each struck by 1 flying sword, each dealing Kinetic DMG equal to the Ballistic DMG of that shot. For each target hit, Acacia gains Phase Energy. Tap Standard Skill to switch Orbital Moonedges to Converged Form. When a shot hits a target, it triggers Echo Edge once, launching tracking flying swords at the target, dealing Kinetic DMG. Echo Edge can be triggered every 0.5 sec. When the tracking flying sword hits a target, Acacia gains Phase Energy. In Default State, Acacia can gain Phase Energy. When Acacia is her Awakened State: Her Standard Skill is replaced with Crescent Scythe. Tap to slash forward, dealing Kinetic DMG to targets in front. Hitting a target grants Acacia Phase Energy. If Crescent Scythe hits a target with a full stack of Time Scar, the Final DMG to that target is increased. After the hit, all Time Scar stacks are removed from the targets, Acacia additionally gains Phase Energy and gains 3 stacks of Radiant Tide. When Radiant Tide reaches 6 stacks, hold Standard Skill to consume all Radiant Tide stacks and unleash The Slash Beyond Time, dealing Kinetic DMG to enemies in the target area. Landing the slash grants Phase Energy. When in her Awakened State, Acacia has increased Anti-Interruption Ability while using her Standard Skill. Echo Edge DMG: a portion of Acacia's ATK. Crescent Scythe DMG: a portion of Acacia's ATK Crescent Scythe Final DMG Increase Against Max Time Scar Targets: The Slash Beyond Time DMG: a portion of Acacia's ATK
Full Moon's PromiseAcacia - Chrono EchoUltimate SkillEnhanceWhen Acacia is in her Default State: When Phase Energy is at least, using Ultimate Skill consumes all Phase Energy, transforms Acacia into her Awakened State, and replenishes a portion of her ammo. When Acacia is in her Awakened State: Acacia's normal shots are replaced with the skill Timeflow Blade, her Standard Skill is replaced with Crescent Scythe, and her Ultimate Skill is replaced with Time Rend: Eternal Scar. Additionally, the maximum amount of Phase Energy she can gain is increased. Tap Fire to unleash Timeflow Blade: A flying sword is created on Acacia's left side to attack the target, dealing Kinetic DMG once. Upon hit, grants Phase Energy and applies 1 stack of Time Scar to the target. When the third hit of Timeflow Blade hits the target, it additionally triggers Timesnare Blade, dealing Kinetic DMG once. When Acacia has at least Phase Energy, she can use her Ultimate Skill, Time Rend: Eternal Scar. Tap Ultimate Skill to consume all Phase Energy, dealing massive Kinetic DMG to a designated target, then dealing Kinetic DMG proportional to that DMG to nearby targets. After the skill is released, Acacia returns to her Default State and all Time Scars on the field are removed. Timeflow Blade DMG (Hits 1 - 2): a portion of Acacia's ATK Timeflow Blade DMG (Hit 3): a portion of Acacia's ATK Timesnare Blade DMG: a portion of Acacia's ATK Time Rend: Eternal Scar DMG per Phase Energy Consumed: a portion of Acacia's ATK
Moonquake StarfallAcacia - Chrono EchoSupport SkillDamageAcacia calls down a Starshard Rain upon the target location. Starshard Rain can slowly move forward, dealing multiple instances of AoE Kinetic DMG to the area during its effect. Starshard Rain DMG per Instance: a portion of Acacia's ATK
Raven's CommandLyfeStandard SkillDamageLyfe deploys 2 Raven combat drones to join the initial Raven's formation and continuously launch missiles, dealing Electrical DMG to the target. This counts as Auxiliary Unit DMG and is not affected by Lyfe's attributes. Each time a missile hits a part that was already hit, DMG dealt decreases by 50%. Up to 3 Ravens are allowed to be deployed on the field at once. Ravens continue to fire upon the target, dealing Electrical DMG, and cannot be attacked. Passive: When Lyfe is on the field, a Raven will be deployed by default to assist in combat. The Raven will not leave while Lyfe is on the field. Raven's ATK: 100% of Lyfe's ATK Raven's Missile DMG: a portion of Raven's ATK Raven's Ballistic DMG: a portion of Raven's ATK Duration of Ravens Deployed by Skill
From a Windy TreeLyfeUltimate SkillDamageLyfe tosses Gungnir at the target location, dealing Electrical DMG and knocking the affected target up into the air. Then Lyfe creates a Realm of Nine Nights for 4 sec: Thunders of Judgment continuously strike the area, dealing Electrical DMG and knocking targets into the air. The cooldown for From a Windy Tree starts when Realm of Nine Nights disappears. Gungnir DMG: a portion of Lyfe's ATK Thunder of Judgment DMG: a portion of Lyfe's ATK
GungnirLyfeSupport SkillControlLyfe summons a Thunder of Judgment centered on one target, dealing AoE Electrical DMG and Paralyzing all targets hit for 4 sec. Thunder of Judgment DMG: a portion of Lyfe's ATK
Frost WolvesLyfe - Wild HuntStandard SkillDamageLyfe activates special equipment Direwolf Sentinels, consuming Breath of Snow to launch a stream of Frost Fangs. Frost Fangs will trigger blasts when hitting an enemy or the ground, dealing AoE Frost DMG. Once a Frost Fang is fired, it will not be interrupted. Firing a Frost Fang consumes 25 Breath of Snow. When Frost Fang firing ceases, recovers 30 Breath of Snow per sec. Only recovers when Lyfe is on the field. Cooldown starts when Frost Wolves ends. Frost Fang firing can be manually stopped. Direwolf Sentinels is not an Auxiliary Unit and is not affected by Auxiliary Unit bonuses. Blast DMG of Frost Fang: a portion of ATK Max Breath of Snow: 300
Eternal Blizzard, Eternal HuntLyfe - Wild HuntUltimate SkillControlLyfe removes the limitations on Direwolf Sentinels and launches a blitz attack on the area in front of her, dealing Frost DMG and Freezing targets in the area for 4 sec. Blitz Attack DMG: a portion of ATK
Wolf's FangLyfe - Wild HuntSupport SkillControlLyfe quickly attacks targets in the area in front of her, dealing Frost DMG and Freezing targets for 4 sec while also applying the Frostbite effect, which deals Frost DMG every 0.5 sec for 5 sec (DMG dealt is not affected by Weakspots or Fortified Parts). Quick Attack DMG: a portion of ATK Frostbite DMG: a portion of ATK
Unbound FrostflashLyfe - Infinite SightStandard SkillDamageLyfe dashes quickly, dealing instance(s) of Kinetic DMG to each nearby target and marking them with Instant Insight marks. Targets with multiple parts are marked with an additional 1 Instant Insight mark per part, up to 3 marks per target. Instant Insight: Each time Lyfe's Dodge Shot hits a target with this mark, additionally fires an Insight Ray at each mark on the target, dealing Kinetic DMG. When a target has more than 1 mark, decreases the Final DMG of the additional Insight Rays. Passive: Lyfe moves and dodges faster. Each shot hit on a target gives her Dodge-Shot Charge, plus an extra Dodge-Shot Charge if the target has an Instant Insight mark. Lyfe can dodge to consume Dodge-Shot Charge and perform a Dodge Shot, during which her Anti-Interruption Ability increases and her Final DMG taken decreases, but she is not Invulnerable. For each 1% of CRIT Rate, Dodge Shot Ballistic DMG increases. For each 1% increase in Rate of Fire, Dodge Shot Ballistic DMG increases. Instant Insight Mark Duration: Quick Dash DMG: a portion of Lyfe's ATK Insight Ray DMG: a portion of Lyfe's ATK
Devourer of DivinityLyfe - Infinite SightUltimate SkillDamageContinuous Release Lyfe enters Ultimate Awareness state, dealing 1 instance of Kinetic DMG each to the nearest targets within range. In this state, her Anti-Interruption Ability increases and her Final DMG taken decreases, but she can only move while in this state. When a target is more than meters away from Lyfe, the DMG dealt by her Ultimate Skill gradually decreases as the distance increases, to a minimum. Using Ultimate Skill again will end Ultimate Awareness state early. Devourer of Divinity cooldown begins after this state ends. Passive: When using Ultimate Skill after marking a target with an Instant Insight mark, decreases U-Energy consumed for each marked target, up to a max decrease. This passive effect calculation resets each time Lyfe uses Standard Skill. This Ultimate Skill's animation can be disabled. Devourer of Divinity DMG per Instance: a portion of Lyfe's ATK
Chilling SurgeLyfe - Infinite SightSupport SkillDamageLyfe fires a Revelation Ray in front of her, dealing Kinetic DMG to hit targets. Revelation Ray DMG: a portion of Lyfe's ATK
VrishavahanaNitaStandard SkillDamageContinuous Release Nita whirls around and attacks, dealing Kinetic DMG to surrounding targets 5 times and pulling targets toward her. Each Whirling DMG: a portion of ATK
SamsaraNitaUltimate SkillDamageNita unleashes an energy attack, dealing AoE Kinetic DMG to surrounding targets. Targets inside the inner circle of the attack take extra Kinetic DMG once and are knocked into the air. AoE DMG: a portion of ATK Inner Circle Extra DMG: a portion of ATK
RudraNitaSupport SkillDash, InterruptNita dashes toward the target, dealing Kinetic DMG to targets along her path and repelling them backward. This also interrupts the target's special skill. Dash Attack DMG: a portion of ATK
Cadence of DoomNita - PulseStandard SkillDamageNita leaps forward and attacks, pulling in nearby targets and dealing Thermal DMG, then enters Bhairava state. In Bhairava state, Nita cannot shoot, but using Standard Skill again in a combo performs a Pyro Punch, dealing Thermal DMG, restoring some U-Energy, and gaining Cinder Chimes. Max limit of Cinder Chimes is. The amount of DMG dealt and Cinder Chimes gained depends on the timing of the combo. Cinder Chimes gained: on perfect timing and on poor timing. The DMG multiplier of the first five Standard Skill attacks in a combo are x, x, x, x, and x. In Bhairava state, after using five consecutive Standard Skill attacks in a combo, the sixth is enhanced to a Searing Smash, dealing Thermal DMG and restoring U-Energy, after which Nita exits the state. In Bhairava state, if Nita exceeds the max limit of Cinder Chimes, she becomes Overheated, causing her to lose a portion of Max HP and exit the state. Bhairava state is not canceled by dodging, with Nita instead performing a dodge tackle that deals Thermal DMG. During the dodge, using Standard Skill again in a combo performs a Pyro Punch. In Bhairava state, Nita will exit the state if she doesn't use Standard Skill or dodge before the timing meter ends. Initial Leaping Attack DMG: a portion of Nita's Max HP Dodge Tackle DMG: a portion of Nita's Max HP Pyro Punch DMG (Poor Timing): a portion of Nita's Max HP Pyro Punch DMG (Perfect Timing): a portion of Nita's Max HP Searing Smash DMG: a portion of Nita's Max HP
Rhythm RebornNita - PulseUltimate SkillDamageNita consumes a portion of her current HP to unleash Fiery Heartbeat, dealing Thermal DMG based on the amount of HP consumed. Fiery Heartbeat DMG: a portion of HP Consumed
Reignited FuryNita - PulseSupport SkillSpecialNita gets into a block stance, dealing Thermal DMG. If she successfully blocks a target's attack, also counters with an Explosive Kick, dealing Thermal DMG in a large area. Block Stance DMG: a portion of Nita's Max HP Explosive Kick DMG: a portion of Nita's Max HP
In a Stalk of FennelFritiaStandard SkillInterruptFritia creates a Fire Pillar at the target's feet, dealing AoE Thermal DMG to targets and knocking them into the air. This also interrupts the target's special skill. Fire Pillar AoE DMG: a portion of ATK
TransgressionFritiaUltimate SkillDamageFritia unleashes Furious Punishment in front for 12 sec, dealing 1 instance of Thermal DMG each sec to hit targets. Furious Punishment continues to create Seeker Flames, dealing Thermal DMG to hit targets. Each enemy part can only be hit up to 1 time every 2 sec. If there is only 1 enemy target, Furious Punishment can lock onto up to 3 parts. When Furious Punishment disappears, a blast is triggered, dealing AoE Thermal DMG. The cooldown for Transgression starts when Furious Punishment disappears. Furious Punishment DMG per Sec: a portion of ATK Seeker Flames DMG: a portion of ATK Furious Punishment Blast DMG: a portion of ATK
PyrphorosFritiaSupport SkillEnhance, ControlFritia knocks surrounding enemies up into the air, dealing Thermal DMG, and provides an elemental aptitude to the deployed operative's shots based on Fritia's ATK: Shots will deal additional Thermal DMG. Knock Up DMG: a portion of ATK Elemental Aptitude DMG: a portion of ATK
Strongest ChainFritia - HushStandard SkillControl, InterruptFritia uses 1 Silence Chain to bind the target. After hitting the target, chains are unleashed from the target's location to 4 surrounding enemies, dragging them toward the original target. Then, a blast is triggered in the original target's location, dealing Thermal DMG and preventing targets from using special skills. Silence Chain Blast DMG: a portion of ATK
Until Pain's EndFritia - HushUltimate SkillDamageContinuous Release Fritia unleashes Lasting Flame at the target, during which time Fritia cannot move but gains a shield proportional to her Max HP. She can slowly adjust the attack direction, dealing Thermal DMG every 0.1 sec to hit targets. When Lasting Flame is continuously unleashed, final DMG increases every 0.1 sec. The cooldown for Until Pain's End starts when Lasting Flame finishes. This Ultimate Skill's animation can be disabled. Lasting Flame Duration: Lasting Flame DMG per Hit: a portion of ATK
Hephaestus' RespectFritia - HushSupport SkillDMG ReductionFritia applies 5 stacks of Fire God Protection to deployed operative. Max 5 stacks of Fire God Protection. When hit, operative loses 1 stack of Fire God Protection and Reversed Flame is triggered: DMG taken for this hit is reduced and surrounding targets are Burned, dealing Thermal DMG every 0.5 sec (DMG dealt is not affected by Weakspots or Fortified Parts). Reversed Flame Burning DMG: a portion of ATK Reversed Flame Burning Duration
