Test:12

From GRAY RAVENS


"How to play" Compendium:

This page contains the work in progress "How to play" guides for each character, to be added to the respective character pages

Progress status

Character Completion status
Lotus Published
Eclipse Published
Storm Not started
Dawn Not started
Lux Not started
Palefire Not started
Nightblade Not started
Zero Not started
Blast Not started
Luminance Not started
Entropy Not started
Ember Not started
Pulse Not started
Tenebrion Not started
Crimson Abyss Published
Bastion Not started
Astral Published
Brilliance Not started
Veritas Not started
Silverfang Not started
Arclight Not started
Plume Published
Rozen Published
Crocotta Published
Rigor Published
Qilin Published
Pavo Not started
Laurel Published
2B Not started
9S Not started
A2 Not started
Hypnos Published
Tempest Not started
Glory Published
XXI Published
Garnet Published
Flambeau Not started
Empyrea Published
Capriccio Published
Dragontoll Not started
Starfarer Published
Starveil Not started
Scire Published
Arca Not started
Stigmata Published
Vitrum Published
Hyperreal Published
Kaleido Published
Crimson Weave In progress
UNRELEASED CHARACTERS
Zitherwoe Not started
Feral Scent Not started
Indomitus Not started
Echo Not started
Lost Lullaby Not started

How to play - Lina Edition

Crimson Abyss - Fundamentals (Pre-Leap)
  • Blue Orb 3-Ping + Any 3-Ping = Core Passive, Blade Will mode (sword wave)
    • Use both 3-Pings back-to-back in quick succession
    • At SS-Rank, trigger Core Passive using Blue Orb 3-Ping + Red Orb 3-Ping
  • Plan around her Matrix
    • Matrix-Ping can help you enter Core Passive state easily
  • The Core Passive backstep animation counts as a dodge
    • Use it to evade attacks
    • It can trigger the effect of Frederick
  • Only use Signal Orbs when:
    • You are activating her Core Passive (sword waves)
    • You need to rearrange your orbs in order to activate her Core Passive
  • Signature Move should only be used for defense
    • Using it gives you temporary invincibility
    • The damage is low and using it results in lower damage-per-second
Crimson Abyss - Additional Information
  • Core Passive details:
    • Every signal orb she has or obtains during her Core Passive gets converted into a sword wave ping
    • During Core Passive the damage boost from a Blue Orb Ping is massively boosted and turned into additional sword waves
  • How to use the Frederick memory set:
    • Activate the 4 piece bonus by dodging an enemy's attack to greatly increase the damage they take
    • Activate the full 2-piece bonus by dodging twice and activating her core passive (the activation counts as a dodge)
    • Dodge towards the enemy to make the most out of the 4 second damage window
  • Advanced techniques:
    • Dodging shortly after a Red Orb Ping skips the animation but still does full damage
    • Dodging immediately after a Blue Orb Ping skips the animation and counts for the Core Passive, but doesn't activate the extra attacks.
    • The fastest way to activate her Core Passive and get the most damage is, in extremely rapid succession:
      Blue Orb 3-Ping -> Dodge enemy attack (Matrix) -> Matrix ping (Core Passive) -> Dodge -> Activate QTEs -> Sword Waves

How to play

Capriccio - Fundamentals
  • Pressing or holding a direction while using 3-Pings or Signature Move orbs will summon an Echo:
    • The Echo will perform the same action that was used to create it
    • Capriccio will move in the selected direction when summoning an Echo
  • Casting Signature Move will hide all current orbs and replace them with 5 Shooting Star orbs:
    • Each Shooting Star orb can be used to summon an Echo
    • When all Shooting Star orbs have been used, Time Lag Calculation is triggered and all the Echoes will perform a coordinated attack for massive damage
    • A phantom is created afterwards that heals the entire team over time
  • Capriccio's Amplifier Class Skill gives every member of the team 10% ATK bonus and 10% Dark DMG bonus for 10 seconds upon entering the field:
    • Switching characters often is recommended to make full use of the Class Skill
    • Both Dark DMG and ATK bonuses double at SSS rank
Capriccio - Additional Information
  • Signature Move details:
    • Capriccio gains 50% damage reduction for the duration
    • After using Signature Move all orbs will be returned, sorted in the order of Red-Blue-Yellow
    • Capriccio can still generate orbs with Basic Attacks, even if they are temporarily hidden
  • To make full use of her Amplifier Class Skill:
    • Activate Signature Move and use all Shooting Star orbs within 10 seconds of Capriccio taking the field, Time Lag Calculation will help extend the buff duration to the rest of the animation
    • This means activating her Signature Move within 5 seconds from her switch in, as using all the Shooting Star orbs takes around 5 more seconds
  • Advanced techniques:
    • Holding a direction while switching to Capriccio will summon an Echo, as the switch-in attack is considered a 3-Ping
    • It's possible to dodge immediately after summoning an Echo to skip the animation, as the Echo will still carry out the attack
      • Doing this for a Red Orb 3-Ping will however result in reduced damage
    • During her Signature Move, it's recommended to dash through the enemy and back for each Shooting Star orb to deal maximum damage
      • This can be accomplished easily by holding back on the joystick while looking at the enemy and using all five Shooting Star orbs

