Status
909
Clue
Status
1050
1-2
50
Resistances
Fatal
[x2]
Normal
[x1]
Normal
[x1]
Normal
[x1]
Normal
[x1]
Normal
[x1]
Normal
[x1]
Normal
[x1]
Normal
[x1]
Normal
[x1]
Stagger Threshold
50% (525)
0% (0)
-50% (-525)
level: 50
4
+6
4
+3
SKILL 2
3
+5
SKILL 3
13
+8
SKILL 4
This Skill does not consume breath Count upon Critical Hit.
Deal +5% more damage for every
[On Use] Staggered at Turn End if this unit does not have breath on self.
Deal +5% more damage for every
Bleed on target
[On Use] Staggered at Turn End if this unit does not have breath on self.
+50% Damage on Critical Hit
[On Hit] Stagger target next turn
5
+4
SKILL 5
+30% Damage on Critical Hit
[On Hit] Heal Core and Part HP by 50% of damage dealt
[On Hit] Heal Core and Part HP by 50% of damage dealt
[On Hit] Heal Core and Part HP by 50% of damage dealt
8
+1
DEFENSE
Turn Start: If not at -45 SP, heal (# of surviving other allies x 5) SP.
Turn Start: If at -45 SP, recover from panic at Turn End and reset SP to 0.
Turn Start: If at -45 SP, recover from panic at Turn End and reset SP to 0.
PASSIVE
Every time a Pequod Town faction ally is defeated, lose 1 breath Count and 10 SP.
PASSIVE
The lower this unit's HP gets, the more damage this unit's Skills deal.
PASSIVE
Turn End: If 50%- of max HP, move on to Phase 2.
This unit's HP does not drop below 1 before Phase 2 start.
Phase 2 Start: Heal HP to 50% of max HP and summon 4 allies. Inflict aacepcbj against 1 enemy with the lowest HP percentage at the start of every turn.
This unit's HP does not drop below 1 before Phase 2 start.
Phase 2 Start: Heal HP to 50% of max HP and summon 4 allies. Inflict aacepcbj against 1 enemy with the lowest HP percentage at the start of every turn.
PASSIVE
At Turn Start, gain 'Offense Level' and 'Defense Level' by the number of surviving allies (not including this unit)
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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