Bounding SunFritia - TurboStandard SkillDamagePassive: When Fritia dodges, enters Celestial Turbo sprinting state. Reloading does not affect this state (but falling will interrupt it). While in Celestial Turbo state, gains Supercharge. Dodging again while in this state will refresh its duration. Leaving the field clears all Supercharge. For increase or decrease in Stamina Recovery, Supercharge acquisition rate increases or decreases, respectively. When Supercharge is or greater, Fritia can use her Standard Skill to enter Supershot Stance. She cannot move while in this stance, but Final DMG taken decreases and Hipfire Shots have an aim-assist tracking frame that enables the shots to automatically lock onto the target part closest to the crosshair in the frame (weakspots will be prioritized, if any). While in Supershot Stance, if Fritia uses Standard Skill again, dodges, reloads, or Supercharge is less than, she will exit Supershot Stance. While in Supershot Stance, Fritia's shots consume Supercharge, Rate of Fire is increased, base CRIT DMG is fixed at, and weapon Compatibility is specially fixed. After exiting Supershot Stance, Bounding Sun cooldown starts. Supercharge Limit: Supershot Stance Weapon Compatibility
Cascade of LightFritia - TurboUltimate SkillDamageWhen Supercharge is or greater, Fritia can use Ultimate Skill: Consumes all Supercharge to fire 1 God-Bane Pulse in front, dealing Chaos DMG. For every 1 Supercharge consumed above, increases Final DMG of God-Bane Pulse. This Ultimate Skill's animation does not play from the second time onward in a single battle, and its first time can also be disabled. God-Bane Pulse DMG When Consuming Supercharge: a portion of Fritia's ATK
Heart's CindersFritia - TurboSupport SkillDash, DamageContinuous Release Fritia quickly runs toward the target. Once within a certain distance from the target or after, unleashes 1 Divine Crash, dealing Chaos DMG to all targets in range and leaping backward. Divine Crash DMG: a portion of Fritia's ATK
Ionic DeconstructionFritia - SparkdriveStandard SkillDamageTap the Standard Skill button to toss Anion Dice: Fritia tosses 2 small energy cubes in front, dealing Electrical DMG to a single target. Tap the Ultimate Skill button to create a Cation Array: Fritia summons a small electromagnetic trap in front, dealing multiple instances of Electrical DMG to up to 3 targets in the area. After Fritia performs Standard Skill twice in a row, she will be able to perform 1 Ionic Impact attack by pressing the Fire button at a certain time: After using Anion Dice twice, press the Fire button to unleash an Anion Pulse and gain a Negative Spark. After using Cation Array twice, press the Fire button to unleash a Cation Storm and gain a Positive Spark. After using Anion Pulse and Cation Array once each, press the Fire button to unleash a Photon Beam and gain a Neutral Spark. Ionic Impact attack effects: Anion Pulse: Launches a large energy sphere in front that lasts for 3 sec, dealing 1 instance of Electrical DMG to up to 5 targets in range every 0.15 sec. It explodes upon disappearing, dealing 1 instance of Electrical DMG to up to 5 targets in range. Cation Storm: Creates a Cation Storm in front that lasts for 2 sec, dealing 1 instance of Electrical DMG to up to 5 targets in range every 0.25 sec. Photon Beam: Fires a piercing light beam in front, penetrating up to 2 targets and dealing 1 instance of Electrical DMG to them. Each Ionic Impact attack counts as Standard Skill use, and its DMG is counted as Standard Skill DMG. Anion Dice DMG: a portion of Fritia's ATK Cation Array DMG: a portion of Fritia's ATK Anion Pulse DMG: a portion of Fritia's ATK Anion Pulse Blast DMG: a portion of Fritia's ATK Cation Storm DMG: a portion of Fritia's ATK Photon Beam DMG: a portion of Fritia's ATK
Pressurized LightningFritia - SparkdriveSupport SkillDamageFritia sets up a Thermoelectric Field that lasts for 8 sec, intermittently triggering Lightning Strikes and Fire Strikes at random locations within the field. Each Lightning Strike deals AoE Electrical DMG to up to 3 targets, while each Fire Strike deals AoE Thermal DMG to up to 3 targets. Lightning Strike DMG: a portion of Fritia's ATK Fire Strike DMG: a portion of Fritia's ATK
SmokescreenMarianStandard SkillEnhanceMarian enters Stealth state and increases Movement SPD while deploying a Dark Crow Phantom at her location to taunt nearby enemies. The Dark Crow Phantom will explode when it disappears, dealing AoE Chaos DMG. When Marian shoots, uses a Skill, or when the Dark Crow Phantom disappears, Marian will exit Stealth state. The cooldown for Smokescreen starts when the Dark Crow Phantom disappears. Passive: While scoping, Marian enters Focus state, boosting any Ballistic DMG she inflicts. Dark Crow Phantom's Max HP: 100% of Marian's Max HP Dark Crow Phantom's ATK: 100% of Marian's ATK Dark Crow Phantom Blast DMG: a portion of Dark Crow Phantom's ATK Focus State Ballistic DMG Boost
All's FairMarianUltimate SkillDamageHold Marian's Ultimate Skill to snipe and lock onto the target's weakspot. After a brief delay, deals a huge amount of Chaos DMG to the locked target's weakspot. All's Fair can deal CRIT or hit Weakspot, and deals double DMG to shields. All's Fair DMG: a portion of Marian's ATK
Gáe BulgMarianSupport SkillDamageMarian launches a powerful shot, dealing Chaos DMG to the target. Final DMG is increased if the target is not shielded. Gáe Bulg Ballistic DMG: a portion of ATK
Cloud ShotMarian - SwiftStandard SkillDamageCharges: Marian consumes 1 bullet to perform a quick shot, dealing Kinetic DMG and resetting shot cooldown. Cannot be used when the magazine is empty. When Cloud Shot hits, it will mark the target with Falling Feather and the next Hipfire Shot will automatically lock onto the target and clear the mark after hit. Cloud Shot can deal CRIT or hit Weakspot, and deals double DMG to shields. Passive: ADS Shot marks the target with Fractured Feather, and the next Cloud Shot will automatically consume the Fractured Feather and lock onto the target. Cloud Shot DMG: a portion of ATK
Wounded BirdMarian - SwiftUltimate SkillInterruptMarian launches a powerful shot, dealing Kinetic DMG to all targets in its path and knocking them up into the air. This also interrupts the targets' special skills. Wounded Bird Ballistic DMG: a portion of ATK
DivebombMarian - SwiftSupport SkillInterruptMarian vaults backward while firing 1 empowered shot at the target, dealing Kinetic DMG and knocking back all targets in the path. This also interrupts the targets' special skills. Divebomb Ballistic DMG: a portion of ATK
Seahunt PredatorMarian - RiptideStandard SkillAmmunition, DamageMarian provides herself with a Kraken Magazine containing Kraken Shell(s) at default. Kraken Shell shots deal Chaos DMG. Using Seahunt Predator again will remove Kraken Magazine early and start its cooldown. Kraken Magazine: Increases Rate of Fire. Shooting consumes Kraken Shells before using other bullets in her magazine. Kraken Magazine shooting is considered Standard Skill DMG. Kraken Magazine cannot be replenished by any other means, and it cannot stack with other special clip effects. Kraken Magazine Shot DMG: a portion of Marian's ATK
Eruption From DeepMarian - RiptideUltimate SkillDamageMarian throws a Seaburst Canister, creating 3 explosions of increasing AoE that deal Chaos DMG to targets in range. Passive: Marian provides all operatives with Radiant Wave: Skill DMG ignores some of the target's All-Type Resistance. Seaburst Canister Explosion DMG: a portion of Marian's ATK Radiant Wave All-Type Resistance Ignored
Siren's MelodyMarian - RiptideSupport SkillEnhanceAmbush Support: After Marian uses her Support Skill, she remains on the field. Passive: When Marian is off the field in combat, she gains Tidesong and also gains some Tidesong when other operatives use their Standard Skill, up to once. Every Tidesong converts to 1 Tidesong Shell, shells. Tidesong limit is. Marian cannot gain any more Tidesong when she is at max Tidesong Shells or has Kraken Magazine. After using Siren's Melody, Marian immediately deploys onto the field, converting all Tidesong Shells to an equal number of additional Kraken Shells and equipping her Kraken Magazine. Tidesong Gained From Other Operatives' Standard Skill
Razor PlumageMarian - AquilaStandard SkillDamageWhen Marian enters combat, she automatically deploys her tactical device, the Fang Beacon. While Fang Beacon is present on the field, each time Marian's shot hits it or deals DMG to enemies near it, Fang Beacon gains charge of Fangfire Energy (Ricochet shots can also generate Fangfire Energy). When there are Fangfire Energy charges, Marian's next shot that hits will trigger an additional attack through the beacon based on what that shot hits, and Marian gains Raptor Energy. If her shot hits an enemy, deals single-target Kinetic DMG once to that target. If her shot hits the beacon, deals AoE Kinetic DMG once to enemies around the beacon. When Marian has Raptor Energy, her next shot deals DMG through the beacon with enhanced effects at the cost of Raptor Energy: If her shot hits an enemy, deals single-target Kinetic DMG 6 times to that target. If her shot hits the beacon, deals AoE Kinetic DMG 3 times to enemies around the beacon. When Marian consumes Raptor Energy to deal DMG through the beacon, she applies Rending Wound to the target:, the target takes Kinetic DMG proportional to Marian's ATK. Rending Wound is treated as a type of Gashed effect, and its DMG counts as Standard Skill DMG. Tap Standard Skill to move the Fang Beacon, hold Standard Skill to have it follow a target. If the beacon moves beyond a certain distance from Marian, it will automatically return toward her. Single-Target DMG Dealt Through Fang Beacon: a portion of Marian's ATK AoE DMG Dealt Through Fang Beacon: a portion of Marian's ATK Single-Target DMG Dealt Through Fang Beacon (Consuming Raptor Energy): a portion of Marian's ATK AoE DMG Dealt Through Fang Beacon (Consuming Raptor Energy): a portion of Marian's ATK
Final DirectiveMarian - AquilaUltimate SkillDamageAs head of the Andreotti family, Marian summons the cannon, Gift of Oblivion, to blast the area in front of her, causing an explosion that deals Kinetic DMG to targets. After the explosion, Cleansing Flames are formed, dealing instances of Kinetic DMG to the targets. Gift of Oblivion Explosion DMG: a portion of Marian's ATK Cleansing Flames DMG per Instance: a portion of Marian's ATK
Airborne ArsenalMarian - AquilaSupport SkillDamage, EnhanceContinuous Release Marian leaps into the air, entering Sky Hunt state and instantly gaining Raptor's Sight. While in Sky Hunt state, Marian gains Raptor's Sight. When an operative on the field deals DMG while Marian has Raptor's Sight, she consumes all Raptor's Sight to unleash a follow-up attack on the target: Fires the Sky Cannons at the target, dealing single-target Kinetic DMG. Then, she fires Firerain Bombs/Thunderbreak Beam/Cloudburst Barrage around the target, dealing 4/5/8 instances of Kinetic DMG to targets (Thunderbreak Beam/Cloudburst Barrage DMG is respectively times the DMG of Firerain Bombs; Final DMG to the target hit by Sky Cannons is increased). DMG from Sky Cannons applies Rending Wound to the target (this DMG counts as Standard Skill DMG). While in Sky Hunt state, Marian provides the deployed operative with additional ATK equal to a percentage of her own. While in Sky Hunt state, Marian does not automatically restore S-Energy and continuously consumes S-Energy when there are enemies on the field. Marian exits Sky Hunt when her S-Energy reaches 0, or when it is manually triggered in advance by using the Support Skill again. After Marian exits Sky Hunt, Airborne Arsenal enters cooldown. When its cooldown is up, Marian instantly gains S-Energy. Sky Hunt Marian's Self ATK Bonus to Allies: Sky Cannons DMG: a portion of Marian's ATK Firerain Bombs DMG: a portion of Marian's ATK S-Energy Consumption per Sec While in Sky Hunt
Triple TapHaruStandard SkillDamageHaru fires Power of Bravery in front 3 times to deal Kinetic DMG. Charged Release When charged, 1 additional Oath of Honor is unleashed to deal Kinetic DMG. Oath of Honor restores some U-Energy upon hit. Each Power of Bravery DMG: a portion of ATK Oath of Honor DMG: a portion of ATK
Beyond Here Lies NothingHaruUltimate SkillEnhanceHaru knocks surrounding targets up into the air and creates a Final Showdown Zone: Each shot by Haru inside the zone triggers 1 Sword of Oaths to pursue the target and deal Kinetic DMG. A Sword of Oaths can be triggered every 0.4 sec. The cooldown for Beyond Here Lies Nothing starts when the Final Showdown Zone disappears. Sword of Oaths DMG: a portion of ATK
Vanishing PhantomHaruSupport SkillDamageHaru uses her mechanical arm to slash the target in front, dealing Kinetic DMG. For every 1% reduction in the target's current HP, final DMG increases. Vanishing Phantom Slash DMG: a portion of ATK
Compensatory JusticeHaru - AbsconditusStandard SkillDamageCharges: Haru attacks with 3 Faithful Slices in front, each causing 1 hit of Kinetic DMG to up to 5 enemy targets in its path. Faithful Slices can pass through obstacles in their way. Passive: Haru's shot hits decrease Standard Skill cooldown and restore S-Energy. Faithful Slice DMG per Hit: a portion of Haru's ATK
Triumphant Body, Victorious BladeHaru - AbsconditusUltimate SkillDamageHaru violently slashes at enemy targets in a wide area in front of her, dealing Kinetic DMG. Haru immediately gains Victory Point(s) and enters the Body as Blade state. Shooting does not restore U-Energy while in this state. 1 Victory Point is consumed per second in the Body as Blade state. Compensatory Justice cooldown is greatly reduced, it no longer consumes S-Energy when used, and it creates 1 additional Faithful Slice. However, each time Compensatory Justice is used, it will consume an additional Victory Point(s). In the Body as Blade state, Compensatory Justice is regarded as a Standard Skill instead of an Ultimate Skill. In the Body as Blade state, use the Ultimate Skill again to trigger Final Blow, consuming additional Victory Points and dealing Kinetic DMG to targets in a wide area in front of Haru. When Victory Points fall below, Haru can also trigger Final Blow, but after it is used, Haru will exit the Body as Blade state. The cooldown for the Ultimate Skill starts upon exiting the Body as Blade state. This Ultimate Skill's animation can be disabled. Slash DMG: of ATK Final Blow DMG: a portion of ATK
