Status
1705
Clue
Status
1705
1-2
50
Resistances
Normal
[x1]
[x1.2]
Normal
[x1]
Ineff.
[x0.5]
Ineff.
[x0.5]
[x1.2]
Normal
[x1]
Weak
[x1.5]
[x1.2]
Normal
[x1]
Stagger Threshold
85% (1449)
70% (1193)
50% (852)
0% (0)
On Hit, if the target has laceration, heal Part and Core by 40% of the damage dealt.
- This Passive heals +1% more HP for every laceration Potency on self (max 20%)
- For supercoins: this effect does not activate on Hit After Clash Lose.
Every Turn Start: heal (blooddinner/10) HP. (max 50)
Every Turn Start: at -15 or less SP, consume (20 - current SP) blooddinner to gain SP and gain 2 Clash resultenhancement
On Kill, gain 5 bloodarmor
- This Passive heals +1% more HP for every laceration Potency on self (max 20%)
- For supercoins: this effect does not activate on Hit After Clash Lose.
Every Turn Start: heal (blooddinner/10) HP. (max 50)
Every Turn Start: at -15 or less SP, consume (20 - current SP) blooddinner to gain SP and gain 2 Clash resultenhancement
On Kill, gain 5 bloodarmor
PASSIVE
Turn End: for every 10% missing HP, gain 1 attackup. (max 5)
Turn End: gain +1 Min & Max Speed for every 300 blooddinner
Turn End: gain +1 Min & Max Speed for every 300 blooddinner
PASSIVE
Combat Start: gain 1 bloodarmor
- bloodarmor cannot drop below 1
- At 10+ bloodarmor, convert them to bloodarmor_2nd.
- At 20+ bloodarmor, convert them to bloodarmor_3rd.
Gain Min & Max Speed based on the Stage of this effect (max 2)
If this unit consumes bloodarmor and drops below the above thresholds, revert to previous Stages accordingly
- bloodarmor cannot drop below 1
- At 10+ bloodarmor, convert them to bloodarmor_2nd.
- At 20+ bloodarmor, convert them to bloodarmor_3rd.
Gain Min & Max Speed based on the Stage of this effect (max 2)
If this unit consumes bloodarmor and drops below the above thresholds, revert to previous Stages accordingly
PASSIVE
Turn End: If Panicked, recover from Panic, and consume 100 blooddinner to gain 3 enhancement
- If this unit failed to consume blooddinner, gain 30 laceration, 3 enhancement, and 2 attackdmgup
- If this unit failed to consume blooddinner, gain 30 laceration, 3 enhancement, and 2 attackdmgup
PASSIVE
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 fill the surface.
When this unit enters the field, the sleeping blood drenching the battlefield will fill the surface.
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
level: 50
5
+9
SKILL 3
3
+3
SKILL 4
Can Clash with this Skill regardless of Speed
[Combat Start] If there are enemies with
[On Use] If this effect did not activate at Combat Start, gain 30
[Clash Win] Consume up to 40 blooddinner: for every 10 blooddinner consumed, gain 1
- If this unit failed to consume blooddinner, gain 5
[After Attack] Ends this turn
[Combat Start] If there are enemies with
Bleed, activate
Bleed on all enemies. All enemies lose 2
Bleed Count
[On Use] If this effect did not activate at Combat Start, gain 30
Bleed.