How to play

Rigor - Fundamentals
  • Rigor can hold Basic Attack to charge and fire her railgun:
    • Damage increases with time spent charging
    • Rigor will gain 30% damage reduction while charging
  • Starts the battle with 3 Energy Points:
    • 1 Energy Point will be used if available when using any 3-Ping, increasing its damage by 100%
    • 1 or 2 Energy Points will be used if available when using Signature Move, increasing its damage by 40% (1 point) or 80% (2 points)
  • When all Energy Points have been used:
    • Press and hold Basic Attack to fully charge her railgun to deal huge damage and reduce Physical DEF by 20% for 20 seconds (same debuff as her Blue Orb Ping, but much longer duration)
    • Rigor will gain 90% damage reduction while charging this enhanced shot
    • 8 seconds after firing all 3 Energy Points will be restored
Rigor - Additional Information
  • Railgun attack information:
    • Rigor cannot dodge or use abilities while charging her railgun, however she can still move around
    • All the railgun hits pierce enemies in a straight line, making it crucial to line enemies up for the shot when facing multiple opponents
  • Energy Point management:
    • Points are not reset when Rigor leaves the field
    • However if she enters the field with 3 Energy Points stored, one will be consumed immediately to enhance the switch-in Blue Orb 3-Ping
    • It's recommended to use 3-Pings to consume Energy Points, as they offer a higher damage bonus and faster access to the enhanced railgun shot
    • However it's also better to use Signature Move instead of waiting for orbs to consume Energy Points
  • Advanced techniques:
    • Only dodging during a Red Orb Ping will skip the animation without losing damage
    • Dodging to skip the animation of 3-Pings will still use up Energy Points
    • It's recommended to switch Rigor out after firing her enhanced railgun shot to avoid the 8 second Energy Point cooldown
    • Railgun attacks are considered Basic Attacks and rapid firing the railgun can generate orbs

How to play

Scire - Fundamentals
  • Press and hold Basic Attack to use an available 3-Ping / Matrix Ping to start charging the hammer:
    • Holding down the Basic Attack button will consume additional 3-Pings to gain more charges
    • Max charges are 2 (S rank) / 3 (SS3 rank) / 4 (SSS3 rank)
  • Release Basic Attack while charging or finish charging to perform a Leap Attack:
    • The damage of Leap Attack increases massively for each charge
    • Press Basic Attack during Leap Attack to start spinning
    • Press Basic Attack rapidly during the spin to increase its speed, generating more energy and dealing more damage
  • The first two 3-Pings used for charging increase the Hammer Gauge:
    • After landing from a spin Scire will consume half of the Hammer Gauge to launch herself again in the air
    • Dodging during the spin will fill half the gauge, with a cooldown of 10 seconds
    • The number on the gauge is called Kinetic Energy and will increase based on the speed of Scire's spin
Scire - Additional Information
  • Core Passive details:
    • Scire has Super Armor and damage reduction while charging and during a Leap Attack
    • Dodging while in mid-air will pull in enemies and lift Scire up to max height
    • Dodging an enemy's attack while in mid-air will trigger a unique attack and refund the dodge gauge spent
    • At SS rank her orbs will be sorted into 3-Pings while charging
    • At SSS rank charging will activate all available QTEs
  • Signature Move details:
    • Activating Signature Move triggers Time Lag Calculation from the moment it is used
    • The damage of Signature Move increases with the amount of Kinetic Energy, up to double at 833
    • At SS3 using Signature Move will create a 15 second field around the active character that inflicts 10 seconds of Chain Fusion debuff to enemies that enter it
    • The C.U.B. Moonhopper with the "Bye-bye Home Run" skill equipped greatly boosts the Signature Move's damage
  • Advanced techniques:
    • It's highly recommended to avoid using normal orbs entirely in favor of the Core Passive, as the Leap Attack does considerably more damage than any number or orbs used to charge it
    • It's possible to stay in the air indefinitely by using dodges before hitting the ground after the Hammer Gauge is empty
    • If playing on the PC client, holding the Rapid Fire key during Leap Attack is the easiest way to achieve maximum spin
    • It's possible to space a Leap Attack away from the enemy in such a way that the initial hit misses but the higher damaging upward swing connects
      • This can be helpful in time sensitive modes like Phantom Pain Cage or War Zone to avoid the long hit-stop generated by the initial hit

