Tower of Fantasy · weapon

Siege Edge

Siege Edge破城の刃시즈 엣지
Unchanged since
Siege Edge

Identity

TierSSR

Stats Stats at any level →

ATK19.11
HP1,165.05
Crit13.65
Resistance—
Shatter16
Charge14
Max advancement ★6
Matrix slots4

Skills

Frequency ChainNormal Attack
While on the ground, use normal attack to launch 5 consecutive attacks. First Attack: Deal damage equal to 408% of ATK plus 2,577 and knock the target back. Second Attack: Deal damage equal to 918% of ATK plus 5,798 and knock the target back. Third Attack: Deal damage equal to 1,479% of ATK plus 9,341 and knock the target back. Fourth Attack: Deal damage up to 1,179% of ATK plus 7,446 and knock the target back. Fifth Attack: Deal damage equal to 1,761% of ATK plus 11,122 and knock the target back.
Leaping SlashesNormal Attack
While the Wanderer is airborne, use normal attack to launch 5 consecutive attacks in the air, consuming endurance. First Attack: Deal damage equal to 240% of ATK plus 1,516 and knock the target back. Second Attack: Deal damage equal to 480% of ATK plus 3,032 and knock the target back. Third Attack: Deal damage equal to 530% of ATK plus 3,347 and knock the target back. Fourth Attack: Deal damage up to 590% of ATK plus 3,726 and knock the target back. Fifth Attack: Deal damage equal to 670% of ATK plus 4,232 and knock the target back.
Thunderous CutterNormal Attack
While using normal attack on the ground, tap and hold normal attack when using the first or second normal attacks to trigger Thunderous Cutter. Swing Siege Edge and perform downward slashes in front, dealing damage equal to 580% of ATK plus 3,663 to nearby targets.
Lightning ThrustNormal Attack
While using normal attack on the ground, tap and hold normal attack when using the third to fourth normal attacks to trigger Lightning Thrust. Perform a swift upward attack, dealing damage equal to 480% of ATK plus 3,032 to nearby targets.
Solar ShotNormal Attack
While on the ground, tap and hold normal attack to trigger Solar Shot. Fire a charged shot at the target, dealing damage equal to 380% of ATK plus 2,400 to the target upon hit.
Electrified FlickerNormal Attack
Tap and hold normal attack while airborne (tap when a target is available), or use normal attack while climbing, jumping backward, or using a Jetpack to trigger Electrified Flicker. Fall down from mid-air. During the course of landing, each hit on an enemy deals damage equal to 75% of ATK plus 474. After landing, deal damage equal to 75% of ATK plus 474 to nearby targets.
DodgeDodge
Dodge right before getting hit to trigger Phantasia, reducing the speed of targets within the area. Become immune to hitstun while dodging.
Pulsing WhirlDodge
Use normal attack during the short perfect dodge window (use a directional button before dodging) to trigger Pulsing Whirl, dealing damage up to 145% of ATK plus 916 to targets ahead.
Step-Back ShotDodge
Use normal attack during the short period after dodging to trigger Step-Back Shot, dealing damage equal to 105% of ATK plus 663 to the hit target.
Magnetoelectric ArtilleryDodge
Tap and hold normal attack right after dodging to trigger Magnetoelectric Artillery, which has three strengths according to the length of time charged: deal damage equal to 140% of ATK plus 884, 305% of ATK plus 1,926, or 545% of ATK plus 3,442 to targets ahead. Max charge can execute non-boss targets (other than Wanderers) with up to 30% of Max HP remaining.
Cosmic ThunderSkill
Switch Siege Edge to longsword form, dealing damage equal to 3,255% of ATK plus 20,558 (this does not accumulate Electroblade). This skill has a cooldown of 20 seconds (this is not affected by other cooldown clearing, resetting, or changing effects). When Fortitude Resonance is triggered: Using Cosmic Thunder provides nearby teammates with hyperbody for 10 seconds; using Cosmic Thunder while Electroblade Enhancement is in effect draws in nearby enemies and inflicts them with resistance reduction of 10% for 20 seconds.
Magnetic Ray CannonDischarge
When weapon charge is full or Phantasia is triggered, upon switching to this weapon, remove all debuffs from the Wanderer. Siege Edge changes to EM Blaster form and unleashes a powerful blast, dealing damage equal to 3,600% of ATK plus 22,737 to targets ahead. When unleashing this blast, immune to damage for 1.5 seconds (unavailable in Apex League). After using Magnetic Ray Cannon, increase the Wanderer's volt ATK by 10% for 20 seconds and enter Electromagnetic Disruption for 22 seconds: During this time, the Wanderer gains hyperbody; using any volt weapon skill gives an additional 500 weapon charge; volt damage has a 25% chance to trigger Chain Static, dealing damage equal to 50% of ATK to up to 7 targets (this is counted as normal attack damage but does not trigger normal attack effects), and this effect can be triggered up to 1 time every 0.5 seconds; defeating a target triggers Chain Static again, and this effect can be triggered up to 1 time every 0.1 seconds. When Fortitude Resonance is triggered: In Electromagnetic Disruption state, taunt nearby enemies every 2 seconds and provide the Wanderer with a shield equal to 20% of Max HP that lasts for 2 seconds. When Fortitude Resonance is not triggered: In Electromagnetic Disruption state, Siege Edge attacks inflict Static to targets upon hit, reducing their speed by 30% for 20 seconds.

Profile

Developed by Hykros, this transformable weapon boasts remarkable design and performance, though it's hard to mass-produce due to its complexity. "One strike is all it takes to breach a fortress."—commented its designer.

Weapon

Merylx

How Siege Edge compares · vs 14 ★★★★★ Volt weapons

ATK19.11
75th percentile · rank 1–7 of 14 (tied) · cohort median 19.11 (0%)
Shatter16
82nd percentile · rank 1–5 of 14 (tied) · cohort median 14 (+14%)

Closest weapons · nearest on ATK