Test:12: Difference between revisions

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=====Eclipse - Fundamentals=====
=====Eclipse - Fundamentals=====
* Any 3-Ping + <span style="color:#FF476D;">Red Orb Ping</span> triggers '''Laser Cluster''' (Core Passive)
* Any 3-Ping + <span style="color:#FF476D;">Red Orb Ping</span> triggers '''Laser Cluster''' (Core Passive)
** The <span style="color:#FF476D;">Red Orb Ping</span> 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 <span style="color:#FF476D;">Red Orb Ping</span> after the 3-Ping)
** The <span style="color:#FF476D;">Red Orb Ping</span> 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 the <span style="color:#FF476D;">Red Orb Ping</span> must be cast after the 3-Ping)


* Eclipse's <span style="color:#00A0FF;">Blue Orb Ping</span> will heal herself and any allies within the skill's circle
* Eclipse's <span style="color:#00A0FF;">Blue Orb Ping</span> will heal herself and any allies within the skill's circle
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=====Astral - Fundamentals=====
=====Astral - Fundamentals=====
* Any 3-Ping + <span style="color:#FF476D;">Red Orb Ping</span> triggers '''Cosmic Wave''' (Core Passive)
* Any 3-Ping + <span style="color:#FF476D;">Red Orb Ping</span> triggers '''Cosmic Wave''' (Core Passive)
** The <span style="color:#FF476D;">Red Orb Ping</span> 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 <span style="color:#FF476D;">Red Orb Ping</span> after the 3-Ping)
** The <span style="color:#FF476D;">Red Orb Ping</span> 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 the <span style="color:#FF476D;">Red Orb Ping</span> must be cast after the 3-Ping)


* After performing either a dodge or any <span style="color:#FF476D;">Red Orb Ping</span>, including ones used to trigger '''Cosmic Wave''', press Basic Attack to perform <span style="color:#74C4F4;">Trailblade</span>, a lunging stab that also functions as an excellent gap closer
* After performing either a dodge or any <span style="color:#FF476D;">Red Orb Ping</span>, including ones used to trigger '''Cosmic Wave''', press Basic Attack to perform <span style="color:#74C4F4;">Trailblade</span>, a lunging stab that also functions as an excellent gap closer
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{{Header Full|How to play}}
{{Header Full|How to play}}
=====Hyperreal - Fundamentals=====
=====Vitrum - Fundamentals=====
*Press and hold Basic Attack when the gauge is full to enter <span style="color:#96B7F3;">Hypermatrix</span>:
*Use Pings to build <span style="color:#96B7F3;">Jete Points</span>, rappresented by the core passive gauge:
**Each Orb pinged will fill the gauge by 1/4
**Every 3-Ping will deal additional damage and add a <span style="color:#0D70BC;">Sight Point</span>, up to 4
**Any 3-Ping will fully fill the gauge immediately
**<span style="color:#00A0FF;">Blue</span> Orbs will be converted to <span style="color:#FF476D;">Red</span> or <span style="color:#D4B920;">Yellow</span> Orbs
**Basic Attack will consume one stored bullet to generate 3 Orbs of the same color
**<span style="color:#96B7F3;">Hypermatrix</span> ends when the gauge runs out or when pressing Signature Move
**Exiting <span style="color:#96B7F3;">Hypermatrix</span> will trigger a powerful finisher that consumes all <span style="color:#0D70BC;">Sight Points</span> to deal increased damage


*Outside of <span style="color:#96B7F3;">Hypermatrix</span>:
*Hold Basic Attack to activate <span style="color:#0D70BC;">Strings On Me</span>, consuming <span style="color:#96B7F3;">Jete Points</span> over time:
**3-Pings will be recorded as bullets, up to three
**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
**Using Signature Move will cause <span style="color:#FF6549;">Time Lag Calculation</span> and unleash a powerful AOE attack
**It's recommended to switch characters while <span style="color:#96B7F3;">Hypermatrix</span> is in cooldown
**If starting with full <span style="color:#96B7F3;">Jete Points</span>, releasing the Basic Attack button or draining the gauge will also make Bambinata jump in the air


*While in the air:
=====Hyperreal - Additional Information=====
**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:
*Core Passive details:
**Holding Basic Attack during <span style="color:#96B7F3;">Hypermatrix</span> will consume one <span style="color:#0D70BC;">Sight Point</span> to increase the duration by 2 seconds
**Dodging an attack with <span style="color:#0D70BC;">Strings On Me</span> can activate Matrix
**Dodging an attack also makes the follow up attack deal increased damage
**Pressing Basic Attack once will enter a sniping stance during which the duration of <span style="color:#96B7F3;">Hypermatrix</span> will not decrease
**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
***In this stance Hyperreal will automatically dodge any incoming attack
***Pressing Basic Attack again will briefly unpause <span style="color:#96B7F3;">Hypermatrix</span> to shoot
**After <span style="color:#96B7F3;">Hypermatrix</span> ends 3 Orbs of the same color will be generated