How to play

XXI - Fundamentals
  • While XXI is in midair immediately after a Red Orb 3-Ping or a Yellow Orb 3-Ping, perform an Instant Dodge to drop 3 Twilight Matrices on-field
    • Each Twilight Matrix dropped will deal damage to enemies and restore 50 Dodge Energy to XXI
  • Trigger Resonance Pulses with the Co-Bot to detonate on-field Twilight Matrices to deal additional damage
    • Perform Basic Attacks in conjunction with Blue Orb Pings to generate Shadow Prism Energy
    • Once XXI has 4 Shadow Prism Energy, the next Basic Attack will launch a Shadow Prism Attack, drop 1 Twilight Matrix on-field, and cause the Co-Bot to release a Resonance Pulse and detonate on-field Twilight Matrices
    • Twilight Matrices that are not detonated within 4 seconds of being placed on-field will vanish without dealing damage (matrices last 3 seconds and take 1 second to completely disappear)
  • While XXI is being attacked or knocked down, she can perform an Instant Dodge to drop 1 Twilight Matrix on-field and allow her to escape from hitstun
  • After casting XXI's Signature Move, alternate between performing 1 Blue Orb 3-Ping and 2 Basic Attacks to achieve an S-Rank rating and deal maximum damage
XXI - Additional Information
  • Basic Attacks only need to be cast to generate Shadow Prism Energy, they do not need to hit a target
  • Holding a direction while casting Yellow Orb Pings will move XII in the held direction during the skill cast
  • Because XXI's Signature Move clears away all of her existing orbs, it is only recommended to cast it when XXI is low on orbs or in emergencies when XXI is out of Dodge Energy and in danger of dying
  • Instant Dodges give XXI a 15% max HP shield, grant 2 seconds of Super Armor, and cost 300 Dodge Energy (slightly more than the 250 a normal Dodge costs)
    • This extra cost is generally offset by the Dodge Energy restored by the Twilight Matrices dropped immediately afterwards
    • Instant Dodges are still Dodges, meaning they can be used to dodge attacks and trigger Matrix just like an ordinary Dodge
    • Casting a Red Orb 3-Ping or Yellow Orb 3-Ping just before an enemy attack, and then timing the subsequent Instant Dodge to dodge that attack, allows XXI to dodge attacks while both dealing damage and expending essentially zero Dodge Energy
  • When XXI's Dodge Gauge is completely drained, dropped Twilight Matrices will not grant Dodge Energy until XXI's natural Dodge Energy regeneration restarts
    • If XXI gets knocked down in challenge content and is low on Dodge Energy, it may be wiser to wait out the knockdown invulnerability to allow her Dodge Energy to regenerate, since XXI's damage output is dependent on maintaining a healthy Dodge Gauge to Instant Dodge with after Red Orb 3-Pings and Yellow Orb 3-Pings
  • XXI's Co-Bot remains on-field and attacks with the on-field character, allowing XXI to debuff enemies with her Tank Class passive even while XXI is off-field
    • The Co-Bot will remain on-field performing attacks even if XXI dies, however it will no longer apply the Tank Class passive if she is dead

How to play

Lotus - Fundamentals
  • Any 3-Ping + Red Orb Ping triggers Dual Blades (Core Passive) for 5 seconds:
    • During Dual Blades performing Basic Attacks will cause Lotus to attack with two blades, dealing increased damage
    • Dual Blades lasts long enough to complete two enhanced Basic Attack strings
  • It's recommended to use a Blue Orb 3-Ping to activate Dual Blades:
    • The Blue Orb 3-Ping will add Fire DMG to the extra Basic Attacks from the Core Passive
    • If performed in quick succession, the Blue Orb 3-Ping's buff will last for the whole duration of Dual Blades
Lotus - Additional Information
  • Core Passive details:
    • Can only be activated if the Red Orb Ping is performed within 4 seconds after a 3-Ping
    • Lotus will not generate new Signal Orbs while Dual Blades is active
    • Pinging Orbs during Dual Blades doesn't result in higher damage
  • Advanced techniques:
    • Using an Extreme Dodge to trigger Matrix can simplify the activation of Dual Blades, requiring only a Signal Orb of any color and a Red Orb Ping
    • The Fire DMG dealt when under the effects of a Blue Orb Ping cannot critically strike, but will ignore enemy armor
    • Lotus performs a free Red Orb 3-Ping automatically when switched in, allowing a quick activation of Dual Blades with any additional Red Orb Ping within 4 seconds
    • The extra Fire DMG from a Blue Orb Ping is applied as an additional damage instance to every individual hit:
      • During Dual Blades the extra Fire DMG will trigger twice for every attack
      • Attacks that hit multiple times (like a Red Orb Ping) are much stronger while under the effects of a Blue Orb Ping