[Clash Win] Consume up to 40 blooddinner: for every 10 blooddinner consumed, gain 1
Hardblood and deal +25% more damage (max 100%)
- If this unit failed to consume blooddinner, gain 5
Bleed, and activate
Bleed immediately. Lose 2
Bleed Count
[After Attack] Ends this turn
supercoin
3
+5
SKILL 5
3
+3
SKILL 6
4
+3
SKILL 7
Can Clash with this Skill regardless of Speed
[Combat Start] Consume 200 blooddinner, gain 500 Shield HP, 5 bloodarmor, and 1 swirlingblood
- If this unit doesn't have enough blooddinner, gain 50
[Clash Win] Gain 200 Shield HP
[Clash Lose] Gain 3
[Clash Lose] Deal -50% less damage, and the damage from this Skill does not Stagger the target
[After Attack] Ends this turn
[Combat Start] Consume 200 blooddinner, gain 500 Shield HP, 5 bloodarmor, and 1 swirlingblood
- If this unit doesn't have enough blooddinner, gain 50
Bleed, and activate
Bleed immediately. Lose 2
Bleed Count. Gain 500 Shield HP and 1 swirlingblood (this damage does not reduce this unit's HP to 1)
[Clash Win] Gain 200 Shield HP
[Clash Lose] Gain 3
Fragile as long as the Shield gained due to this Skill is active
[Clash Lose] Deal -50% less damage, and the damage from this Skill does not Stagger the target
[After Attack] Ends this turn
supercoin
supercoin
supercoin
3
+5
SKILL 8
Prioritizes targets with the most
[Before Attack] If the target is the one with the most
[On Use] Consume up to 30 blooddinner: gain 1
- If this unit failed to consume blooddinner, gain 10
[After Attack] Increase blooddinner equal to the damage this Skill dealt
Bleed
[Before Attack] If the target is the one with the most
Bleed, gain Atk Weight +2 and Clash Power +3
[On Use] Consume up to 30 blooddinner: gain 1
Hardblood and Coin Power +1 for every 15 blooddinner consumed (max 2)
- If this unit failed to consume blooddinner, gain 10
Bleed, and activate
Bleed immediately. Lose 2
Bleed Count
[After Attack] Increase blooddinner equal to the damage this Skill dealt
2
+4
SKILL 9
Prioritizes targets with the most
[Before Attack] If the target is the one with the most
[On Use] Consume up to 50 blooddinner: gain 1
- If this unit failed to consume blooddinner, gain 10
[After Attack] Increase blooddinner equal to the damage this Skill dealt
Bleed
[Before Attack] If the target is the one with the most
Bleed, gain Atk Weight +2 and Clash Power +3
[On Use] Consume up to 50 blooddinner: gain 1
Hardblood and Base Power +1 for every 10 blooddinner consumed (max 5)
- If this unit failed to consume blooddinner, gain 10
Bleed, and activate
Bleed immediately. Lose 1
Bleed Count
[After Attack] Increase blooddinner equal to the damage this Skill dealt
12
+14
SKILL 10
Can Clash with this Skill regardless of Speed
[On Use] Consume 50 blooddinner to inflict 1
[On Use] Consume 100 blooddinner to gain Clash Power +5
- If there isn't enough blooddinner, consume 100 HP from this unit to gain Clash Power +5
[After Attack] Ends this turn
[On Use] Consume 50 blooddinner to inflict 1
Paralyze against the target and self
[On Use] Consume 100 blooddinner to gain Clash Power +5
- If there isn't enough blooddinner, consume 100 HP from this unit to gain Clash Power +5
[After Attack] Ends this turn
12
+14
SKILL 11
[Combat Start] Consume (45 - current SP) blooddinner to heal up to 45 SP
- If there isn't enough blooddinner, consume up to (45 - current SP) HP to heal up to 45 SP (this damage does not lower this unit's HP below 1)
- Gain Shield HP equal to the remaining blooddinner (max 100)
[Clash Win] Inflict 10
[Clash Lose] Consume 100 blooddinner
[After Attack] Increase blooddinner equal to the damage dealt
- If there isn't enough blooddinner, consume up to (45 - current SP) HP to heal up to 45 SP (this damage does not lower this unit's HP below 1)
- Gain Shield HP equal to the remaining blooddinner (max 100)
[Clash Win] Inflict 10
Bleed
[Clash Lose] Consume 100 blooddinner
[After Attack] Increase blooddinner equal to the damage dealt
Upon hitting 80%, 60%, and 40% HP, no longer take damage and gain a new pattern
Upon gaining a new pattern, recover from Stagger and raise Speed to 10 next turn
Upon gaining a new pattern, recover from Stagger and raise Speed to 10 next turn
PASSIVE
Encounter Start: gain dreamy.
Encounter Start: the sleeping blood drenching the battlefield will surface, increasing blooddinner by 400.
Encounter Start: the sleeping blood drenching the battlefield will surface, increasing blooddinner by 400.
PASSIVE
Story
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