*Advanced techniques:
*Advanced techniques:
**It's possible to activate <span style="color:#96B7F3;">Hypermatrix</span> by holding Basic Attack during a <span style="color:#00A0FF;">Blue Orb Ping</span>.
**<span style="color:#FF476D;">Red Orb 3-Pings</span> are extremely quick and damaging, so for certain gamemodes it might be best to forget every color except <span style="color:#FF476D;">Red</span> 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
***Since Hyperreal's swap-in attack is a <span style="color:#00A0FF;">Blue 3-Ping</span> this can be done immediately after he enters the field
**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
**The initial movement of <span style="color:#FF476D;">Red</span> or <span style="color:#D4B920;">Yellow</span> Orbs counts as a dodge and can avoid enemy attacks to activate Matrix

**3-Pings during <span style="color:#96B7F3;">Hypermatrix</span> generate <span style="color:#0D70BC;">Sight Points</span> immediately, making it possible to dodge cancel their animations to reach 4 <span style="color:#0D70BC;">Sight Points</span> faster in time-sensitive gamemodes
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**Canceling the <span style="color:#96B7F3;">Hypermatrix</span> version of a <span style="color:#FF476D;">Red 3-Ping</span> loses damage, unless done shortly after the aerial downward shot
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{{Header Full|How to play}}
=====Glory - Fundamentals=====
* The hexagonal icon displays Glory's current <span style="color:#77C2F7;">Glorious Shield</span> amount

* The gauge to the right of the <span style="color:#77C2F7;">Glorious Shield</span> icon displays Glory's current Core Energy amount
** With full Core Energy, hold Basic Attack to enter <span style="color:#31A58E;">Frost Spirit</span> Form, rearranging existing Signal Orbs into <span style="color:#FF476D;">Red</span>-<span style="color:#00A0FF;">Blue</span>-<span style="color:#D4B920;">Yellow</span> order and consuming all <span style="color:#77C2F7;">Glorious Shield</span> in the process

* Glory temporarily gains <span style="color:#76F7EE;">Condensed Frost</span> state during certain actions, indicated by the bright blue armor covering Glory's body
** The initial Basic Attack hold used to enter <span style="color:#31A58E;">Frost Spirit</span> Form will briefly grant <span style="color:#76F7EE;">Condensed Frost</span>
** While in <span style="color:#31A58E;">Frost Spirit</span> Form, all Basic Attacks and 3-Pings deal enhanced damage and grant <span style="color:#76F7EE;">Condensed Frost</span>
** While not in <span style="color:#31A58E;">Frost Spirit</span> Form, if Glory has at least 50% <span style="color:#77C2F7;">Glorious Shield</span>, 3-Pings will consume 50% <span style="color:#77C2F7;">Glorious Shield</span> to deal enhanced damage and grant <span style="color:#76F7EE;">Condensed Frost</span>

* If an enemy attack hits Glory while <span style="color:#76F7EE;">Condensed Frost</span> state is active, damage from the incoming hit is nullified, nearby enemies are slowed, and Glory gains 50% <span style="color:#77C2F7;">Glorious Shield</span>

* By entering <span style="color:#31A58E;">Frost Spirit</span> Form and repeatedly casting Basic Attacks, Glory obtains incredible survivability against aggressive enemies, and can conserve his Dodge Energy for when <span style="color:#31A58E;">Frost Spirit</span> Form ends
** For additional survivability outside of <span style="color:#31A58E;">Frost Spirit</span> Form, maintain at least 50% <span style="color:#77C2F7;">Glorious Shield</span> 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 <span style="color:#77C2F7;">Glorious Shield</span>

* While Glory is not in <span style="color:#31A58E;">Frost Spirit</span> Form, <span style="color:#77C2F7;">Glorious Shield</span> will continuously regenerate even while Glory is off-field

* <span style="color:#31A58E;">Frost Spirit</span> Form lasts 8 seconds, with remaining duration represented by the Core Energy gauge
** Glory's enhanced Basic Attack while in <span style="color:#31A58E;">Frost Spirit</span> Form does not generate Signal Orbs
** Enemies hit by the periodic damage caused by <span style="color:#31A58E;">Frost Spirit</span> 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 <span style="color:#31A58E;">Frost Spirit</span> Form immediately after nullifying a hit with either an enhanced 3-Ping or the Basic Attack hold itself will allow Glory to enter <span style="color:#31A58E;">Frost Spirit</span> Form with the 50% <span style="color:#77C2F7;">Glorious Shield</span> granted by the successful <span style="color:#76F7EE;">Condensed Frost</span> defense