How to play

Eclipse - Fundamentals
  • Any 3-Ping + Red Orb Ping triggers Laser Cluster (Core Passive)
    • The Red Orb Ping can be cast at any point after the 3-Ping (other orbs can be pinged in-between if needed, and there is no time limit within which you must cast the Red Orb Ping after the 3-Ping)
  • Eclipse's Blue Orb Ping will heal herself and any allies within the skill's circle
  • To heal off-field teammates when Eclipse is the on-field character, activate a teammate's QTE by performing a 3-Ping of that teammate's color, then trigger the QTE to temporarily bring that teammate on-field and cast Eclipse's Blue Orb Ping while standing near them
  • To heal on-field teammates while Eclipse is off-field, have the on-field teammate activate a 3-Ping of Eclipse's assigned color, then trigger Eclipse's QTE to call her down and heal on-field allies within a fixed radius
Eclipse - Additional Information
  • Laser Cluster completely replaces the Red Orb Ping used to activate it, so from an orb efficiency standpoint, it is usually preferable to use a Red Orb 1-Ping or 2-Ping to trigger Laser Cluster when possible
  • Laser Cluster can be dodge-canceled upon activation with no damage penalty
  • Using a Yellow Orb 3-Ping to activate Laser Cluster works well when facing crowds, since Eclipse's Yellow Orb Ping will gather nearby enemies and allow all of them to take damage from Laser Cluster
    • Eclipse automatically performs a free Yellow Orb 3-Ping when switched in during combat, allowing for a quick activation of Laser Cluster with any additional Red Orb Ping
  • When using a Blue Orb 3-Ping to activate Laser Cluster, try to cast the Red Orb Ping within 4 seconds of the Blue Orb 3-Ping so that Laser Cluster will benefit from the Blue Orb Ping's 5 second Physical DMG buff

How to play

Starfarer - Fundamentals
  • Use Basic Attacks and Signal Orbs to build energy for her Signature Move:
    • Blue and Yellow Pings can be used consecutively
    • Holding Basic Attack activates her chainsaw and quickly generates energy
  • When activating Signature Move:
    • All Signal Orbs will be hidden
    • Holding Basic Attack will charge the Core Passive gauge
    • Releasing Basic Attack will trigger an additional attack and grant Pressure stacks based on the timing
    • At 200 Pressure stacks fully charging the Core Passive gauge will trigger Burning Blow, consuming all stacks to create a powerful explosion
  • When the energy bar is full again, Starfarer can press the Signature Move button to perform a highly powerful attack and return to normal:
    • The damage of the final explosion is determined by the damage dealt by the last Burning Blow
    • Time Lag Calculation is active during this attack
Starfarer - Additional Information
  • Core Passive details:
    • Using Blue and Yellow Pings or holding the Dodge button will activate Starfarer's boosters and allow her to quickly fly around
  • Signature Move details:
    • Pressing Basic Attack without holding will not charge the Core Passive gauge
    • Releasing Basic Attack at different timings will trigger different follow-up attacks:
      • Releasing too early or too late will generate 80 Pressure stacks and a small amount of energy
      • Releasing just in time (after the gauge is more than half full) or just as an enemy is about to attack will generate 120 Pressure stacks and a larger amount of energy
  • Advanced techniques:
    • The timing for the perfect Core Passive release is signaled by a sound effect during the charge
    • It's possible to press the Signature Move button as soon as Burning Blow lands to skip the animation without losing damage
    • Dodging can cancel the Core Passive follow-up attacks, losing damage but still generating energy and Pressure stacks
    • At SS rank, after using Signature Move and swapping to another character, 4 missiles will be fired every 3 seconds for 12 seconds
      • If her Signature Weapon Implosion is equipped, the missiles will inflict Fire Resistance reduction, and activating Starfarer's QTE will reset the off-field missiles duration to 12 seconds