Swift ExecutionHaru - AbsconditusSupport SkillSpecialHaru hits targets with Evidentiary Slash 3 times, dealing Kinetic DMG, then attacks with 1 Executionary Slash, dealing Kinetic DMG. Evidentiary Slash DMG per Time: a portion of ATK Executionary Slash DMG: a portion of ATK
Raikou RushHaru - RaikouStandard SkillDamageTap Standard Skill to have Haru glide forward, dealing Chaos DMG once to targets on her path and leaving behind a Light Trail that lasts. Light Trail: Knocks back enemies on contact; when multiple Light Trails connect to form a closed area, they create a Retribution Domain that lasts. Retribution Domain: Upon formation, instantly applies Slow to targets, and continuously reduces the Movement SPD of targets. Haru gains 1 stack of Thundercloud, then the domain auto-detonates, knocking targets within into the air and dealing Chaos DMG once. The domain vanishes after detonation. When Haru reaches of Thundercloud, she gains Thunder Overload, removing all Thundercloud stacks. While Thunder Overload is active, Haru cannot gain Thundercloud stacks. Thunder Overload: While active, Retribution Domain no longer vanishes after auto-detonation. You can hold Standard Skill to have Haru leap backward and deliver a Retribution Slash toward the domain, dealing Chaos DMG to targets. The slash detonates the domain, knocking targets within into the air and dealing Chaos DMG once. After detonation by this method, the domain vanishes and Thunder Overload ends. If targets damaged by a Retribution Domain detonation have no Shield and HP below a certain percentage of Haru's ATK, trigger Instant Retribution: Instantly deal True DMG equal to their current HP. Raikou Rush Glide DMG: a portion of Haru's ATK Retribution Domain Detonation DMG: a portion of Haru's ATK Retribution Slash DMG: a portion of Haru's ATK Instant Retribution Trigger Condition: Target's current HP lower than a portion of Haru's ATK
Thunderburst RebukeHaru - RaikouUltimate SkillDamageTap Ultimate Skill to have Haru unleash a Storm Blade along a chosen direction, instantly dealing Chaos DMG once to targets it hits. Storm Blade carves a path on the ground, leaving behind a Light Trail that lasts, during which Haru has increased Anti-Interruption Ability. When U-Energy is not lower than, you can hold Ultimate Skill to unleash a Skypiercer Slash along a chosen direction, dealing AoE Chaos DMG to targets and leaving behind a Thunderburst Light Trail that lasts. After using Skypiercer Slash, Haru enters the Thunderburst Flash state: Ultimate Skill cooldown is reduced. Thunderburst Light Trails do not vanish when their Retribution Domain detonates. Storm Blade DMG: a portion of Haru's DMG Skypiercer Slash DMG: a portion of Haru's DMG
Flash ReaverHaru - RaikouSupport SkillDamageHaru quickly strikes the area in front of her, sending out sword slashes that continuously cut at the target area, dealing Chaos DMG times to targets. DMG per Slash: a portion of Haru's ATK
Defensive PsycheChernoStandard SkillInterruptCherno projects a Defensive Psyche domain, dealing Chaos DMG to targets inside the domain. When the domain disappears, all targets will be knocked back toward its center, dealing Chaos DMG again. This also interrupts the targets' special skills. DMG per Time of Defensive Psyche: a portion of Cherno's ATK Knockback DMG of Defensive Psyche: a portion of Cherno's ATK
Clear, Empty SkiesChernoUltimate SkillDamageCherno deploys Beloberg to immediately attack once upon its entry. Then, Beloberg will continue to use wreckages to perform regular attacks. Each attack consumes a small amount of Cherno's HP. Beloberg intermittently consumes a certain amount of Cherno's HP to launch a large number of special wreckages that track the targets. Beloberg does not take damage but disappears when Cherno's HP is lower than 25%. Beloberg's attacks all deal Chaos DMG. The cooldown for Clear, Empty Skies starts when Beloberg disappears. Beloberg's ATK: 100% of Cherno's ATK Beloberg's Max HP: 100% of Cherno's Max HP Duration of Beloberg: Deployed DMG of Beloberg: a portion of Beloberg's ATK Consumption of Beloberg's Regular Attack: a portion of Cherno's Max HP Beloberg's Regular Attack DMG: a portion of Beloberg's Max HP Consumption of Beloberg's Special Wreckages Attack: a portion of Cherno's Max HP Each Special Wreckage DMG: a portion of Beloberg's Max HP
Black DogChernoSupport SkillControlContinuous Release Cherno turns into a phantom and quickly moves in a certain direction. During this period, Cherno can't be crowd-controlled or interrupted, and Slows any targets she passes through. Slow Duration of Black Dog
Soul's BaneCherno - EnigmaStandard SkillDamageCherno creates a Void of Self-Loathing at the target's location that pulls in nearby enemies and deals Chaos DMG. Void of Self-Loathing: When created, it inflicts targets in its AoE with a total of Enmity. As targets remain in its AoE, inflicts an additional stacks of Enmity every sec. This effect does not stack. Up Void of Self-Loathings can exist on the field at once. Enmity: It has a duration, dealing 1 instance of Chaos DMG to the target every 0.5 sec (this DMG is not affected by weakspot or Fortified Part effects). Enmity is counted as a kind of Dazed effect and can have. Charged Release When any Voids of Self-Loathing are on the field, Cherno can charge the Voids of Self-Loathing to detonate them (can also charge while the skill is in cooldown): While charging, DMG dealt by Enmity becomes more frequent. When Void of Self-Loathing is detonated, deals 1 instance of Chaos DMG to targets around Cherno and Void of Self-Loathing (this DMG is counted as DMG dealt by Enmity) and clears all Enmity stacks on them. After charging, resets the cooldown of Soul's Bane and restores S-Energy for Cherno per Void of Self-Loathing detonated. Void of Self-Loathing Duration: DMG Dealt by Creation of Void of Self-Loathing: a portion of Cherno's ATK Enmity DMG Frequency During Charging: 1 instance of Chaos DMG Detonation DMG: a portion of Cherno's ATK x number of stacks of Enmity on target
Moonlit AnnihilationCherno - EnigmaUltimate SkillDamage, SpecialCherno summons an AoE attack from above that deals Chaos DMG to targets and inflicts them with stacks of Enmity. This Ultimate Skill's animation can be disabled. AoE DMG: a portion of Cherno's ATK
Rising RaysCherno - EnigmaSupport SkillDamage, ControlCherno knocks targets into the air, dealing Chaos DMG and applying Slow to the targets. Hit targets are then inflicted with stacks of Shimmer. After, Shimmer begins to disappear per sec. When a shot hits a target with Shimmer, detonates all targets with Shimmer and deals extra Chaos DMG. Knock Up DMG: a portion of Cherno's ATK Shimmer Detonation DMG per Stack: a portion of Cherno's ATK
Queen BeeFennyStandard SkillDash, InterruptFenny consumes 1 bullet to dash forward, repelling the target in front and dealing Kinetic DMG up to 8 times. This also interrupts the target's special skill. When dashing, Fenny's anti-interruption ability is improved. After the skill is used, triggers Tactical Reload: Reloads 1 bullet. Dashing DMG of Queen Bee: a portion of ATK
Fit of PiqueFennyUltimate SkillDamageFenny triggers 7 blasts in a line in front, each dealing Kinetic DMG and knocking the targets up into the air. DMG dealt to targets hit by blasts multiple times in the same part is decreased by 50% with each additional hit. Fit of Pique Blast DMG per Time: a portion of ATK
Star PowerFennySupport SkillControl, InterruptFenny knocks surrounding targets up into the air and deals Kinetic DMG. This also interrupts the targets' special skills. Knock Up DMG of Star Power: a portion of ATK
Optimal ConditionFenny - CoronetStandard SkillEnhanceFenny disperses a ring of electrical energy and deals Electrical DMG. Then Fenny enters Crown of Thorns state, immediately accumulating Mercy and reducing Destructible Object DMG and U-Energy gained while in this state. In Crown of Thorns state, each pellet that hits the target accumulates Mercy. Fenny's Rate of Fire increases based on Mercy points, up to a max of 80. Mercy points are consumed over time, and the higher the points, the faster they are consumed. Can use Optimal Condition to end the Crown of Thorns state early. The cooldown for Optimal Condition starts when the Crown of Thorns state ends. Electrical Energy Attack DMG: Rate of Fire Boost: Current Mercy x Duration of Crown of Thorns
Center StageFenny - CoronetUltimate SkillInterruptFenny creates a Golden Sins domain, dealing Electrical DMG to surrounding targets once and interrupting their special skills. The cooldown for Center Stage starts when the Golden Sins domain disappears. Golden Sins DMG per Time: a portion of ATK
The ChosenFenny - CoronetSupport SkillEnhanceFenny encourages her teammates and increases the Rate of Fire of the operative on field.
Dazzling CometFenny - StarshineStandard SkillAmmunitionFenny dashes quickly and provides herself with a different Stargem Clip depending on the direction of her movement. This effect does not change the DMG type of her shots: Dashing left or right consumes S-Energy to obtain a Stargem Clip - Ruby with bullets: Increases Kinetic DMG dealt by shots. Dashing forward consumes S-Energy to obtain a Stargem Clip - Gold with bullets: Shot interval becomes that of the equipped weapon. Shots explode upon target hit, dealing DMG to targets. Final Ballistic DMG also increases, but shots cannot deal CRIT. Dashing backward obtains a Stargem Clip - Sapphire with bullets: Restores S-Energy upon shot hit. If S-Energy is insufficient, Fenny can still use her Standard Skill to consume remaining S-Energy and provide a Stargem Clip with proportionately less bullets. Stargem Clip: Bullets are considered normal ballistic ammo and are not affected by elemental aptitudes. When Fenny shoots, consumes her Stargem Clip before using other bullets in her magazine. Stargem Clip shooting is considered normal shooting. Stargem Clip cannot be replenished by any other means, and it cannot stack with other special clip effects. Stargem Clip - Ruby Kinetic DMG Increase: Stargem Clip - Gold Final DMG Increase: To a portion of original DMG Stargem Clip - Sapphire S-Energy Restored
Absolute StarFenny - StarshineUltimate SkillDamageFenny fires a Zenith Starflare, dealing 1 instance of Kinetic DMG to targets in front each. While active, decreases her Final DMG taken. Zenith Starflare DMG: a portion of Fenny's ATK
Inspiring CallFenny - StarshineSupport SkillAmmunitionCharges: Fenny provides a Starstone Clip for the deployed operative. Starstone Clip Ammo Capacity is a portion of that of the deployed operative's weapon + a portion of that of Fenny's weapon. When its bullets deal DMG to a target, the deployed operative's ATK increases. Note for Crossbows: Since crossbows don't have magazines, Starstone Clip instead provides bolts for Normal firing mode and bolts for Special firing mode. Starstone Clip: Bullets are considered normal ballistic ammo and do not affect the magazine's ammo count, nor are they affected by elemental aptitudes. Skills do not consume Starstone Clip bullets. Shooting consumes the Starstone Clip before using other bullets in the magazine. Starstone Clip shooting is considered normal shooting. Starstone Clip cannot be replenished by any other means, and it cannot stack with other special clip effects. Starstone Clip ATK Increase: a portion of Fenny's ATK
Slam of IgnitionFenny - PureheartStandard SkillDamage, DashFenny dashes toward the target and attacks by slamming a Heartburst Ball, dealing AoE Thermal DMG to in range. She also gains Stamina and replenishes a portion of magazine ammo. After the initial attack, she leaps backward into the air and enters Aerial Purity state: While Fenny is using Standard Skill or in Aerial Purity state, increases her Anti-Interruption Ability. While in Aerial Purity state, she can perform Aerial Shot and Aerial Spike to deal DMG to targets (doesn't count as Standard Skill use): Aerial Shot: While in Aerial Purity state, Fenny's shots gain an elemental aptitude that adds Thermal DMG. For each shot, Fenny gains Purity Power. At Purity Power, her next shot will be enhanced to a Passion Sparkshot, which consumes her entire magazine (including any special clip) to deal Thermal DMG to the target, after which she gains 1 stack of Passion Propulsion. At Purity Power, Fenny gains Feeding the Flames effect: When using Slam of Ignition, consumes Purity Power to increase its Final DMG that time. This effect is removed after landing on the ground or using Standard Skill. Aerial Spike: While in Aerial Purity state, Fenny can throw a Heartburst Ball at the target, dealing Thermal DMG to in range. While in Aerial Purity state, dodging can consume twice the usual Stamina to perform Aerial Dodge: Fenny dodges in the designated direction and replenishes a portion of magazine ammo, after which she remains in Aerial Purity state. Fenny doesn't automatically recover Stamina while in Aerial Purity state. If Fenny remains idle too long while in Aerial Purity state, she will fall to the ground and exit the state, clearing all Purity Power but keeping Passion Propulsion stacks. Slam of Ignition AoE DMG: a portion of Fenny's ATK Aerial Shot Aptitude DMG: a portion of Fenny's ATK Passion Sparkshot DMG (Single): a portion of Fenny's ATK Aerial Spike DMG (AoE): a portion of Fenny's ATK
Blast of FervorFenny - PureheartUltimate SkillDamageWhen Passion Propulsion reaches, Fenny can use Ultimate Skill: Fenny pushes her physical limits as she attacks in front with a Heartburst Ball, knocking targets into the air and dealing AoE Thermal DMG. If Fenny's U-Energy is or greater, the ball is enhanced to a Mega Heartburst Ball that consumes all U-Energy, knocking targets into the air and dealing massive AoE Thermal DMG. Mega Heartburst Ball DMG scales according to the amount of U-Energy consumed. Heartburst Ball AoE DMG: a portion of Fenny's ATK Mega Heartburst Ball Base DMG: a portion of Fenny's ATK Mega Heartburst Ball Extra DMG for Each Additional U-Energy: a portion of Fenny's ATK
