Status
1612
Clue
Status

1612

2-5

60
Resistances

Normal
[x1]

Normal
[x1]

[x1.2]

[x0.8]

[x1.2]

[x1.2]

[x0.8]

Normal
[x1]

[x0.8]

Normal
[x1]
Stagger Threshold
-
Attack Skill End: Deal (# of Slash Coins that hit Critically x 10) Slash damage against each target) (damage from this effect cannot Stagger target)
Attack Skill End: Consume every surplus breath Potency past 20 on self and inflict phantomincision to target by breath Potency consumed
Attack Skill End: Consume every surplus breath Potency past 20 on self and inflict phantomincision to target by breath Potency consumed
PASSIVE
level: 60
7
+3
SKILL 1
7
+2
SKILL 2
10
+6
SKILL 3


supercoin
+30% Damage on Critical Hit
12
+1
SKILL 4
widearearampage
Can Clash with this Skill regardless of Speed; cannot be Staggered until this Skill ends
[Clash Lose] Deal -80% damage and damage dealt by this Skill cannot Stagger the target
Can Clash with this Skill regardless of Speed; cannot be Staggered until this Skill ends
[Clash Lose] Deal -80% damage and damage dealt by this Skill cannot Stagger the target


supercoin
Reuse this Coin (4 times max)
4
+3
SKILL 5
[Clash Lose] <color=#ff6000><mark=#ff000040><b><u>Halve the
Bladetrail [Afterimage] Stack on target</u></b></mark></color> (rounded down)
[Clash Lose] Lose 5 SP
[Clash Lose] Lose 5 SP
9
+5
SKILL 6
This Skill does not trigger the target's Defense Skill
Prioritizes the target with the least HP percentage
- Prioritizes targets that aren't Ryōshū
Prioritizes the target with the least HP percentage
- Prioritizes targets that aren't Ryōshū




[On Hit] <color=#ff6000><mark=#ff000040><b><u>Consume all
Bladetrail [Afterimage] on target</u></b></mark></color> and deal (
Bladetrail [Afterimage] consumed)% HP damage
14
+10
SKILL 7
Can Clash with this Skill regardless of Speed; this unit cannot be Staggered until this Skill ends
[On Use] At 20+ SP, generate 3 Mang. Final Power +10
[After Attack] If this Skill generated Mang, lose 20 SP
[Clash Win] Gain 2
Slash DMG Up
[Clash Lose] Deal -80% damage and damage dealt by this Skill cannot Stagger the target
[On Use] At 20+ SP, generate 3 Mang. Final Power +10
[After Attack] If this Skill generated Mang, lose 20 SP
[Clash Win] Gain 2
[Clash Lose] Deal -80% damage and damage dealt by this Skill cannot Stagger the target


supercoin
Deal +100% Damage on Critical Hit
[On Hit] <color=#ff6000><mark=#ff000040><b><u>Consume all
Bladetrail [Afterimage] on target</u></b></mark></color> and deal (
Bladetrail [Afterimage] consumed)% HP damage against each target hit, respectively
3
+1
SKILL 8
<color=#ff6000><mark=#ff000040><b><u>Only targets with the corresponding buff</u></b></mark></color> among sojiabibuffone, sojiabibufftwo, or sojiabibuffthree can Clash with this Skill
This Skill does not trigger the target's Defense Skill
[Clash Lose] Gain 1
Fragile
[Clash Lose] Remove sojiabibuffone, sojiabibufftwo, sojiabibuffthree from target
[On Unopposed Attack] Final Power +10
This Skill does not trigger the target's Defense Skill
[Clash Lose] Gain 1
[Clash Lose] Remove sojiabibuffone, sojiabibufftwo, sojiabibuffthree from target
[On Unopposed Attack] Final Power +10
8
+7
SKILL 9
[Clash Lose] Deal -80% final damage and damage dealt by this Skill cannot Stagger the target


supercoin
[On Crit - Heads Hit] Reuse this Coin (once per Skill)
14
+10
SKILL 10
[After Attack] Reuse this Skill if target is defeated or Staggered (3 times per turn)
10
+4
SKILL 11
[Combat Start] If the Skill Slot using this Skill is a main target of an Attack Skill, lose 10
Poise Potency
10
+4
SKILL 12
[Combat Start] If the Skill Slot using this Skill is a main target of an Attack Skill, lose 5 SP
3
+1
SKILL 13
[Clash Lose] Lose 5 SP
<color=#ff6000><mark=#ff000040><b><u>[Clash Lose] Gain 3
Attack Power Down</u></b></mark></color>
<color=#ff6000><mark=#ff000040><b><u>[Clash Lose] Gain 3


11
+6
SKILL 14
Every few turns, use the "Destinated Opponent" Skill
<color=#ff6000><mark=#ff000040><b><u>Only the target of this unit's attack can Clash with the said Skill Slot</u></b></mark></color>
If this unit's "Destinated Opponent" Skill loses a Clash, take 36 ~ 60 fixed damage
Combat End: <color=#ff6000><mark=#ff000040><b><u>If every "Destinated Opponent" Skill this unit used in this turn lost a Clash</u></b></mark></color>, gain 1 vulnerable next turn
<color=#ff6000><mark=#ff000040><b><u>Only the target of this unit's attack can Clash with the said Skill Slot</u></b></mark></color>
If this unit's "Destinated Opponent" Skill loses a Clash, take 36 ~ 60 fixed damage
Combat End: <color=#ff6000><mark=#ff000040><b><u>If every "Destinated Opponent" Skill this unit used in this turn lost a Clash</u></b></mark></color>, gain 1 vulnerable next turn
PASSIVE
Encounter Start: Gain lvdownlittlefingerbosstwo and 4 timeentangleunstable
PASSIVE
Turn Start: At 0+ SP, gain 1 sojiabiagefuture
Gain 1 sojiabiagefuture for every 2 SP above 0
Turn Start: At less than 0 SP, gain 1 sojiabiagepast
Gain 1 sojiabiagepast for every 2 SP below 0
Gain 1 sojiabiagefuture for every 2 SP above 0
Turn Start: At less than 0 SP, gain 1 sojiabiagepast
Gain 1 sojiabiagepast for every 2 SP below 0
PASSIVE
Turn End: Gain 1 timeentangleunstable for every 5 SP difference between this unit's current SP and SP at Turn Start (max 5 per turn)
For every 100 damage taken cumulatively, lose 1 timeentangleunstable (including Shield damage)
For every 100 damage taken cumulatively, lose 1 timeentangleunstable (including Shield damage)
PASSIVE
In this Encounter, when this unit takes damage that brings their HP down to 0, nullify that damage and apply the following effects (once per Encounter):
- Heal max HP and remove all removable negative effects from this unit
- For this Encounter, gain 1 vulnerable and fix timeentangleunstable to 1. Take (# of current turn x 10) fixed damage at the end of every turn
- Afterward, end turn and the attack pattern becomes empowered
- Heal max HP and remove all removable negative effects from this unit
- For this Encounter, gain 1 vulnerable and fix timeentangleunstable to 1. Take (# of current turn x 10) fixed damage at the end of every turn
- Afterward, end turn and the attack pattern becomes empowered
PASSIVE
Turn End: if in Panic, reset SP to 30.
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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