How to play

Astral - Fundamentals
  • Any 3-Ping + Red Orb Ping triggers Cosmic Wave (Core Passive)
    • The Red Orb Ping can be cast at any point after the 3-Ping (other orbs can be pinged in-between if needed, and there is no time limit within which you must cast the Red Orb Ping after the 3-Ping)
  • After performing either a dodge or any Red Orb Ping, including ones used to trigger Cosmic Wave, press Basic Attack to perform Trailblade, a lunging stab that also functions as an excellent gap closer
  • After the Cosmic Wave attack finishes, Astral enters Enhanced Shadow Form for 5 seconds, during which Basic Attacks and Trailblade both deal additional Dark DMG
    • The amount of time Enhanced Shadow Form has remaining is represented by the slowly draining on-screen meter
Astral - Additional Information
  • Cosmic Wave completely replaces the Red Orb Ping used to activate it, so from an orb efficiency standpoint, it is usually preferable to activate Cosmic Wave with a Red Orb 1-Ping or 2-Ping when possible before Astral is leaped
    • Once Astral's Satellite Blade (Core Passive Leap) is leveled to at least 9, this no longer applies, and Cosmic Wave will deal increased damage if triggered by a Red Orb 2-Ping or 3-Ping
  • If Astral is close enough to a target, his Blue Orb Ping will teleport him to the opposite side of the target, allowing him to avoid enemy attacks when strategically used
  • Astral automatically performs a free Yellow Orb 3-Ping when switched in during combat, allowing for a quick activation of Cosmic Wave with any additional Red Orb Ping
  • Astral will still take damage during Cosmic Wave, despite his model disappearing during the animation
    • That said, Cosmic Wave can be dodge-canceled almost immediately upon activation, allowing Astral to get the full damage of Cosmic Wave off while still being able to avoid enemy attacks and access his Trailblade follow-up
    • In a similar manner, Cosmic Wave can also be canceled almost immediately into Signature Move
  • Trailblade is considered a Basic Attack, and can thus be used alongside Astral's Basic Attacks to regenerate Signal Orbs when weaved in-between other actions in short enough intervals
Astral - Leap Adjustments
  • During Enhanced Shadow Form, each Trailblade performed will restore 100 Dodge Gauge and attempt to embed 2 Shadow Blades in the target hit
    • Every Shadow Blade successfully embedded in a target will deal an additional hit of Dark DMG
    • Up to a maximum of 6 Shadow Blades can be embedded in any given target, and attempts to embed additional Shadow Blades will not result in any additional Dark DMG hits until those Shadow Blades are cleared
    • Shadow Blades do not have a duration and remain embedded if Astral is swapped off-field
  • Against a target with embedded Shadow Blades, during Enhanced Shadow Form, hold Basic Attack after performing either a dodge or any Red Orb Ping to unleash Dark Blade, causing Dark DMG for each embedded Shadow Blade and clearing all embedded Shadow Blades from the target
    • With 6 embedded Shadow Blades, Dark Blade will deal extra Dark DMG on its final hit and extend the duration of Enhanced Shadow Form, so for optimal damage output, Dark Blade should be cast on targets with 6 embedded Shadow Blades
    • Astral is invulnerable while unleashing Dark Blade, so this can also be used strategically on targets with any number of embedded Shadow Blades to negate incoming attacks
  • Astral's Blue Orb 3-Ping now gathers nearby enemies, extends the duration of Enhanced Shadow Form, and causes Shadow Blades to deal more damage for the next 4 seconds
  • Astral's Signature Move now deals increased damage, and should be cast during Enhanced Shadow Form for the additional Dark DMG hits

How to play

Crocotta - Fundamentals
  • Performing a 3-Ping will grant Crocotta 1 stack of Madness
    • Crocotta can accumulate up to 3 stacks of Madness at any given time
    • At 3 stacks of Madness, further 3-Pings will instead grant Crocotta extra Energy towards casting his Signature Move
  • Cast Signature Move to consume existing Madness stacks and enter Berserk Form
    • Each stack of Madness consumed will increase the amount of damage Crocotta deals while in Berserk Form, with 3 stacks resulting in the largest damage increase
    • The amount of remaining Berserk Form time is represented by the slowly draining Dark Impulse gauge
    • While in Berserk Form, Crocotta becomes invincible, and any damage taken is instead redirected to the Dark Impulse gauge, shortening the remaining time Crocotta has in Berserk Form (proportional to the amount of damage taken)
    • Crocotta's orbs in Berserk Form are temporarily replaced with 3 special 3-Ping orbs
      • Each special orb will regenerate once after it's used, for a total of 6 special orbs
      • Any special orbs not cast before Berserk Form expires are lost, so every effort should be made to cast all 6 special orbs before using Crocotta's weaker Basic Attacks
Crocotta - Additional Information
  • Blue Orb Pings outside of Berserk Form instantly break Crocotta out of hitstun and grant him a 5 second shield, giving him survivability and a way out of tricky situations while not invincible in Berserk Form
  • Crocotta automatically performs a free Yellow Orb 3-Ping when switched in during combat
    • This swap-in attack counts as a 3-Ping, and will thus grant Crocotta 1 stack of Madness if he is not already at 3 stacks
    • If Crocotta is SS-Rank, this swap-in attack will also trigger his SS-Rank damage buff
  • While in Berserk Form, entering Matrix will pause the drain on the Dark Impulse gauge
  • If Crocotta is SS-Rank, after activating Berserk Form, lead with the special Yellow Orb 3-Ping to ensure activation of his SS-Rank damage buff while simultaneously gap closing enemies

