Status
2515
Clue
Status

2515

2-4

52
Resistances

Normal
[x1]

[x1.2]

Normal
[x1]

Ineff.
[x0.5]

Endure
[x0.75]

[x1.2]

Normal
[x1]

Weak
[x1.5]

[x1.2]

Normal
[x1]
Stagger Threshold
73% (1836)
30% (755)
0% (0)
- At 10+ regainedstrength, convert them to regainedstrength_2nd.
- At 20+ regainedstrength, convert them to regainedstrength_3rd.
- If this unit consumes regainedstrength and drops it below the above thresholds, revert to previous Stages accordingly
- At 20+ regainedstrength, convert them to regainedstrength_3rd.
- If this unit consumes regainedstrength and drops it below the above thresholds, revert to previous Stages accordingly
PASSIVE
On Hit, if the target has laceration, heal this unit's Part & Core by 30% of the HP damage dealt.
For Unbreakable Coins: this effect does not activate on Hit after Clash Lose.
For Unbreakable Coins: this effect does not activate on Hit after Clash Lose.
PASSIVE
If this unit healed more than 15% of its max HP, or siphoned the enemy's laceration, gain 3 binding next turn. (once per turn)
If this unit killed the target with its Skill, gain 2 attackdown and 1 defensedown next turn. (3 times per turn)
If this unit killed the target with its Skill, gain 2 attackdown and 1 defensedown next turn. (3 times per turn)
PASSIVE
level: 50
3
+4
SKILL 1
Final Power +1 for every 100 blooddinner this unit consumed (max 5)
[On Use] Base Power +1 for every 5
Bleed on the target (max 3)
[On Use] Consume up to 30 blooddinner: gain 1
Returning Bloodlust for every 10 blooddinner consumed
[Clash Lose] Lose 3 SP
[On Use] Base Power +1 for every 5

[On Use] Consume up to 30 blooddinner: gain 1

[Clash Lose] Lose 3 SP


5
+4
SKILL 2
[On Use] Consume up to 40 blooddinner: gain 1
Returning Bloodlust and heal 3 SP for every 10 blooddinner consumed
[Clash Lose] Lose 3 SP

[Clash Lose] Lose 3 SP


[On Hit] Deal Lust damage equal to 20% of the target's max HP


[On Hit] Deal Lust damage equal to 20% of the target's max HP
5
+3
SKILL 3


3
+4
SKILL 4
Final Power +1 for every 100 blooddinner this unit consumed (max 5)
[Combat Start] Atk Weight +1 for every 3
Returning Bloodlust on self (max 2)
[After Attack] Consume 3
Returning Bloodlust
[Clash Lose] Deal -80% final damage
[Combat Start] Atk Weight +1 for every 3

[After Attack] Consume 3

[Clash Lose] Deal -80% final damage


supercoin


2
+3
SKILL 5
[On Use] Consume up to 40 blooddinner: gain 1
Returning Bloodlust and heal 5 SP for every 10 blooddinner consumed
[On Use] Inflict +1 more
Bleed Count for every 5
Returning Bloodlust (max 2)
[Clash Lose] Deal -80% final damage

[On Use] Inflict +1 more


[Clash Lose] Deal -80% final damage


supercoin


supercoin


supercoin


supercoin
3
+7
SKILL 6
[Indiscriminate]
[On Use] Consume up to 300 blooddinner: gain 1
Returning Bloodlust and heal 3 SP for every 10 blooddinner consumed
[On Use] If this unit consumed blooddinner, heal 30 SP
[Clash Lose] Deal -80% final damage
[On Use] Consume up to 300 blooddinner: gain 1

[On Use] If this unit consumed blooddinner, heal 30 SP
[Clash Lose] Deal -80% final damage


supercoin
10
+3
SKILL 7
Cannot be Staggered until he uses this Skill.
[On Use] Consume up to 100 blooddinner: gain 1
Returning Bloodlust and heal 15 SP for every 10 blooddinner consumed
[On Use] Clash Power +1 for every 30 blooddinner_accumulation by this unit (max 15)
[Clash Lose] Deal -50% damage, and the damage from this Skill does not Stagger the target.
[After Attack] For this turn and next turn, gain attackdown and defensedown equal to the Clash Power gained with this Skill. (max 15)
[Clash Lose] Deal -80% final damage
[On Use] Consume up to 100 blooddinner: gain 1

[On Use] Clash Power +1 for every 30 blooddinner_accumulation by this unit (max 15)
[Clash Lose] Deal -50% damage, and the damage from this Skill does not Stagger the target.
[After Attack] For this turn and next turn, gain attackdown and defensedown equal to the Clash Power gained with this Skill. (max 15)
[Clash Lose] Deal -80% final damage
2
+2
SKILL 8
5
+5
SKILL 9
[Clash Lose] Lose 3 SP
[Clash Lose] Deal -50% final damage
[Clash Lose] Deal -50% final damage


supercoin
[On Hit] The target becomes staggered, then becomes penetration next turn
[After Current Coin Attack] The target loses 25 laceration Potency. Gain laceration and increase blooddinner equal to that value
26
+2
SKILL 10
Cannot be Staggered until he uses this Skill.
Deal more damage equal to blooddinner_common_accumulation. (max 300%)
[On Use] Heal 30 SP
[On Use] Clash Power +1 for every 10
Returning Bloodlust
[After Attack] Consume all
Returning Bloodlust. Gain 5
Fragile this turn and next turn. Gain 2
Bind next turn.
[Clash Lose] Deal -80% final damage
Deal more damage equal to blooddinner_common_accumulation. (max 300%)
[On Use] Heal 30 SP
[On Use] Clash Power +1 for every 10

[After Attack] Consume all



[Clash Lose] Deal -80% final damage


supercoin


supercoin
3
+10
DEFENSE
Base Power +1 for every 100 blooddinner this unit consumed (max 10)
[Clashable Guard]
[Clash Win] Inflict 4
Bleed and
Rupture
[Clash Lose] Consume 2
Returning Bloodlust
[Clashable Guard]
[Clash Win] Inflict 4


[Clash Lose] Consume 2



supercoin
16
-6
DEFENSE
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
Gain starvingdonqui at the start of the Encounter
PASSIVE
Encounter Start: gain confinementofgoldenbranch.
PASSIVE
Turn End: If Panicked, recover from Panic at the next Turn Start and reset SP to 0.
When recovering from Panic:
- Consume 30 blooddinner to gain 2 enhancement and 1 agility next turn, and heal 30 SP.
- If this unit failed to consume blooddinner, gain 40 laceration, immediately take the damage from laceration, then lose 5 laceration Count.
- Then, gain 2 enhancement next turn and heal 30 SP
When recovering from Panic:
- Consume 30 blooddinner to gain 2 enhancement and 1 agility next turn, and heal 30 SP.
- If this unit failed to consume blooddinner, gain 40 laceration, immediately take the damage from laceration, then lose 5 laceration Count.
- Then, gain 2 enhancement next turn and heal 30 SP
PASSIVE
When gaining a new pattern, halve the Potency of combustion, laceration, vibration, burst, and sinking on this unit's Parts.
PASSIVE
This unit's Panic Type does not change when inflicted with an effect that changes Panic Types. Instead, this unit is inflicted with an effect that is inflicted against targets without SP.
PASSIVE
Story
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