Impact of RadianceFenny - PureheartSupport SkillDamageAmbush Support Fenny takes the field and crashes into the target, dealing Thermal DMG to targets in range and replenishing a portion of her magazine ammo. She then leaps backward into the air and enters Aerial Purity state. Impact of Radiance AoE DMG: a portion of Fenny's ATK
Five Minute BreakYaoStandard SkillEnhance, AmmunitionYao deploys Slacker's Aid to continuously replenish her ammunition. For the duration of Slacker's Aid, increases Yao's Rate of Fire. Slacker's Aid provided Rate of Fire Boost: Slacker's Aid's Ammo Replenish Limit: Slacker's Aid's Duration
Work to RuleYaoUltimate SkillHealContinuous Release Yao creates Workers' Safe Zone: Allies within the domain recover HP. This counts as Yao's healing and is not affected by any Auxiliary Unit Healing Bonus. During this period, Yao is Invulnerable and will automatically switch to the next operative to join on field. Healing Amount per Time Inside Workers' Safe Zone: a portion of Yao's ATK
Paid OvertimeYaoSupport SkillHealYao deploys 1 Healing Winter Light device to heal allies within range once. This counts as Auxiliary Unit healing and is not affected by Yao's Healing Bonus. Duration of Healing Winter Light. ATK of Healing Winter Light: 100% of Yao's ATK. Healing Amount per Time: a portion of Healing Winter Light's ATK
Scorching Sun AwakeningYao - Winter SolsticeStandard SkillEnhance, InterruptCharges: Yao uses Tactical Reload: Reloads 1 Scorching Sun Bullet. When the shot hits the target, a blast is triggered, dealing Thermal DMG to the target and surrounding enemies. This also interrupts the target's special skill. Tactical Reload also resets the shot cooldown. Scorching Sun Bullet Blast DMG: a portion of ATK
Searing ResurrectionYao - Winter SolsticeUltimate SkillEnhancePassive: Winter Solstice tactical equipment's Solar Armor provides Yao with All-Type Resistance. Yao shatters the Solar Armor, enters the Solar Flare state and her weapon is replaced with New - Solar Storm. Solar Armor bonus resistance is no longer active when Yao is in the Solar Flare state. New - Solar Storm shots deal Thermal DMG but do not gain U-Energy. New - Solar Storm cannot be reloaded through ordinary means. Yao will exit the Solar Flare state immediately when she reloads, runs out of ammunition, or leaves the field. After Solar Flare state ends, Solar Armor will be reactivated and Yao will regain All-Type Resistance bonus. The cooldown for Searing Resurrection starts when the Solar Flare state ends. New - Solar Storm is considered a special clip. This Ultimate Skill's animation can be disabled. New - Solar Storm's Ballistic DMG: a portion of ATK New - Solar Storm's Ammo Capacity: 5
Obsidian Core ImpactYao - Winter SolsticeSupport SkillDamageYao knocks the surrounding enemies into the air and deals Thermal DMG. Then she places a Winter Solar Corona trap that lasts, applying Burning effect to targets inside the trap and dealing Thermal DMG proportional to Yao's ATK every 0.5 sec (DMG dealt is not affected by Weakspots or Fortified Parts). Knock Up DMG of Obsidian Core Impact: a portion of ATK
Luminous ImpactYao - NightglowStandard SkillDamage, EnergyYao releases Hasty Workbot(s), which briefly pause in the air before quickly hurtling toward nearby targets, each dealing instances of AoE Electrical DMG and restoring U-Energy. If using Standard Skill while within her Ultimate Skill's Shimmering Stardome, it is enhanced: Yao pauses in midair and releases Hasty Workbot(s), which continuously attack targets, dealing instances of AoE Electrical DMG after each hit and knock targets into the air. Enhanced Standard Skill does not consume S-Energy and cooldown is fixed at, but dealing DMG does not restore U-Energy. Hasty Workbot is not an Auxiliary Unit and is not affected by Auxiliary Unit bonuses. Standard Skill cooldown starts after release. Hasty Workbot Blast DMG: a portion of Yao's DEF Hasty Workbot Blast DMG (Enhanced): a portion of Yao's DEF
Brighter in DarknessYao - NightglowUltimate SkillEnhanceContinuous Release Must have or more U-Energy to use Ultimate Skill: Yao leaps into the air and creates a Shimmering Stardome: Increases the ATK of all operatives within according to a proportion of Yao's DEF. When Shimmering Stardome is created, retracts all of Yao's Spark Tethers on the field and instead unleashes enhanced Spark Tethers at target(s) within Shimmering Stardome. The enhanced Spark Tether is affected by Ultimate Skill level, not Support Skill level. After losing a target, it automatically switches to a new target. While Shimmering Stardome is active, Luminous Impact is enhanced and has its own independent cooldown. While Shimmering Stardome is active, full squad is unable to obtain U-Energy, enhanced Spark Tether does not restore U-Energy for Yao, and consumes additional U-Energy. When U-Energy is insufficient or after, Shimmering Stardome automatically ends. While Shimmering Stardome is active, Yao cannot use Support Skill. If she is deployed, gains Iron Body and decreases all DMG taken. If she is off the field, becomes Invulnerable. When Yao is deployed, can press Ultimate Skill again to end Shimmering Stardome early. When Shimmering Stardome ends, retracts all of Yao's Spark Tethers on the field and Yao is unable to use Standard and Support Skills for a short duration. Ultimate Skill cooldown starts after Shimmering Stardome ends. This Ultimate Skill's animation can be disabled. Proportion of Yao's DEF Converted to Ally Operative ATK Bonus: Spark Tether DMG (Enhanced): a portion of Yao's DEF CRIT DMG Weakness Inflicted by Spark Tether (Enhanced): Ally Crossbow Ballistic DMG Bonus (Enhanced)
Pierce the NightYao - NightglowSupport SkillEnergyMust have or more S-Energy to use Support Skill: Yao releases an airborne device that casts a Spark Tether at targets, dealing instances of Electrical DMG. When Yao is off the field, this also restores an additional U-Energy. Targets connected to Spark Tether are inflicted with CRIT DMG Weakness, increasing CRIT DMG Amplifier of hits. Ally crossbow operatives deal increased Ballistic DMG to connected targets. Spark Tether consumes S-Energy each sec, lasting for or until there is insufficient S-Energy. When all connected targets are defeated or all Spark Tethers disappear, Support Skill cooldown starts. Spark Tether DMG per Instance: a portion of Yao's DEF CRIT DMG Weakness Inflicted: Ally Crossbow Ballistic DMG Bonus
Flower of YouthEnyaStandard SkillInterruptCharges: Enya vaults backward, throwing multiple Plump Buds in front. When the Plump Buds hit a target or the ground, a blast is triggered, dealing Thermal DMG and knocking the targets up into the air. This interrupts the targets' special skills. DMG dealt to targets hit by multiple blasts is reduced by 50% with each time hit. Plump Bud Blast DMG: a portion of ATK
Feathered SerpentEnyaUltimate SkillDamageEnya bombards a fan-shaped area in front of her with Mechanical Serpent once, dealing Thermal DMG. When the bombardment ends, the Mechanical Serpent throws 30 Snake Feathers to pursue targets, each dealing Thermal DMG. Passive: Each shot Enya hits, 1 stack of Rich Lights is consumed to release Snake Feathers, which pursue the target. Restores 1 stack of Rich Lights every 5 sec. Mechanical Serpent's Bombardment DMG: a portion of ATK DMG of Each Snake Feather: a portion of ATK
Nature's GiftsEnyaSupport SkillDamageEnya unleashes 1 Sticky Mud Ball on 1 target in front, which explodes after and deals Thermal DMG. When the Sticky Mud Ball is on the target, any operative shot that hits will immediately detonate the Sticky Mud Ball, dealing extra Thermal DMG once. Blast DMG of Sticky Mud Ball: a portion of ATK Detonation DMG of Sticky Mud Ball: a portion of that shot's actual DMG
Storm's OnrushEnya - ExuviaStandard SkillDamageEnya throws a device, which expands into a Thunder Wave and quickly charges forward. As it charges forward, each target that it hits takes 1 instance of Electrical DMG. For each target it hits, decreases Final DMG dealt by Thunder Wave. Thunder Wave DMG: a portion of Enya's ATK
Rain's AbundanceEnya - ExuviaUltimate SkillSpecial, HealEnya uses the Guardian Pod to encase the deployed operative, granting Invulnerable state and healing some HP each sec. This counts as Enya's healing and is affected by her Healing Bonus. The Guardian Pod periodically deals Electrical DMG to surrounding targets and explodes when it disappears, dealing 1 instance of Electrical DMG to surrounding targets and inflicting Paralyzed. The Guardian Pod can be ended early by using Ultimate Skill again. Guardian Pod is not an Auxiliary Unit and is not affected by Auxiliary Unit bonuses. Rain's Abundance cooldown starts after the Guardian Pod disappears. Guardian Pod Duration: Guardian Pod Healing per Sec: a portion of Enya's Max HP Guardian Pod Periodic DMG: a portion of Enya's ATK Guardian Pod Explosion DMG: a portion of Enya's ATK
Wind's ChronicleEnya - ExuviaSupport SkillDamage, EnhanceEnya places a Zephyr Machine that quickly generates a Ring of Zephyr, which increases the Skill DMG of operatives. When an operative within the Ring of Zephyr shoots and hits a target, the Zephyr Machine gains stacks of Natural Order. When the Zephyr Machine has Natural Order stacks and an operative within the ring deals Skill DMG to a target, consumes stacks of Natural Order to deal 1 instance of Electrical DMG to the target. The same target cannot trigger this effect again. Zephyr Machine is not an Auxiliary Unit and is not affected by Auxiliary Unit bonuses. The cooldown of Wind's Chronicle starts after the Zephyr Machine is withdrawn. Zephyr Machine Duration: Skill DMG Boost of Ring of Zephyr: DMG of Natural Order When Consumed: a portion of Enya's ATK
Tornado's WakeEnya - TempestStandard SkillDamageContinuous release Tap Enya's Standard Skill to turn into a Howling Vortex, continuously knocking targets into the air and dealing instances of AoE Kinetic DMG. Each time Howling Vortex deals DMG, Enya gains Wind Power, S-Energy, and U-Energy (this effect only triggers once when hitting multiple targets simultaneously). While Howling Vortex is active, Enya does not automatically recover S-Energy, and she consumes S-Energy each sec, counting as Standard Skill use(s). When Wind Power is or greater: Continuous release Hold Enya's Standard Skill to turn into an Engulfing Vortex, continuously knocking nearby targets into the air and dealing instances of large AoE Kinetic DMG. Each time Engulfing Vortex deals DMG, Enya gains U-Energy (this effect only triggers once when hitting multiple targets simultaneously). Engulfing Vortex DMG dealt to targets at least meters from Enya gradually decreases as distance increases, to a minimum. While Engulfing Vortex is active, consumes Wind Power each sec, counting as Standard Skill use(s). Engulfing Vortex automatically ends when Wind Power is insufficient. While Howling Vortex is active, can tap Standard Skill again to turn into Engulfing Vortex. Wind Power: Initial limit is. Enya can consume Wind Power to use Engulfing Vortex. For each Wind Power consumed, Enya gains stacks of Wall Cloud. If Enya takes DMG while any Vortex is active, she can consume stacks of Wall Cloud to decrease the DMG. Passive: When Enya dodges, turns into a Swift Vortex and rushes forward, continuously knocking targets in her path into the air and dealing instances of AoE Kinetic DMG. Each time Swift Vortex deals DMG, Enya gains Wind Power and S-Energy (this effect only triggers once when hitting multiple targets simultaneously). Swift Vortex is not counted as a Standard Skill. After Enya defeats a target, her next dodge doesn't consume Stamina. Howling Vortex DMG per Hit: a portion of Enya's ATK Engulfing Vortex DMG per Hit: a portion of Enya's ATK Swift Vortex DMG per Hit: a portion of Enya's ATK
Voidborne CycloneEnya - TempestUltimate SkillDamageMust have or more U-Energy to use Ultimate Skill: Enya consumes all U-Energy to unleash an instantaneous cyclone, knocking targets within a large range into the air and dealing instances of Kinetic DMG. Voidborne Cyclone DMG will increase proportionally depending on the amount of U-Energy consumed. For target(s) Enya defeats, decreases Voidborne Cyclone cooldown. Voidborne Cyclone Base DMG: a portion of Enya's ATK Voidborne Cyclone Additional DMG per 1 U-Energy: a portion of Enya's ATK
Ascendant UpdraftEnya - TempestSupport SkillSpecialEnya creates Particle Windfield under the deployed operative, knocking back nearby targets and dealing instances of Kinetic DMG. When an operative is at the base of the updraft, they are automatically carried up onto the Particle Windfield. When a target touches the updraft, it is knocked back but does not take DMG again. Particle Windfield Kinetic DMG When Created: a portion of Enya's ATK
Underworld ProgramMauxirStandard SkillSpecialMauxir drags the Id Avatar out of the target's body and deals Frost DMG once. The Id Avatar transfers a proportion of its DMG taken to the host as Frost DMG, which is also affected by the DEF of the host. Only 1 Id Avatar can be on the field at once. The Id Avatar has the same DEF as the host and has Max HP equal to the current HP of the host. It only takes DMG from Mauxir. When Mauxir leaves the field, the Id Avatar also disappears. The Id Avatar is not an Auxiliary Unit and is not affected by Auxiliary Unit bonuses. Shots that hit the Id Avatar only grant 50% of the amount of U-Energy normally gained for shots. Dragging DMG of Underworld Program: a portion of Mauxir's ATK Id Avatar's Transferred Proportion: Duration of Id Avatar
Moment of JudgmentMauxirUltimate SkillSpecialMauxir places the Balance of Judgment to judge the designated target's soul. If the target's HP is lower than Mauxir's current HP, Immediate Execution effect will be triggered to deal Frost DMG based on Mauxir's current HP. If the target's HP is higher than Mauxir's current HP, Deferred Execution elemental shot aptitude will be triggered: For the next 10 seconds, when Mauxir's shot hits the target, deals extra Frost DMG based on Mauxir's Max HP. This elemental aptitude can be triggered up to once every 0.5 sec for each target. Immediate Execution DMG: a portion of Mauxir's current HP Deferred Execution's Aptitude DMG Per Shot: a portion of Mauxir's Max HP