How to play

Rozen - Fundamentals
  • Build up Overclock Points by pinging signal orbs and/or letting them slowly regenerate on their own over time
    • Overclock Points are represented by the red on-screen gauge
    • Overclock Point regeneration occurs even while Rozen is off-field
  • With at least 1 gauge unit's worth of Overclock Points, hold Basic Attack to initiate the first attack of Mass Illusion (Core Passive), then immediately start tapping Basic Attack to consume additional gauge units and perform follow-up Mass Illusion attacks
    • Mass Illusion is the most damaging part of Rozen's kit, hits enemies in a sizable area, and also generates the most Energy towards casting her Signature Move
  • Cast Signature Move to create a Dark Field in which Rozen and allies receive healing, increased movement speed, and a Dark DMG buff
  • Mark one enemy with a Blue Orb Ping to create a small area around that enemy in which Rozen and allies will receive healing for 5 seconds
Rozen - Additional Information
  • After being swapped on-field, Rozen will often be at or near maximum Overclock Points due to her off-field Overclock Point regeneration and the free Red Orb 3-Ping performed on swap-in, meaning she can immediately cast a full Mass Illusion attack string
  • 3-Pings will grant more Overclock Points per orb than 1 or 2-Pings
  • Both the Blue Orb Ping mark and Signature Move Dark Field persist if Rozen is swapped off-field, meaning their effects can be transferred to other allies in the team
  • Only one Blue Orb Ping mark can exist at any given time, and creating a new mark will first remove any existing marks before the new one is applied
  • The Dark DMG buff (Dark Radiation) granted by both Rozen's QTE and Signature Move Dark Field share the same name, and therefore do not stack with each other

How to play

Vitrum - Fundamentals
  • Use Pings to build Jete Points, rappresented by the core passive gauge:
    • Each Orb pinged will fill the gauge by 1/4
    • Any 3-Ping will fully fill the gauge immediately
  • Hold Basic Attack to activate Strings On Me, consuming Jete Points over time:
    • Bambinata will perform Basic Attacks while holding the button
    • If an enemy attack would hit, she will instead dodge it and leap into the air
    • If starting with full Jete Points, releasing the Basic Attack button or draining the gauge will also make Bambinata jump in the air
  • While in the air:
    • Use any ping to perform a spinning attack that pulls in enemies
    • Use a 3-Ping to enhance the attack and make Bambinata forget the color used
      • When a color is forgotten all current and future Orbs of that color will be converted into the other available colors
      • Bambinata's Signature Move will dead additional damage for every forgotten color, and restore every color after use
Vitrum - Additional Information
  • Core Passive details:
    • Dodging an attack with Strings On Me can activate Matrix
    • Dodging an attack also makes the follow up attack deal increased damage
    • Despite the appearance, Signal Orbs can still be obtained while all the colors have been forgotten, but will be invisible until Signature Move is used
  • Advanced techniques:
    • Red Orb 3-Pings are extremely quick and damaging, so for certain gamemodes it might be best to forget every color except Red to be able to use as many of them as possible in rapid succession
    • Sometimes when Signature Move is available it might be better to use it without having forgotten every color, especially if Bambinata's 6* Weapon Sound of Silence isn't equipped
    • Using the recommended memory set Hanna makes is easy to quickly forget a color by simply using any 3-Ping, briefly holding then releasing Basic Attack to trigger the leap, and using the Matrix Ping to forget a color

How to play

Glory - Fundamentals
  • The hexagonal icon displays Glory's current Glorious Shield amount
  • The gauge to the right of the Glorious Shield icon displays Glory's current Core Energy amount
    • With full Core Energy, hold Basic Attack to enter Frost Spirit Form, rearranging existing Signal Orbs into Red-Blue-Yellow order and consuming all Glorious Shield in the process
  • Glory temporarily gains Condensed Frost state during certain actions, indicated by the bright blue armor covering Glory's body
    • The initial Basic Attack hold used to enter Frost Spirit Form will briefly grant Condensed Frost
    • While in Frost Spirit Form, all Basic Attacks and 3-Pings deal enhanced damage and grant Condensed Frost
    • While not in Frost Spirit Form, if Glory has at least 50% Glorious Shield, 3-Pings will consume 50% Glorious Shield to deal enhanced damage and grant Condensed Frost
  • If an enemy attack hits Glory while Condensed Frost state is active, damage from the incoming hit is nullified, nearby enemies are slowed, and Glory gains 50% Glorious Shield
  • By entering Frost Spirit Form and repeatedly casting Basic Attacks, Glory obtains incredible survivability against aggressive enemies, and can conserve his Dodge Energy for when Frost Spirit Form ends
    • For additional survivability outside of Frost Spirit Form, maintain at least 50% Glorious Shield so that Glory can cast enhanced 3-Pings to nullify incoming enemy attacks
Glory - Additional Information
  • Upon first entering battle, Glory's HP is reduced to 40% of its maximum value, with the remaining 60% taken up by Glorious Shield
  • While Glory is not in Frost Spirit Form, Glorious Shield will continuously regenerate even while Glory is off-field
  • Frost Spirit Form lasts 8 seconds, with remaining duration represented by the Core Energy gauge
    • Glory's enhanced Basic Attack while in Frost Spirit Form does not generate Signal Orbs
    • Enemies hit by the periodic damage caused by Frost Spirit Form's Eroding Chill area will have their Ice Resistance reduced by 15% for 8 seconds, refreshing on every hit
    • Core Energy takes 15 seconds to fully refill, and will continuously regenerate even while Glory is off-field
  • Entering Frost Spirit Form immediately after nullifying a hit with either an enhanced 3-Ping or the Basic Attack hold itself will allow Glory to enter Frost Spirit Form with the 50% Glorious Shield granted by the successful Condensed Frost defense
  • Condensed Frost will only nullify one hit from an enemy, after which the armor will disappear for the remainder of the action that granted this instance of Condensed Frost
    • Glory will still have Super Armor for the remainder of Condensed Frost state's original duration for that action, even if the armor has already nullified a hit
    • The slow inflicted by a successful Condensed Frost defense can help prevent subsequent close-range attacks from hitting Glory until he regains Condensed Frost state with another action, but he will still need to be wary of high-frequency close-range attacks and ranged attacks launched from beyond the slow radius
    • Glory's SS-Rank passive upgrades this slow to a freeze, improving his survivability against close-range foes
  • Condensed Frost's defense will not trigger against damage caused by certain environmental affixes and enemy buffs (e.g. lightning strikes caused by the Lightning Shield buff)

