Status
5764
Clue
Status

4611

1-4

50
Resistances

Normal
[x1]

Normal
[x1]

Normal
[x1]

Normal
[x1]

Normal
[x1]

Normal
[x1]

Normal
[x1]

Normal
[x1]

Normal
[x1]

Normal
[x1]
Stagger Threshold
70% (3227)
40% (1844)
10% (461)
-10% (-461)
After Attack, heal the Core and the Part equal to the amount of damage this unit's Attack Skill dealt
- Does not activate if the Head Part is either Staggered or Destroyed
- Does not activate if the Head Part is either Staggered or Destroyed
PASSIVE
Turn End: if this unit healed HP, gain 1 attackup and 1 defensedown next turn for every 10 HP healed (max 10)
PASSIVE
combustion, laceration, vibration, burst, and sinking Potency only stacks up to 50 (including the Unique variations of above Keywords)
PASSIVE
If this unit's Body Part takes damage from an enemy Skill, inflict +1 laceration Count on the attacker (once per turn per Identity)
PASSIVE
level: 50
4
+3
SKILL 1
6
+3
SKILL 4


5
+4
SKILL 5


5
+6
SKILL 6
4
+4
SKILL 7
10
+8
SKILL 8
[On Use] Consume up to 100 blooddinner to activate the following effects:
- Heal the Core and the Body Parts' HP by blooddinner consumed
- This Skill gains Final Power +1 for every 20 blooddinner consumed
[After Attack] If this Skill consumed less than 30 blooddinner, gain 2
Fragile next turn
- Heal the Core and the Body Parts' HP by blooddinner consumed
- This Skill gains Final Power +1 for every 20 blooddinner consumed
[After Attack] If this Skill consumed less than 30 blooddinner, gain 2

4
+3
DEFENSE
[Clashable Counter]
[On Use] Targets that clash against this Skill do not lose laceration Count while clashing
[On Use] Targets that clash against this Skill do not lose laceration Count while clashing


supercoin
[On Hit] Activate laceration on the target once, and immediately consume blooddinner generated by the laceration damage


supercoin
[On Hit] Activate laceration on the target once, and immediately consume blooddinner generated by the laceration damage


supercoin
[On Hit] Activate laceration on the target once, and immediately consume blooddinner generated by the laceration damage
20
+5
DEFENSE
Activates at 100+ blooddinner
[Turn End] Consume up to 100 blooddinner to activate the following effects:
- Heal the Core and the Body Parts' HP by blooddinner consumed
- Gain 1 attackup next turn for every 20 blooddinner consumed
[Turn End] Consume up to 100 blooddinner to activate the following effects:
- Heal the Core and the Body Parts' HP by blooddinner consumed
- Gain 1 attackup next turn for every 20 blooddinner consumed
If this unit is on field, or is one of the units that can appear on this Stage, increase blooddinner value by the amount of laceration damage collectively received by every unit.
When this unit enters the field, the sleeping blood drenching the battlefield will flood the surface.
When this unit enters the field, the sleeping blood drenching the battlefield will flood the surface.
PASSIVE
At 10+ Clashes against the same enemy, randomly gain or lose Clash Power by (Clash Count / 10) in a Clash. (rounded down)
PASSIVE
Triggers a Choice Event every 'multiple of 3' turns.
PASSIVE
Story
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