MindblastMauxirSupport SkillSpecialMauxir blasts the Ego Avatar out of the designated target, dealing Frost DMG. The Ego Avatar transfers a proportion of its Skill DMG taken to the host as Frost DMG, which is also affected by the DEF of the host. Each enemy only has 1 Ego Avatar. The Ego Avatar has the same DEF as the host, but Max HP is equal to 50% of the host's current HP, and it can't be hit by shots. The Ego Avatar is not an Auxiliary Unit and is not affected by Auxiliary Unit bonuses. Blast DMG of Mindblast: a portion of Mauxir's ATK Ego Avatar's Transferred Proportion: Duration of Ego Avatar
Dance of the UndeadMauxir - Shadow KaStandard SkillDamageCharged Release Mauxir deploys Kebechet - Sacrifice and throws it toward the target, exploding upon hit and dealing Chaos DMG. This DMG is counted as Auxiliary Unit DMG and is not affected by Mauxir’s attribute buffs. Hold to charge an attack with Kebechet and spin, knocking back nearby targets. When charging, Anti-Interruption Ability increases and Stamina is consumed. After charging, Mauxir throws Kebechet at the target, sucking in other targets in its path and exploding upon hitting the main target, knocking up targets and dealing Chaos DMG. When charging, Kebechet will enter the Earth Ritual and Heaven Ritual phases. If thrown during the Earth Ritual phase, movement distance increases and Blast DMG increases to 1.5x the original DMG. If thrown during the Heaven Ritual phase, movement distance increases further and Blast DMG increases to 2.5x the original DMG. Kebechet Max HP: 100% of Mauxir’s Max HP Kebechet Blast DMG:a portion of Kebechet’s Max HP
Cyclical CollapseMauxir - Shadow KaUltimate SkillSpecialDomain Mauxir transforms into a guide and stretches out Soulguard Bandage to knock up the target in front, dealing Chaos DMG and Slowing the target. She also creates a Shadow Temple that collapses after a short duration, dealing Chaos DMG to targets within range. Soulguard Bandage Knock Up DMG: a portion of Mauxir's Max HP Shadow Temple Collapse DMG: a portion of Mauxir's Max HP
Vein-Squeezing BindMauxir - Shadow KaSupport SkillDamage, ControlMauxir makes Kebechet - Wrap continuously bind itself tightly around a target, using bandages to tie this main target and up to 3 sub-targets together. While bound, deals Chaos DMG to all targets every second. This DMG is counted as DMG dealt by Mauxir. After the main target is defeated, Kebechet will disappear. Kebechet transfers 110% of DMG it takes to the main target. While bound, Kebechet is counted as a part of the main target and not Mauxir's Auxiliary Unit. The DMG transferred is not counted as Skill DMG and is not affected by any DMG bonuses or attribute buffs. Kebechet lasts for 10 sec and its cooldown starts after it disappears. While Kebechet is active, Mauxir cannot switch onto the field and pressing the skill button again will end the skill effect early. Kebechet cannot bind around Invulnerable targets. If a bound target becomes Invulnerable, it will break free from the bind. Bind Chaos DMG Per Sec: a portion of Mauxir's Max HP
Myriad BlossomsMauxir - LotusStandard SkillDamageMauxir deploys 1 Mindflower Node at the target location. The node attacks the nearest target in range once, dealing AoE Frost DMG to it and surrounding target(s). Each time the Mindflower Node attacks, has a chance to deploy 1 Lotus Drone beside it. The drone deals 1 instance of Frost DMG to the nearest target in range, and it cannot be attacked. Up Mindflower Nodes can exist on the field at once, and each node can have Lotus Drones connected to it. When a node disappears, the drones connected to it disappear as well. While there are any Mindflower Nodes on the field, Mauxir can hold Standard Skill when aiming toward one to quickly pull herself to it, during which time her Anti-Interruption Ability increases. The target node is then enhanced, entering Anthesis state. Only 1 node at once can be in Anthesis from this method. While a Mindflower Node is in Anthesis, all Lotus Drones connected to it will also enter Anthesis. When Mauxir's standard shot passes through a Mindflower Node, provides it with healing proportional to its Max HP. When Mauxir is off the field, all Mindflower Nodes and Lotus Drones enter dormant state. Anthesis State: Increases Final DMG dealt Mindflower Node DMG: a portion of Mindflower Node ATK Mindflower Node ATK: a portion of Mauxir's ATK Mindflower Node Max HP: a portion of Mauxir's Max HP Mindflower Node Duration: No limit Lotus Drone DMG: a portion of Lotus Drone ATK Lotus Drone ATK: a portion of Mauxir's ATK Lotus Drone Duration
Nymphaea TideMauxir - LotusUltimate SkillEnhanceContinuous Release Mauxir leaps into the air, then performs Dance of Life, during which Mindflower Nodes and Lotus Drones gradually enter Anthesis state. After the dance ends, Mauxir enters Benediction of Purity, during which Anthesis is enhanced to Peak Bloom. While Mindflower Nodes and Lotus Drones are in Peak Bloom, they also receive an attack speed boost. After Benediction of Purity ends, Anthesis and Peak Bloom states are removed, and all Lotus Drones disappear. Ultimate Skill cooldown starts after Benediction of Purity ends. Attack Speed Boost in Peak Bloom State
Sprout From MireMauxir - LotusSupport SkillDamageMauxir deploys Clusterbud Drones in front, which each deal 1 instance of Frost DMG to the nearest target in range. Clusterbud Drone DMG: a portion of Clusterbud Drone ATK Clusterbud Drone ATK: a portion of Mauxir's ATK Clusterbud Drone Duration
Initial CoffinSirisStandard SkillSpecialSiris creates an Initial Blessing around herself, reducing DMG taken and improving her Anti-Interruption Ability. If Siris dodges while Initial Blessing is active, gains Reborn Eye effect, applying Bone Eater elemental aptitude to her next shot: Adds Kinetic DMG to her shot. The cooldown for Initial Coffin starts when Initial Blessing disappears. Initial Blessing Duration: Bone Eater Aptitude DMG:a portion of Siris' ATK
Night of RevivalSirisUltimate SkillDMG ReductionSiris creates a Birth Dome, protecting herself and repelling surrounding enemies. The Birth Dome provides the protected operative with a large shield, which increases Movement SPD, reduces DMG taken, and improves anti-interruption ability. Birth Dome Duration: DMG Absorbed by Birth Dome: a portion of Siris' Max HP
Boundary GuardSirisSupport SkillDMG ReductionSiris deploys Deceased Protection to a fixed location in front of her, blocking enemy fire. Deceased Protection is not a shield and is not affected by Shield Construction Efficiency. Deceased Protection is not an Auxiliary Unit and is not affected by Auxiliary Unit bonuses. Deceased Protection Duration: DMG Absorbed by Deceased Protection: a portion of Siris' Max HP
Serenity RushSiris - KsanaStandard SkillDamageCharged Release Siris creates a Screen of Spirit in front of her and sprints with the force-field screen, decreasing DMG from frontal attacks and increasing Anti-Interruption Ability. Dodging will remove the screen early and end the sprint. After being active for a certain duration, Screen of Spirit will be enhanced to a Screen of Harmony. While sprinting with the screen, hitting a target pushes them back and deals Thermal DMG. If there is sufficient S-Energy, sprinting consumes S-Energy each sec and gains the following effects: Decreases all DMG taken; gains Resilience each; decreases the duration required to be enhanced to Screen of Harmony; when the screen hits a target, Siris gains Resilience (when hitting multiple targets at the same time, only gains Resilience once). After Screen of Harmony is activated, using Standard Skill again will shatter the screen, dealing Thermal DMG to target(s) in front and ending the sprint. When Screen of Harmony shatters, Siris gains Resilience and restores some U-Energy. Resilience: Initial limit is. Siris can utilize Resilience to gain Rejuvenation effect, thus further improving her combat ability. After the sprint ends, Serenity Rush cooldown starts. Sprint DMG: a portion of Siris' Max HP Screen of Harmony Shatter DMG: a portion of Siris' ATK + a portion of Siris' Max HP
Cycle of InversionSiris - KsanaUltimate SkillDamageCharged Release Siris freezes time and begins to charge her attack, consuming Resilience. She locks onto targets within range, marking them with Light Pagodas. Lock-on will prioritize different targets before the same target is marked again. While charging the attack, Siris charges the Light Pagodas. If a target is marked more than once, the charge of each subsequent Light Pagoda on them is decreased but cannot go below. After charging, Siris unleashes a Tide of Light, dealing Thermal DMG to marked targets according to the total Light Pagoda charge, while also dealing AoE Thermal DMG proportional to the Light Pagoda charge to targets in front of her (only affects targets not marked with Light Pagodas). For Resilience consumed, Final DMG of Tide of Light increases. This Ultimate Skill's animation can be disabled. Tide of Light DMG at 100% Light Pagoda Charge: a portion of Siris' ATK + a portion of Siris' Max HP
Heart's TotemSiris - KsanaSupport SkillShieldSiris smashes the ground, knocking back nearby targets and dealing Thermal DMG while also granting all nearby operatives a Golden Dome shield. Knockback DMG: a portion of Siris' Max HP Golden Dome Duration: Golden Dome Total DMG Absorption: a portion of Siris' Max HP
Ride the WaveSiris - FreefinStandard SkillDamageSiris hops on her jetboard and enters Flowride state, during which her Anti-Interruption Ability increases but she does not automatically recover S-Energy. While in Flowride state, crashing into targets deals Thermal DMG. When dealing DMG, Siris recovers S-Energy. If sufficient S-Energy, consumes S-Energy each sec to increase Movement SPD. While in Flowride state, Siris' shot is replaced by Surfer Swirl (counts as Standard Skill use): Deals up to 4 instances of Thermal DMG to each target hit, granting her Swell Gauge and some U-Energy (U-Energy only granted once even if multiple targets are hit). While in Flowride state, using her Standard Skill again will unleash Tidal Strike, dealing Thermal DMG and granting some U-Energy (U-Energy only granted once even if multiple targets are hit). Tidal Strike consumes all Swell Gauge (its DMG scaling on the amount consumed). Swell Gauge maximum is. Siris will exit Flowride state when she dodges, leaves the field, or after unleashing Tidal Strike. Ride the Wave cooldown starts after Flowride state ends. If consuming Swell Gauge, using Tidal Strike will not exit Flowride state and immediately resets Standard Skill cooldown. Flowride Crash DMG: a portion of Siris' Max HP Surfer Swirl DMG: a portion of Siris' Max HP Tidal Strike DMG: a portion of Siris' Max HP + Swell Gauge x Siris' Max HP x
Whitewater WhirlSiris - FreefinUltimate SkillEnhance, ShieldSiris rides her jetboard around targets in the area in front, unleashing a scalding whirlpool that deals instances of AoE Thermal DMG and knocks targets into the air. The whirlpool then explodes, dealing Thermal DMG, and Siris automatically uses Standard Skill to enter Flowride state. She also enters Tsunami state, during which she gains Swell Gauge. Her Ultimate Skill also provides full squad with a Seabreak Shield, which is removed after Siris exits Tsunami state. Scalding Whirlpool Hit DMG: a portion of Siris' Max HP Scalding Whirlpool Blast DMG: a portion of Siris' Max HP Seabreak Shield DMG Absorption: a portion of Siris' Max HP
Summer BarrelSiris - FreefinSupport SkillEnhanceSiris rides through a pureflow barrel and crashes into the designated target, dealing Thermal DMG and inflicting it with a Wipeout mark: Decreases the target's ATK. She also provides the deployed operative with Freetide stacks and Wavehunt stacks. When the deployed operative has Wavehunt, Freetide stacks will not automatically disappear over time. They will also gain Wavehunt stacks when dealing Skill DMG, up to once. Wavehunt stacks. If a new Wavehunt stack is not added, one stack will disappear. Upon leaving the field, all stacks will be cleared. Each Wavehunt stack increases deployed operative's Thermal Skill DMG. If at least Wavehunt stacks, also increases ATK. While deployed operative has Wavehunt, it is counted as continuous release of Siris' Support Skill. Summer Barrel cooldown starts when deployed operative no longer has Wavehunt. Barrel Crash DMG: a portion of Siris' Max HP Wavehunt Effect: Increases Thermal Skill DMG ATK Boost Proportion: a portion of Siris' Max HP
Heavenly LawChenxingStandard SkillDamageChenxing deploys 1 Drop Pod at the designated location, which repels surrounding targets and transforms into a Thunder Soldier after a brief delay. The Thunder Soldier unleashes an Electrical Shock every 2.5 sec, attacking the closest target within range and bouncing to 2 targets near it, dealing Electric DMG. Up to 3 Thunder Soldiers can exist on the field at once. Thunder Soldier DMG: a portion of Thunder Soldier's ATK Thunder Soldier ATK: 100% of Chenxing's ATK Thunder Soldier Max HP: 50% of Chenxing's Max HP Thunder Soldier Duration
Divine PurificationChenxingUltimate SkillEnhanceChenxing deploys 1 Thunder Token at the designated location, repelling surrounding targets and increasing the Attack SPD of surrounding Thunder Soldiers. Attack SPD Boost to Thunder Soldiers: 150% Thunder Token ATK: 100% of Chenxing's ATK Thunder Token Max HP: 100% of Chenxing's Max HP Thunder Token Duration
PsychicChenxingSupport SkillHealChenxing deploys 1 Drop Pod at the designated location, which repels surrounding targets and transforms into a Purity Mark after a brief delay. The Purity Mark drops 1 Talisman - Birth at its start as well as every 5 sec, which restores some HP when picked up. This healing counts as Chenxing's healing and is affected by her Healing Bonus; it is not affected by Auxiliary Unit Healing Bonus. Talisman - Birth Total HP Restored: a portion of Chenxing's Max HP Talisman - Birth Max HP: 100% of Chenxing's Max HP Talisman - Birth Duration