How to play

Hypnos - Fundamentals
  • Within 1 second of performing any 3-Ping, hold Basic Attack to enter Tactical Stance and deal continuous Ice DMG to nearby enemies
    • Tactical Stance gunshots are considered Basic Attacks, and will generate Signal Orbs when they hit enemies
  • Release Basic Attack during Tactical Stance to perform a backstep and trigger Blooming Shot, dealing Ice DMG in a straight line
    • This backstep has invincibility frames and is considered a dodge, so it can be used to evade incoming attacks and will trigger Matrix if it is off cooldown
    • If this backstep is timed to successfully evade an attack, the camera will dolly zoom, and the follow-up Blooming Shot will deal 3.5 times its original damage and have its invulnerability window extended
  • Yellow Orb Pings have invincibility frames that can also be used to evade attacks, though they cannot trigger Matrix
  • Blue Orb Pings toss a frost grenade that slows enemies hit and heals Hypnos and nearby allies
    • The healing radius of the frost grenade is much larger than its damage radius
Hypnos - Additional Information
  • Red Orb Pings function as an excellent movement ability and gap-closer, and will pass Hypnos through enemies if they are close enough
  • All orb pings have a brief Super Armor window, with the 3-Ping variants of each color lengthening the duration of this Super Armor
  • Hypnos automatically performs a free Yellow Orb 3-Ping when switched in during combat, allowing for immediate entry into Tactical Stance if Basic Attack is held down
    • The Yellow Orb invulnerability frames also allow him to evade attacks on entry if the swap-in is properly timed

How to play

Qilin - Fundamentals
  • Perform 3-Pings to light up the Follow-Up Orb in orb slot 1, then ping the lit-up Follow-Up Orb to deal additional Ice DMG
    • The Follow-Up Orb will only light up for around 1.1 seconds after reaching specific points in each 3-Ping attack animation
  • Activate Signature Move to enter Selfless State, boosting DEF and Ice DMG, and converting all existing Signal Orbs into additional Signature Energy
    • The Follow-Up Orb will turn white and can be cast to fire Sonic Blast, a ranged Ice DMG projectile
    • After the 3rd or 4th Basic Attack sequence, the Follow-Up Orb will light up, and can be repeatedly cast to perform up to 5 sequences of Flowing Whirlpool, summoning a barrage of fist strikes in a wide frontal area
    • Selfless State ends when all Signature Energy is consumed or when Signature Move is manually toggled off, granting 4 random Signal Orbs in the process
Qilin - Additional Information
  • Triggering Flowing Whirlpool will activate all QTEs if they are not on cooldown
  • The final heavy blow of the Red Orb 3-Ping and the Follow-Up Orb after a Blue Orb 3-Ping will temporarily freeze enemies hit
  • The Follow-Up Orb after a Yellow Orb 3-Ping will gather enemies together
    • Qilin will perform this attack when switched in
  • Flowing Whirlpool will weakly gather enemies during the fist barrage
  • Flowing Whirlpool and all Follow-Up Orbs that follow a 3-Ping have Super Armor
  • Qilin can store up to 120 Signature Energy for use in Selfless State
    • Each Sonic Blast costs 15 Signature Energy
    • All 5 sequences of Flowing Whirlpool cost 38 Signature Energy in total
    • If Qilin has less Signature Energy remaining than what an attack costs, he will still complete the full attack sequence and exit Selfless State immediately afterwards
  • Basic Attacks in Selfless State do not generate Signal Orbs nor Signature Energy

