Leader Bonus: Stand By: Team takes 24% less Melee Physical DMG.
Team receives 24% less Melee Physical DMG.
Passive bonuses apply automatically.
Basic ATK and Charged ATK have a 15.0% chance to inflict 3 Stun Trauma.
Breaking an enemy shield inflicts 5 Ignite Trauma.
Takes 35.0% less Elemental DMG.
Evasive roll. Can be triggered 2 times in a row.
Zephyr: After Ultimate Evasion, gain 40% Move Speed for 3s.
Time Fracture: Triggers Time Fracture upon Ultimate Evasion, slowing all enemies for 3s. CD: 15s.
Increases charging speed by 100% during the Time Fracture triggered by own evasion.
Shortens CD of Time Fracture by 3.0s.
Attacks while dashing using sweeping strikes.
Sprint ATK: Tap the [ATK] button while sprinting to attack enemies with sweeping strikes, dealing 450% ATK of Physical DMG to enemies in a large AOE.
Switch entry unleashes a downward cleave, knocking down enemies within range and dealing 450% ATK of Physical DMG.
QTE: Triggers when an enemy is paralyzed. Attacks the target with Storm Slasher, dealing 5x100% + 200% ATK of Physical DMG against enemies nearby and knocking them back.
Spins weapon to attack surrounding enemies.
Deals 7x120% ATK of Physical DMG to surrounding enemies. Last hit deals 400% ATK of Physical DMG and knocks enemies airborne.
Attracts nearby enemies when activated.
SP Cost: 50.
During the Ultimate spinning attack, each hit additionally deals 240 Fire DMG.
The last hit of Ultimate deals 250% ATK of bonus Physical DMG and inflicts 5 Stun Trauma.
Basic ATK: Tap and hold the [ATK] button to initiate a 2-sequence charge. Tap the [ATK] button again after the 1st Sequence for a follow-up attack.
Basic ATK: 180%+250% ATK of Physical DMG.
1st Charge Sequence: 400%+630% ATK of Physical DMG.
2nd Charge Sequence: 700%+900% ATK of Physical DMG.
Release the [ATK] button after 2nd charge sequence to unleash the hits automatically after 2s.
Crit hit of Basic, Charged, and Sprint ATK additionally deals 580 Fire DMG.
During Charged ATKs, gain Ignore Interrupt. Blocks 75% of incoming Physical DMG and provides immunity against stun, freeze, and paralyze effects from frontal attacks. Weakens the blocked attacker and decreases its ATK by 60% for 8s.
Reduces Physical DMG taken by 50.0% when charging.