Silk Spiritual SlipChenxing - Ethereal CloudStandard SkillDamageHold to scan the area with the battle lens and mark targets within view. After scanning, launching Spiritual Slips at all marked targets, dealing Electric DMG upon hit and attaching to targets. While scanning, Chenxing's Anti-Interruption Ability is improved. When Chenxing shoots the part of any target to which a Spiritual Slip is attached, detonates all Spiritual Slips, dealing Electrical DMG. Spiritual Slip detonation DMG decreases by 30% with each slip in the detonation. Battle Lens Mark Number: Spiritual Slip Hit DMG: a portion of Chenxing's ATK Spiritual Slip Attached Duration: Spiritual Slip Detonation Base DMG: a portion of shot's actual DMG
DominanceChenxing - Ethereal CloudUltimate SkillDamageChenxing combines all Spiritual Slips and Scarlet Thunder to form a Celestial Key, which she uses to bombard a large area in front, knocking targets into the air and dealing Electrical DMG. After using the Celestial Key, a Dominant Zone is activated: Fierce Thunder continuously strikes in the zone, each strike dealing Electrical DMG. This Ultimate Skill's animation can be disabled. Celestial Key DMG: a portion of Chenxing's ATK Number of Fierce Thunders in Dominant Zone: 15 DMG of Each Fierce Thunder: a portion of Chenxing's ATK Dominant Zone Duration
Scarlet Thunder CounterbladeChenxing - Ethereal CloudSupport SkillDamageChenxing launches Scarlet Thunder at up to 5 targets in front, dealing Electrical DMG upon hit and attaching to targets. While attached, Scarlet Thunder intermittently emits Pure Lightning, dealingElectrical DMG each sec. When any operative shoots the Weakspot of a target that has Scarlet Thunder attached, a Scarlet Current passes through all targets once and deals Electrical DMG. Scarlet Thunder Hit DMG: a portion of Chenxing's ATK Scarlet Thunder Attached Duration: Pure Lightning DMG per Sec: a portion of Chenxing's ATK Scarlet Current DMG: a portion of Chenxing's ATK Scarlet Current Cooldown
Monsoon GaleChenxing - Jade ArcStandard SkillDamageContinuous Release Chenxing shoots an Arrow Deluge at targets in front, dealing multiple hits of Electrical DMG. Hits on the same target will reduce Final DMG with each additional hit. This deals double DMG to Shields, has 100% chance to deal CRIT, and can be affected by bonuses to Ballistic DMG, Hipfire Ballistic DMG, and target Ballistic DMG taken. While shooting Arrow Deluge, increases Anti-Interruption Ability. If Chenxing uses this skill again while performing it, increases the skill's duration without restarting the action. If Arrow Deluge defeats a target, restores S-Energy and reduces Standard Skill cooldown. Arrow Deluge DMG per Hit: a portion of Chenxing's ATK
Flurry's CallChenxing - Jade ArcUltimate SkillDamagePassive: Chenxing's max charge shot embeds 1 arrow in the hit target, embedded arrows across all targets and in a single target. When a target is embedded with an arrow, Chenxing's Ultimate Skill is unlocked: Extracts all embedded arrows from the bodies of targets, each embedded arrow dealing Electrical DMG to the target (this DMG is not affected by Weakspots or Fortified Parts). For each additional arrow extracted, increases DMG and replenishes 1 arrow for Chenxing (will not exceed Ammo Capacity). This deals double DMG to Shields, has 100% chance to deal CRIT, and can be affected by bonuses to Ballistic DMG, Hipfire Ballistic DMG, and target Ballistic DMG taken. This Ultimate Skill's animation can be disabled. Base DMG of Each Extracted Arrow: a portion of Chenxing's ATK
Scattering BlowChenxing - Jade ArcSupport SkillDamageChenxing fires an arrow toward the sky, creating a Thunderfall Array in the air that lasts: Shoots a Lightning Leaf at a random location. Upon contact with the ground, Lightning Leaf forms a Shock Grid, dealing 1 instance of Electrical DMG to targets. Shock Grid lasts. Shock Grid DMG per Instance: a portion of Chenxing's ATK
Death TraverserKatya - Blue BoltStandard SkillDamageKatya can use Standard Skill to switch to Guidance III form. In this form, Katya cannot move and obtains a portion of All-Type Resistance, and tactical dodges will make her exit the form. When in Guidance III form, Katya cannot restore S-Energy, and each shot in Normal firing mode consumes S-Energy while each shot in Special firing mode consumes S-Energy. When S-Energy runs out, Katya exits the form. When in Guidance III form, Katya is not affected by changes to Rate of Fire and she gains increased Anti-Interruption Ability. However, during this period, her shots have decreased Final DMG, Destructible Object DMG, and U-Energy gained. In Guidance III form, Katya's Rate of Fire varies based on the crossbow mode: in Normal Mode, Rate of Fire is fixed at round/sec; in Special Mode, it is fixed at round/sec. Using Death Traverser again will make Katya exit Guidance III form early, after which the cooldown for Death Traverser starts. When in Normal firing mode, final DMG of shots in Guidance III form decreases of the original value. When in Special firing mode, final DMG of shots in Guidance III form decreases of the original value. DMG dealt to destructible objects decreases of the original value. U-Energy gained decreases of the original value.
Eloquent ArrowsKatya - Blue BoltUltimate SkillDamageKatya shoots toward the sky, raining down a Guileful Barrage of tracking bolts at the target, inflicting 1 instance of Frost DMG. Passive Skill: When her weapon is in Normal firing mode, each of Katya's shots inflicts Starfreeze upon hitting a target and triggering the Legacy of Cunning aptitude effect. When her weapon is in Special firing mode, each of Katya's shots inflicts Starfreeze upon hitting a target and triggering the Legacy of Cunning aptitude effect. The initial limit for Starfreeze is. When the limit is reached, Starfreeze is cleared and Katya inflicts Frozen effect on the target. Starfreeze cannot be inflicted on targets that are already Frozen, and a target's Starfreeze is cleared whenever Frozen. When a target is Frozen by Starfreeze more than once, the target's Starfreeze limit will increase with each time. Barrage DMG per Instance: a portion of Katya's ATK
Explosive EnvoyKatya - Blue BoltSupport SkillDamageKatya leaps upward and shoots 1 Brumal Bolt at a target within view. The Brumal Bolt explodes, dealing AoE Frost DMG and inflicting Frozen to targets within range. After shooting the bolt, Katya moves backward and then lands. Brumal Bolt DMG: a portion of Katya's ATK
Shimmering TrailKatya - DawnwingStandard SkillDamageCharges: Katya quickly dashes and creates a Crystal Vane at the end. If there are any targets near the Crystal Vane, deals Frost DMG to target(s) around it and the Crystal Vane disappears. During the dash, using her Standard Skill again will trigger the Glider effect: Creates 1 additional Crystal Vane without consuming Standard Skill charges, but this Crystal Vane does not deal DMG to nearby targets (this effect can only be triggered once). Up Crystal Vane(s) can exist on the field at the same time, each. When Katya is deployed and there are Crystal Vanes on the field, she can gain Aurora Charge: Gains Aurora Charge in combat and gains an additional Aurora Charge upon each shot hit (including shots that ricochet). When there are no Crystal Vanes on the field, Katya loses all Aurora Charge. When she has Aurora Charge, her next shot hit clears all Aurora Charge as Crystal Vane(s) each fire 1 Aurora Ray at the hit target, dealing Frost DMG and Crystal Vane(s) will disappear. For every Crystal Vane that fires an Aurora Ray, replenishes bullets. Crystal Vane is not an Auxiliary Unit and is not affected by Auxiliary Unit bonuses. Passive: Shot hit decreases Standard Skill cooldown and restores S-Energy. Crystal Vane DMG to Nearby Targets: a portion of Katya's ATK Aurora Ray DMG: a portion of Katya's ATK
Sky-Shattering GaleKatya - DawnwingUltimate SkillDamage, ControlKatya fires 1 Skylash Arrow at the target, dealing Frost DMG and inflicting Frozen upon hit targets. Skylash Arrow DMG: a portion of Katya's ATK
Sweeping HailshotKatya - DawnwingSupport SkillDamageKatya leaps backward and fires 2 waves of Hail Barrage, each wave containing 7 ice arrows. Hail Barrage ice arrows deal Frost DMG upon hit and gain homing capability a short time after firing. Hail Barrage Ice Arrow DMG: a portion of Katya's ATK
Wings of SpacetimeKatya - RhapsodyStandard SkillDamageKatya deploys a phase 1 Dimensional Amplifier, consuming S-Energy to keep it active. While active, Katya does not automatically recover S-Energy. When one of her shots passes through the Dimensional Amplifier, the Dimensional Pursuit Cannons assist the attack with 1 instance of Frost Attack (this DMG is affected by boosts to Ballistic DMG, Hipfire Ballistic DMG, and target DMG taken, but cannot deal CRIT). Dimensional Pursuit Cannons can be triggered once. When a certain number of Katya's shots pass through the Dimensional Amplifier, it is enhanced: Phase 2: Dimensional Amplifier size increases. Phase 3: Dimensional Amplifier size increases further, and when Katya's shots pass through the Dimensional Amplifier and hit a target, increases her Ballistic DMG. Dimensional Pursuit Cannons are not Auxiliary Units and are not affected by Auxiliary Unit bonuses. Using Standard Skill again while the Dimensional Amplifier is already active will reset its position. Can still shoot while it is resetting. While the Dimensional Amplifier is active, if Katya's S-Energy falls to 0 or she holds Standard Skill, dodges through the Dimensional Amplifier, or leaves the field, the Dimensional Amplifier is returned and she recovers S-Energy, depending on its phase. When entering combat, Katya immediately gains Temporal Factor. She also gains Temporal Factor after dodging. If she sprints while she has any Temporal Factor, she will enter a Temporal sprinting state. Reloading will interrupt this state. She consumes Temporal Factor every 1 sec while in this state. If no Dimensional Amplifier is active while she is in this state, she additionally recovers S-Energy every 1 sec. When not in combat, her Movement SPD in this state increases further. Gatling gun operatives cannot utilize cover. Dimensional Pursuit Cannons Assist Attack DMG: a portion of Katya's ATK
Deluge of DestructionKatya - RhapsodyUltimate SkillDamageContinuous Release Katya floats in the air and unleashes her full arsenal of destruction. Her Anti-Interruption Ability is increased as she bombards the target area:, her four Shardstorm Cannons deal 1 instance of Frost DMG to up to 10 targets in the area., her two Razorhail Cannons deal 1 instance of Frost DMG to up to 10 targets in the area. (The DMG of both types of cannons is affected by boosts to Ballistic DMG, Hipfire Ballistic DMG, and target DMG taken, but cannot deal CRIT.) Using Ultimate Skill returns her Dimensional Amplifier to her, if it is on the field. During her Ultimate Skill bombardment, using Ultimate Skill again will end it early. Each time she defeats 1 target during her Ultimate Skill bombardment, increases the skill's remaining duration, but never exceeding remaining. Ultimate Skill cooldown starts after the bombardment ends. Shardstorm Cannons DMG: a portion of Katya's ATK Razorhail Cannons DMG: a portion of Katya's DMG
Frozen FallKatya - RhapsodySupport SkillDamageContinuous Release Katya slashes through spacetime, dealing Frost DMG and knocking the target into the air, suspending them there. She follows up with a continuous attack as the target falls slowly, dealing instances of Frost DMG (this DMG is affected by boosts to Ballistic DMG, Hipfire Ballistic DMG, and target DMG taken, but cannot deal CRIT). Support Skill cooldown starts after the follow-up attack ends. Spacetime Slash DMG: a portion of Katya's ATK Follow-Up Attack DMG: a portion of Katya's ATK
Territorial PatrolEatchel - The CubStandard SkillDamage, HealEatchel lunges a short distance toward the target and pulls all enemy targets within range toward her with Gust of Predation, dealing 1 instance of Kinetic DMG. After Territorial Patrol hits a target, Eatchel recovers HP, with final recovery amount increased for every target hit. After Territorial Patrol hits a target, Eatchel's next 2 shots become Gusts of Wandering, which deal AoE Kinetic DMG to targets upon hit, recover a small amount of U-Energy, and have a greatly reduced interval between shots. Gust of Wandering can deal DMG to targets. Gust of Predation DMG: a portion of Eatchel's ATK Initial HP Restored by Gust of Predation: a portion of Eatchel's ATK Gust of Wandering DMG: a portion of HP restored by Gust of Predation
Unyielding RiseEatchel - The CubUltimate SkillHealConsumes U-Energy: Eatchel transforms into Hybrid form and launches a swift attack on the area in front of her, knocking targets into the air and dealing instances of Kinetic DMG, while also restoring some HP to all nearby allies (including operatives off the field) and charging Icebound Claws with an amount proportional to the DMG dealt. When dealing DMG to destructible parts of enemies, Eatchel gains extra Icebound Claws charge. Passive: After Eatchel uses her Ultimate Skill, clears previous Icebound Claws and gains empty Icebound Claw(s). 1 Icebound Claw will naturally disappear, with the Icebound Claw with the most charge being consumed first. When the deployed operative's HP is less than, consumes Icebound Claw(s) to restore an equal amount of HP to the operative and apply Invulnerable for a short time. When there are less than, consumes all Icebound Claws. Icebound Claws will provide all nearby allies (including operatives off the field) with an ATK bonus according to the charge amount plus a portion of Eatchel's Healing Bonus. Ultimate Skill is available when U-Energy is not lower than: After using Ultimate Skill, all U-Energy is consumed. Ultimate Skill's Healing effect, Icebound Claws' Healing effect, and Icebound Claws' natural duration will increase or decrease proportionally to the U-Energy consumed. This Ultimate Skill's animation can be disabled. Swift Attack Instance DMG: a portion of Eatchel's ATK HP Restored by Unyielding Rise: a portion of target's Max HP Icebound Claw Max Charge Capacity: a portion of Eatchel's ATK Icebound Claw ATK Bonus: a portion of current Icebound Claw charge