How to play

Kaleido - Fundamentals
  • Perform a 3-Ping to store its color in the Secondary Color Coolant slot, then hold Basic Attack to perform a Sweep attack
    • This Sweep attack clears the current Secondary Color and stores it as 1 Backup Paint
    • Up to 3 Backup Paints can be stored at a time
  • Cast Signature Move to enter the Painter's Realm, gain a free 3-Ping, and rearrange existing orbs into more 3-Pings
    • Ping any Signal Orb to begin riding Kaleido's gunlance
      • If this ping is a 3-Ping, Finishing Touch's Base DMG will be increased by 20%, indicated by the on-screen gauge, up to a max increase of 100% from five 3-Pings
    • Colliding with an enemy on the gunlance after pinging a Signal Orb will damage enemies within range
      • If Kaleido has any Backup Paints, 1 will be spent on hit to gain a set of 3-Pings in that color
  • Signature Move can be cast at any time with Painter's Realm active to perform Finishing Touch, dealing Ice DMG in a large area and clearing the Painter's Realm
    • Finishing Touch will leave an Improvisation behind that lasts 5 seconds and heals allies standing within the area
Kaleido - Additional Information
  • Both Finishing Touch and the initial activation of Painter's Realm trigger Time Lag Calculation
  • Kaleido automatically performs a free Blue Orb 3-Ping when switched in during combat, filling the Secondary Color Coolant slot and allowing for an easy Sweep attack to gain 1 Backup Paint
  • Sweep attacks have Super Armor, grant Kaleido 15 Signature Energy, and heal her and nearby allies on cast
    • If the colors in the Main Color and Secondary Color Coolant slots match, the Sweep attack grants Kaleido a 6 second Ice DMG increase
    • If the colors in the Main Color and Secondary Color Coolant slots differ, the Sweep attack grants Kaleido a 6 second Extra DMG Bonus increase
    • At SS3-Rank, either Sweep attack will grant both the Ice DMG and Extra DMG Bonus increase simultaneously
  • Kaleido will dismount from her gunlance if either Dodge is held or no orbs are pinged within a certain period, and will remount upon pinging another Signal Orb

How to play

Crimson Weave - Fundamentals
  • Switch between holding the Kodachi and Odachi during battle:
    • Starts the fight with the Kodachi in hand
  • When wielding the Kodachi:
    • Can only use and generate Blue Orbs, Red and Yellow Orbs become transparent and unusable
    • Build energy quickly to enter the more powerful Odachi stance as soon as possible
  • When wielding the odachi:
    • Obtain Aphotic Points by using Orbs, Sword Waves and the hold dodge attack
    • Hold Basic Attack while the counter is red to perform an extremely powerful plunging attack, which consumes all Aphotic Points to deal increased damage
    • Using Signature Move while wielding the Odachi will return to the Kodachi stance
  • Press Basic Attack when the blade flashes to start launching Sword Waves:
    • The blade will flash while dodging, or after the 4th step of the Basic Attack combo if the 5th step is not performed
    • Pressing Basic Attack repeatedly after the sword flashed will launch consecutive Sword Waves for up to 2.5 seconds
  • Hold the dodge button to start charging the Sword Gauge:
    • Pinging Orbs also charges the Sword Gauge
    • Deflect up to 3 incoming attacks while charging
    • Releasing the dodge button will perform an attack depending on the level of charge of the Sword Gauge
    • A fully charged hold dodge attack will turn the Aphotic Points counter red, unlocking the Odachi's plunge attack
Crimson Weave - Additional Information
  • Signature Move details:
    • Both Signature Move activations trigger Time Lag Calculation
    • Entering Odachi stance converts all Blue Orbs into Red and Yellow Orbs
    • Both Sword Gauge and Aphotic Points are conserved when using both versions of Signature Move
  • Core Passive details:
    • Sword Waves will generate energy and Aphotic Points every 0.5 seconds, but will also generate Orbs since they count as Basic Attacks
    • Releasing dodge with full Sword Gauge after holding will grant invincibily and generate a large amount of energy, as well as activate all QTEs at S5 Rank or above
    • Using Basic Attack after a Red or Yellow 3-Ping will perform a special follow-up attack
  • Advanced techniques:
    • Sword Waves and the Odachi's plunge attack count as Basic Attacks and will generate orbs
    • Canceling Orbs Pings with dodges or Signature Moves usually results in faster access to more damaging moves, increasing overall damage output
    • A single fully charged hold dodge attack will generate enough energy to use Signature Move in Kodachi stance
    • Since Sword Gauge and Aphotic Points carry over between stances, it's recommended for longer fights to use a 3-Ping in Odachi stance before using Signature Move if the Sword Gauge is empty to allow faster access to a fully charged hold dodge attack