Savage PounceEatchel - The CubSupport SkillHealEatchel pounces toward the target and knocks back enemies, dealing 1 instance of Kinetic DMG. When Eatchel leaves the field, she restores some HP to nearby operatives. Passive: When Savage Pounce is not in cooldown, Eatchel restores some HP to nearby operatives every sec. Pounce DMG: a portion of Eatchel's ATK HP Restored: a portion of Eatchel's ATK Passive Healing per Sec: a portion of Eatchel's ATK
Card-Trick SurpriseTess - The MagicianStandard SkillDamage, SpecialCharges: Tess plays a dangerous card-guessing game, throwing a card to deal DMG to the target. Different color cards have different effects: Yellow Card: Deals Electrical DMG. Upon hit, Card-Trick Surprise cooldown decreases. Pink Card: Deals Chaos DMG. If the hit target doesn't die, deals Splash Chaos DMG to 4 nearby targets. White Card: Deals Kinetic DMG. Upon hit, deals increased Destructible Object DMG and replenishes bullets. Blue Card: Deals Frost DMG. Upon hit, applies Frozen to the target. Red Card: Deals Thermal DMG. Upon hit, causes a blast that deals AoE DMG and applies Burn to all targets within range, which deals 1 instance of Thermal DMG. (DMG dealt is not affected by Weakspots or Fortified Parts.) Card color changes randomly after each use of Card-Trick Surprise. Yellow Card DMG: a portion of Tess' ATK Pink Card DMG: a portion of Tess' ATK Pink Card Splash DMG: a portion of Tess' ATK White Card DMG: a portion of Tess' ATK Blue Card DMG: a portion of Tess' ATK Red Card DMG: a portion of Tess' ATK Burn DMG: a portion of Tess' ATK
Hidden World of MagicTess - The MagicianUltimate SkillEnergyTess opens up a Hall of Phantasm and conceals herself, inviting another operative to join the fun on the field. During this time, after any deployed operative shoots an enemy, Tess will appear from the illusory realm and perform 1 Heartfelt Illusion attack on the target, dealing 1 instance of Electrical DMG and recovering U-Energy (this is affected by Tess’ U-Energy Recovery). Tess can perform 1 Heartfelt Illusion attack every 2 sec. Hall of Phantasm lasts, clearing all U-Energy upon its end. When Hall of Phantasm ends, Hidden World of Magic cooldown begins. This Ultimate Skill's animation can be disabled. Heartfelt Illusion DMG: a portion of Tess' ATK
Lovely AssistantTess - The MagicianSupport SkillEnhanceTess invites the deployed operative to join her magic act, providing all nearby operatives with the Magician's Helper effect: Increases Electrical DMG. This boost decreases every second, up to a maximum decrease. Magician's Helper Initial Electrical DMG Boost
Magic Apple a DayTess - PhantasiaStandard SkillDamage, Speed UpTess can tap Standard Skill to change the color of her Apple Assistant. This doesn't count as using Standard Skill. Tess can hold Standard Skill to trigger different effects according to her Apple Assistant's color: Green Apple Assistant: Restores S-Energy for Tess each sec and increases Movement SPD of Tess and nearby ally operatives (not including those off-field). This doesn't consume S-Energy. Red Apple Assistant: Tess gains an aptitude effect, adding Frost DMG to her shots. Gold Apple Assistant: Tess hits the Gold Apple Assistant forward, dealing 1 instance of AoE Frost DMG upon hit, knocking targets within range into the air, and marking them with Golden Core. When Tess shoots a target with a Golden Core mark, triggers marks on other targets to deal Frost DMG to them. This effect can be triggered once. Only one Apple Assistant effect can be active at once. Green Apple Assistant Movement SPD Boost: Red Apple Assistant Aptitude DMG: a portion of Tess' ATK Gold Apple Assistant Knock-Up AoE DMG: a portion of Tess' ATK Golden Core Mark DMG: a portion of Tess' ATK
Floating on AirTess - PhantasiaUltimate SkillEnhanceTess waves her wand and creates a Realm of Wonder: Tess floats in the air, increasing her provided aptitude DMG and increasing Ballistic DMG of ally operatives within the realm. While Realm of Wonder is active, each time Tess inflicts a target with Frostbite, gains Wondrous Gift effect: She casts magic to increase the duration of deployed operative's Glimmerburst (if in effect). Using Ultimate Skill again will end Realm of Wonder early. Ultimate Skill cooldown starts after Realm of Wonder disappears. Realm of Wonder Aptitude DMG Boost: Realm of Wonder Ballistic DMG Boost
Miracle Out of a HatTess - PhantasiaSupport SkillEnhanceTess throws her magic top hat into the air, providing deployed operative with Glimmerburst effect. Glimmerburst: Grants an aptitude that adds Frost DMG to shots. While Glimmerburst is active, Tess gains Miracle Freeze-Frame effect: After dealing instances of aptitude DMG during the Support Skill duration, inflicts the target with Frostbite, dealing instances of Frost DMG. This effect can only be triggered once per Support Skill duration. Support Skill cooldown starts when Glimmerburst effect ends. Glimmerburst Aptitude DMG: a portion of Tess' ATK Miracle Freeze-Frame Frostbite DMG: a portion of Tess' ATK
Immersive ArtistryVidya - AgaveStandard SkillDamageUsing Immersive Artistry repeatedly can increase its phase, with an initial phase of 0 and max phase of 4. Use Immersive Artistry to increase its phase, dealing Electrical DMG to the directly hit target and restoring some U-Energy (when at phase 4, knocks target into air), while also dealing a portion of the DMG dealt as Electrical DMG to nearby targets. When using Immersive Artistry again (excluding any Support Skill time), if sufficient S-Energy, increases its phase. Can still be used when at phase 4. Resets to phase 0 if not used for or if Vidya shoots. Phase 1/2/3/4 of Immersive Artistry consumes S-Energy. The higher the phase, the larger the attack's AoE. When at phase 2 or above, if insufficient S-Energy to increase its phase, instead clears all remaining S-Energy to unleash a special Immersive Artistry, resetting the phase to 0 and dealing Final DMG proportional to the next phase's DMG (cleared S-Energy increases this ratio,). When Immersive Artistry directly hits a target with a destructible part, deals some destructive DMG to part(s) (if only 1 part, deals increased destructive DMG). For each 1 destructible part hit, gains 1 stack of Truth Fragment. When using Immersive Artistry again, consumes all stacks of Truth Fragment and decreases S-Energy consumed for each stack. If a part is destroyed by Immersive Artistry, consumes all stacks and decreases S-Energy consumed by Immersive Artistry (cannot obtain Truth Fragment stacks during this time). After Vidya defeats a target, her next use of Immersive Artistry does not consume S-Energy. Phase 1 Standard Skill DMG: a portion of Vidya's ATK Phase 2 Standard Skill DMG: a portion of Vidya's ATK Phase 3 Standard Skill DMG: a portion of Vidya's ATK Phase 4 Standard Skill DMG: a portion of Vidya's ATK
Director's CutVidya - AgaveUltimate SkillDamagePassive: Increases Vidya's Max S-Energy. When deployed and in combat, Vidya does not automatically recover S-Energy; when deployed and not in combat, Vidya recovers S-Energy each sec. Each time Vidya shoots, she restores S-Energy and gains 1 stack of Inspiration: For each stack, increases S-Energy restored by each shot. Using a skill automatically ends the Inspiration state. When Vidya hits a target with Immersive Artistry, gains stack(s) of Personal Flair according to its phase. Vidya consumes all stacks of Personal Flair and knocks targets in front into the air, dealing AoE Electrical DMG. If 20 or more stacks of Personal Flair are consumed, increases the next use of Immersive Artistry to phase 4. This Ultimate Skill's animation can be disabled. Director's Cut DMG: a portion of Vidya's ATK + number of Personal Flair stacks x a portion of Vidya's ATK
Stunt CoordinationVidya - AgaveSupport SkillDamageVidya consumes S-Energy and knocks targets in front into the air, dealing 1 instance of Electrical DMG. When Stunt Coordination consumes S-Energy, provides full squad and nearby operatives with Action Sequence effect: For each additional S-Energy consumed, increases ATK of full squad and nearby operatives. Stunt Coordination DMG: a portion of Vidya's ATK
Red HerringVidya - Celestial SwanStandard SkillDamageCharges: Vidya deploys a Fallacy Projection, which deals Chaos DMG upon hit. When a target gets close to a Fallacy Projection, the projection is detonated. When Vidya is deployed, Fallacy Projections are enhanced once, up to phase 3, increasing their Blast AoE and DMG. If Vidya leaves the field, all Fallacy Projections are detonated. Vidya can shoot a Fallacy Projection to immediately detonate it. Up Fallacy Projections can exist on the field at the same time. Once this limit is exceeded, the earliest projection will be detonated. Each Fallacy Projection lasts. Vidya can hold Standard Skill to throw a Fallacy Projection at a target in front. Phase 1 Fallacy Projection DMG: a portion of Vidya's ATK Phase 2 Fallacy Projection DMG: a portion of Vidya's ATK Phase 3 Fallacy Projection DMG: a portion of Vidya's ATK
Final ThreadVidya - Celestial SwanUltimate SkillDamage, SpecialVidya marks the target as a Prime Suspect. If the target doesn't have a Shield and its HP is less than a certain proportion of Vidya's ATK (this proportion increases further with more U-Energy), dealing DMG to the target will trigger Guilty Verdict: Vidya consumes all U-Energy to deal True DMG to the target equal to its current HP. Only 1 target can be marked as a Prime Suspect at one time. Using Ultimate Skill on another target will transfer the existing Prime Suspect mark to the new target, starting a cooldown. Final Thread cooldown starts when there is no longer any target marked as a Prime Suspect. Guilty Verdict Trigger Condition: Target's HP is less than a portion of Vidya's ATK Additional Increase of Trigger Condition for Every 1 U-Energy: a portion of Vidya's ATK
Chain of EvidenceVidya - Celestial SwanSupport SkillVulnerabilityWhen Vidya's S-Energy is or greater, her Support Skill is unlocked: Continuous release Vidya enters Deduction mode, deploying a Clue Finder that links to a target and generates a Search Zone around the target. The linked target's DEF decreases. When the linked target takes any type of DMG, an Exposed Secret state of the same type is triggered. This Exposed Secret state can be triggered. Exposed Secret: Decreases the corresponding Resistance type of the linked target and all targets within the Search Zone, stacking once. In Deduction mode, Vidya continuously consumes S-Energy and doesn't automatically recover it. When S-Energy falls, she exits Deduction mode and recalls the Clue Finder. Can use her Support Skill again while in Deduction mode to exit it early. If the linked target is defeated, Vidya will immediately exit Deduction mode. Chain of Evidence cooldown starts when Vidya exits Deduction mode. After the cooldown ends, Vidya immediately restores S-Energy. S-Energy Consumed Every Sec in Deduction Mode: Linked Target's DEF Reduction: Resistance Reduction per Stack of Exposed Secret
Triad of FateBubu - The GeomancerStandard SkillEnergyContinuous release (controlled) Hold to enter Cultivation state: Restores S-Energy. When S-Energy is full, this state automatically ends. Triad of Fate cooldown starts when Cultivation state ends. Passive: Bubu is unable to automatically recover S-Energy. When Bubu enters the stage, automatically enters Evil Ward state: Each shot consumes S-Energy to increase Thermal DMG of the shot. When Bubu is in Evil Ward state, shot hits on targets or other objects consume additional S-Energy to bounce to nearby targets (doesn't count as shot hit). The Final DMG dealt and S-Energy consumed decreases with each successive bounce, bounces and to a minimum. Thermal DMG Boost for Shots in Evil Ward State
Trinity of VirtueBubu - The GeomancerUltimate SkillEnhancePassive: When Bubu is deployed, gains Divine Blessing. For each Fourfold Arcana Shot fired, gains Divine Blessing. Every Divine Blessing will fill 1 Divine Seal. Bubu consumes 1 Divine Seal to replenish her magazine and gain Vital Essence, entering the Evil Purge state: In Evil Purge state, Bubu's shots are enhanced to Eightfold Arcana Shots, which have 100% chance to deal CRIT and increased CRIT DMG Amplifier (including bounces), and have decreased S-Energy cost proportional to that of normal shots. After firing 2 Eightfold Arcana Shots or dodging in this state, Bubu quickly reloads. In Evil Purge state, Bubu cannot gain Divine Blessing. In Evil Purge state, Bubu automatically consumes Vital Essence every sec and consumes Vital Essence with each Eightfold Arcana Shot. She can still fire an Eightfold Arcana Shot when Vital Essence is below. She exits this state when she leaves the field or when Vital Essence reaches 0. This Ultimate Skill's animation can be disabled. Eightfold Arcana Shot CRIT DMG Amplifier
Celestial RobeBubu - The GeomancerSupport SkillDamageBubu creates a Five-Ray Formation at the target location. When the deployed operative shoots the Five-Ray Flame inside the formation, Bubu deals Thermal DMG to all targets. This effect can be triggered. Five-Ray Flame DMG: a portion of Bubu's ATK
Flux of ReflectionsBubu - Specular SoulStandard SkillDamageIn Physical Realm: Bubu releases Shardstrike in front, dealing 1 instance of Chaos DMG to targets in range. Each time Bubu's standard shot deals DMG, she gains Optic Halo. At Optic Halo, her Standard Skill is enhanced to Spectral Shot: Doesn't consume S-Energy, but consumes Optic Halo and bullet to fire 1 skill shot with guaranteed CRIT and specially-fixed weapon Compatibility (counts as skill use, but inflicts shot hit and Ballistic DMG), inflicting target with Fracture Mark upon hit. A target can have marks. When Spectral Shot deals DMG, Bubu gains Light Crystal. In Specular Realm: Bubu's Standard Skill is enhanced to Mirror Shot: Doesn't consume S-Energy and has no cooldown. When performing Mirror Shot, Bubu consumes Light Crystal and coordinates with her specular reflection, each consuming bullets to fire a dual skill shot with guaranteed CRIT and specially-fixed weapon Compatibility. This dual skill shot deals DMG and triggers Specular Slash, which deals instances of Chaos DMG to targets in range. Both shots of the dual skill shot each inflict hit targets with Fracture Marks, on a single target. Her specular reflection is not an Auxiliary Unit and is not affected by Auxiliary Unit bonuses. Bubu is unable to use Spectral Shot and Mirror Shot when her magazine is empty. While performing these skill shots, her Anti-Interruption Ability is increased. Shardstrike DMG: a portion of Bubu's ATK Spectral Shot Weapon Compatibility: Mirror Shot Weapon Compatibility (Bubu): Mirror Shot Weapon Compatibility (Specular Reflection): Specular Slash DMG per Instance: a portion of Bubu's ATK
Mirror of FortuneBubu - Specular SoulUltimate SkillEnhanceWhen Bubu has at least Light Crystals, she can use Ultimate Skill: Bubu doubles her Light Crystals and enters the specular realm, where her Standard Skill is enhanced to Mirror Shot. After Bubu has consumed all Light Crystals, she will automatically use Ultimate Skill again. It can also be used manually before consuming all Light Crystals. In the specular realm, using her Ultimate Skill will unleash Realm Shatter, dealing 1 instance of Chaos DMG to targets in range. This also removes all Fracture Marks on targets, dealing extra Chaos DMG for each mark removed. After Bubu unleashes Realm Shatter, stays in the specular realm, or leaves the field, all Light Crystals are cleared and she returns to the physical realm. Realm Shatter DMG: a portion of Bubu's ATK DMG per Fracture Mark Removed: a portion of Bubu's ATK
Specular HollowBubu - Specular SoulSupport SkillDamageBubu creates a specular realm rift beneath the target and summons Mirror Spears from, dealing instance(s) of Chaos DMG to a single target. Mirror Spear DMG: a portion of Bubu's ATK
Cycle of LamentNerida - Styx EnvoyStandard SkillDamageContinuous release Tap Standard Skill to enter a moving Styxflow state: Creates phantoms, dealing Chaos DMG to targets in front and gaining U-Energy and Wail Charge for each DMG instance. Repeated hits on the same target have gradually decreased Final DMG, proportional to the last hit. Nerida can store Wail Charge. While in Styxflow, Nerida has increased Anti-Interruption Ability but does not automatically recover S-Energy. Each creation of a phantom consumes S-Energy and counts as Standard Skill use(s). While in Styxflow, tapping Standard Skill again will end the state. Hold Standard Skill to consume all Wail Charge and fire Wailing Ribbons, dealing Chaos DMG to targets in front. Initial number of Wailing Ribbons is. For each Wail Charge consumed, fires an additional Wailing Ribbon(s). For each Wailing Ribbon(s) fired, restores S-Energy. Styxflow DMG per Instance: a portion of Nerida's ATK DMG per Wailing Ribbon: a portion of Nerida's ATK
Swirl of ReckoningNerida - Styx EnvoyUltimate SkillEnhance, SpecialNerida summons a Truth-Seer plasma jellyfish: Within the AoE, Wraith Haunt temporarily ceases to convert to DoT, and the amount of Wraith Haunt inflicted increases the original value. While the Truth-Seer is active, when an operative's skill deals Chaos DMG to a target within the AoE, inflicts additional Wraith Haunt equal to a proportion of the DMG. When the Truth-Seer disappears, creates a blast dealing instances of AoE Chaos DMG and also triggers all Wraith Haunt to be converted to DMG. The cooldown of Swirl of Reckoning starts after the Truth-Seer disappears. This Ultimate Skill's animation can be disabled. Proportion of Additional Wraith Haunt Inflicted: Truth-Seer Blast DMG: a portion of Nerida's ATK
Stygian OathNerida - Styx EnvoySupport SkillDamageAmbush Support: After Nerida uses her Support Skill, she remains on the field. Nerida leaps backward and fires Oathbound Ribbons in a cone-shaped area in front, dealing multiple instances of Chaos DMG. DMG per Oathbound Ribbon: a portion of Nerida's ATK
Twilight's BiteClarina - Crimson MoonStandard SkillDamage, HealClarina twirls forward, summoning Red-Velvet Bats that attack targets in front, dealing 3 instances of Kinetic DMG. Upon each hit, she gains Crimson Charge. When Clarina uses Twilight's Bite, consumes a portion of current HP. If her current HP is below a portion of Max HP, the attack doesn't consume HP but only deals 1 instance of Kinetic DMG. After Clarina uses Standard Skill or dodges, she briefly enters Vampiric Gaze state, during which a well-timed shot or Standard Skill will be enhanced to Sanguine Burstfire or Midnight's Bite, respectively. Sanguine Burstfire: Clarina glides and quickly fires Sanguine Bullets, dealing Kinetic DMG. Sanguine Burstfire doesn't consume magazine ammo and doesn't count as a Standard Skill hit or shot hit, but its DMG is counted as Standard Skill DMG. Each time Sanguine Bullets hit a target, Clarina recovers U-Energy and S-Energy, gains Crimson Charge, and is granted fixed healing: Recovers a certain amount of HP; fixed healing is not affected by any healing bonus, final healing bonus, healing received effect, or final healing received effect, but it can trigger effects only triggered by healing. Midnight's Bite: Clarina summons a Pink-Velvet Swarm that continuously circles targets in front, dealing instances of Kinetic DMG to targets in the AoE. Midnight's Bite counts as 1 Standard Skill use, and its DMG counts as Standard Skill DMG. When Midnight's Bite hits a target, Clarina recovers U-Energy and S-Energy, gains Crimson Charge, and is granted fixed healing. This effect can only be triggered once per use. Twilight's Bite DMG per Instance: a portion of Clarina's ATK Sanguine Bullets DMG: a portion of Clarina's ATK HP Recovered by Fixed Healing of Sanguine Bullets: x Clarina's Level Midnight's Bite DMG per Instance: a portion of Clarina's ATK HP Recovered by Fixed Healing of Midnight's Bite: x Clarina's Level
Flurry of MoonthornsClarina - Crimson MoonUltimate SkillDamage, HealContinuous release Passive: Each time Clarina uses Twilight's Bite, Sanguine Burstfire, or Midnight's Bite, she gains Crimson Charge, which has a max. When Crimson Charge is at least a portion of the max, Clarina can use Flurry of Moonthorns: Clarina wields her specially-designed Parasol Fusil, consuming Crimson Charge to fire Roseshade Shots in the direction aimed, dealing Kinetic DMG upon hit and granting her fixed healing. Each shot consumes Crimson Charge. When Crimson Charge is insufficient, Clarina exits the Parasol Fusil stance. While in Parasol Fusil stance, Clarina has increased Anti-Interruption Ability and her attack direction can be controlled. Dodging will exit the stance early. Flurry of Moonthorns cooldown starts after she exits Parasol Fusil stance. This Ultimate Skill's animation can be disabled. Flurry of Moonthorns DMG (1st-3rd Shots): a portion of Clarina's ATK Flurry of Moonthorns DMG (4th Shot): a portion of Clarina's ATK Flurry of Moonthorns DMG (5th Shot): a portion of Clarina's ATK HP Recovered by Fixed Healing of Roseshade Shots: x Clarina's Level
Nocturne SquallClarina - Crimson MoonSupport SkillDamage, ControlClarina tosses her parasol forward, dealing instances of Kinetic DMG to targets within a circular area in front. Nocturne Squall DMG per Instance: a portion of Clarina's ATK
Star SparkMia - StarchaserStandard SkillDamageCharged release Tap Standard Skill to begin charging, then shoot or tap Standard Skill again to unleash charged energy shot, dealing AoE Electrical DMG to targets in range. This shot does not consume any bullets and cannot deal CRIT. (Charged Energy Shot: This is a shot triggered by a skill. It counts as a shot hit and Ballistic DMG, not a skill hit and Skill DMG.) While charging Star Spark, Mia can dodge to change her position. Star Spark DMG, AoE, and Destructible Object DMG increase the longer it is charged, reaching max after. Passive: Mia's default magazine is a Sweetchew Magazine (counts as a special clip). When empty, she replenishes it all at once with Sweetchew Shells. After firing shells, she can move to change her position. If only 1 shell left, she can still perform a 2-shot burst but the second shot in the burst will deal Final DMG. Sweetchew Magazine: Ammo capacity is fixed at. Shells can only be replenished by reloading and Ultimate Skill. Cannot stack with other special clips. Sweetchew Shell: Deals 1 instance of single-target Ballistic DMG with guaranteed CRIT, base CRIT DMG fixed at, and Weapon Compatibility specially fixed. Star Spark Initial DMG: a portion of Mia's ATK Star Spark DMG Boost per 0.1 Sec Charged: a portion of Mia's ATK Sweetchew Shell Weapon Compatibility
Nova UnleashedMia - StarchaserUltimate SkillEnhanceAfter Mia uses Ultimate Skill, she removes her energy limiter and enters Limit-Break state for an unlimited duration, replenishing Sweetchew Magazine and gaining Hyperglow Mark (max). If Mia has a Hyperglow Mark, her next shot will consume mark to fire a rapid burst Hyperchew Shells. This 3-shot burst does not consume any bullets. After firing shells, she can move to change her position. Passive: While Mia is in Limit-Break state, each time she deals DMG with Sweetchew and Hyperchew Shells, she gains and Sugarcrux, respectively, up to a max. At or more Sugarcrux, Mia can use Ultimate Skill again to enter Sugarnova stance. She consumes all Sugarcrux to equip a Sugarnova Magazine, loading it with Sugarnova Shell for each Sugarcrux consumed, then immediately rapidly fires all shells. When Mia consumes all shells, dodges, or taps Ultimate Skill again, she will remove Sugarnova Magazine and replenish Sweetchew Magazine. If Mia removes Sugarnova Magazine early, remaining Sugarnova Shells will be converted Sugarcrux per shell. Hyperchew Shell: Deals 1 instance of single-target Ballistic DMG with guaranteed CRIT, base CRIT DMG fixed at, and Weapon Compatibility specially fixed. Sugarnova Shell: Deals 1 instance of single-target Ballistic DMG with guaranteed CRIT, base CRIT DMG fixed at, and Weapon Compatibility specially fixed. Hyperchew Shell Weapon Compatibility: Sugarnova Shell Weapon Compatibility
Volt VaultMia - StarchaserSupport SkillDamage, ControlMia leaps into the air and strikes the ground, dealing 1 instance of AoE Electrical DMG to nearby targets. Volt Vault DMG: a portion of Mia's ATK
Spectral FlashfireLongyan - Divine FoxStandard SkillDamagePassive: When Longyan uses the fire or ADS button, she enters Brocade Pelt state. In this state, she can perform different attacks: Fire Button: Continuously shoots Brocade Rain bullets at a single target. If this triggers an elemental aptitude, the aptitude's Final DMG increases of the original value. ADS Button: Continuously shoots Whirlfire, dealing 5 instances of AoE Thermal Ballistic DMG to up to 5 surrounding targets (this counts as a skill shot that does not consume any bullets). If this triggers an elemental aptitude, the aptitude's Final DMG increases of the original value. After shooting Brocade Rain or Whirlfire 3 times in a row in Brocade Pelt state, the next use of fire or ADS button will perform a chain finisher: Fire Button: Unleashes Brocade Torrent, dealing Thermal Ballistic DMG to a single target (this counts as a skill shot with guaranteed CRIT that does not consume any bullets). If this triggers an elemental aptitude, the aptitude's Final DMG increases. ADS Button: Unleashes Whirlfire Scorch, dealing 5 instances of AoE Thermal Ballistic DMG to up to 5 surrounding targets (this counts as a skill shot with guaranteed CRIT that does not consume any bullets). If this triggers an elemental aptitude, the aptitude's Final DMG increases of the original value. (Dodging while shooting Brocade Rain does not interrupt the current chain count.) In Brocade Pelt state, Longyan gains Fox Favor for every Brocade Rain bullet fired and Fox Favor for every Whirlfire performed, Fox Favor. When performing a chain finisher, all Fox Favor is consumed, decreasing Standard Skill cooldown for every 1 Fox Favor. Standard Skill: Longyan dashes forward and shoots Flashfire 5 times, each time dealing Thermal Ballistic DMG to up to 5 targets in the area (this counts as a skill shot with guaranteed CRIT that does not consume any bullets). If this triggers an elemental aptitude, the aptitude's Final DMG increases of the original value. Longyan gains Tail Flames from this attack. Spectral Flashfire cooldown starts after the skill ends. Whirlfire DMG: a portion of Longyan's ATK Whirlfire Scorch DMG: a portion of Longyan's ATK Brocade Torrent DMG: a portion of Longyan's ATK Spectral Flashfire DMG (1st to 4th Shot): a portion of Longyan's ATK Spectral Flashfire DMG (5th Shot): a portion of Longyan's ATK
Howl of FinalityLongyan - Divine FoxUltimate SkillDamageWhen Longyan has 9 Tail Flames, she can use Ultimate Skill: Longyan consumes all Tail Flames and enters Nine-Tailed state: Rapidly fires 8 times in front followed by 1 more powerful shot, each shot dealing Thermal Ballistic DMG to up to 10 targets in the area (these each count as a skill shot with guaranteed CRIT that does not consume any bullets). If this triggers an elemental aptitude, the aptitude's Final DMG increases of the original value. Howl of Finality DMG (1st to 8th Shot): a portion of Longyan's ATK Howl of Finality DMG (9th Shot): a portion of Longyan's ATK
Flames From DivinityLongyan - Divine FoxSupport SkillDamage, ControlLongyan summons Celestial Fire to attack in front, dealing Thermal DMG to up to 5 targets in the area. If the Celestial Fire hits a target, it will trigger another Celestial Fire (up to a total of 3 times), its AoE and DMG increasing with each time. Celestial Fire DMG (1st): a portion of Longyan's ATK Celestial Fire DMG (2nd): a portion of Longyan's ATK Celestial Fire DMG (3rd): a portion of Longyan's ATK
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