* <span style="color:#76F7EE;">Condensed Frost</span> 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 <span style="color:#76F7EE;">Condensed Frost</span>
** Glory will still have Super Armor for the remainder of <span style="color:#76F7EE;">Condensed Frost</span> state's original duration for that action, even if the armor has already nullified a hit
** The slow inflicted by a successful <span style="color:#76F7EE;">Condensed Frost</span> defense can help prevent subsequent close-range attacks from hitting Glory until he regains <span style="color:#76F7EE;">Condensed Frost</span> 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

* <span style="color:#76F7EE;">Condensed Frost</span>'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)

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{{Header Full|How to play}}
=====Hypnos - Fundamentals=====
* Within 1 second of performing any 3-Ping, hold Basic Attack to enter <span style="color:#5DC4C5;">Tactical Stance</span> and deal continuous Ice DMG to nearby enemies
** <span style="color:#5DC4C5;">Tactical Stance</span> gunshots are considered Basic Attacks, and will generate Signal Orbs when they hit enemies

* Release Basic Attack during <span style="color:#5DC4C5;">Tactical Stance</span> to perform a backstep and trigger <span style="color:#A0C5F9;">Blooming Shot</span>, 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 <span style="color:#A0C5F9;">Blooming Shot</span> will deal 3.5 times its original damage and have its invulnerability window extended

* <span style="color:#D4B920;">Yellow Orb Pings</span> have invincibility frames that can also be used to evade attacks, though they cannot trigger Matrix

* <span style="color:#00A0FF;">Blue Orb Pings</span> 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=====
* <span style="color:#FF476D;">Red Orb Pings</span> 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 <span style="color:#D4B920;">Yellow Orb 3-Ping</span> when switched in during combat, allowing for immediate entry into <span style="color:#5DC4C5;">Tactical Stance</span> if Basic Attack is held down
** The <span style="color:#D4B920;">Yellow Orb</span> invulnerability frames also allow him to evade attacks on entry if the swap-in is properly timed

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{{Header Full|How to play}}
=====Qilin - Fundamentals=====
* Perform 3-Pings to light up the <span style="color:#888888;">Follow-Up Orb</span> in orb slot 1, then ping the lit-up <span style="color:#888888;">Follow-Up Orb</span> to deal additional Ice DMG
** The <span style="color:#888888;">Follow-Up Orb</span> will only light up for around 1.1 seconds after reaching specific points in each 3-Ping attack animation

* Activate Signature Move to enter <span style="color:#E4DCAA;">Selfless State</span>, boosting DEF and Ice DMG, and converting all existing Signal Orbs into additional Signature Energy
** The <span style="color:#888888;">Follow-Up Orb</span> 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 <span style="color:#888888;">Follow-Up Orb</span> will light up, and can be repeatedly cast to perform up to 5 sequences of <span style="color:#A4CFFF;">Flowing Whirlpool</span>, summoning a barrage of fist strikes in a wide frontal area
** <span style="color:#E4DCAA;">Selfless State</span> 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 <span style="color:#A4CFFF;">Flowing Whirlpool</span> will activate all QTEs if they are not on cooldown

* The final heavy blow of the <span style="color:#FF476D;">Red Orb 3-Ping</span> and the <span style="color:#888888;">Follow-Up Orb</span> after a <span style="color:#00A0FF;">Blue Orb 3-Ping</span> will temporarily freeze enemies hit

* The <span style="color:#888888;">Follow-Up Orb</span> after a <span style="color:#D4B920;">Yellow Orb 3-Ping</span> will gather enemies together
** Qilin will perform this attack when switched in

* <span style="color:#A4CFFF;">Flowing Whirlpool</span> will weakly gather enemies during the fist barrage

* <span style="color:#A4CFFF;">Flowing Whirlpool</span> and all <span style="color:#888888;">Follow-Up Orbs</span> that follow a 3-Ping have Super Armor

* Qilin can store up to 120 Signature Energy for use in <span style="color:#E4DCAA;">Selfless State</span>
** Each '''Sonic Blast''' costs 15 Signature Energy
** All 5 sequences of <span style="color:#A4CFFF;">Flowing Whirlpool</span> 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 <span style="color:#E4DCAA;">Selfless State</span> immediately afterwards

* Basic Attacks in <span style="color:#E4DCAA;">Selfless State</span> do not generate Signal Orbs nor Signature Energy

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{{Header Full|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 the '''Main Color''' as 1 <span style="color:#38D8DB;">Backup Paint</span>
** Up to 3 <span style="color:#38D8DB;">Backup Paints</span> can be stored at a time

* Cast Signature Move to enter the <span style="color:#619BEB;">Painter's Realm</span>, 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, <span style="color:#F1BFF7;">Finishing Touch</span>'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 <span style="color:#38D8DB;">Backup Paints</span>, 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 <span style="color:#619BEB;">Painter's Realm</span> active to perform <span style="color:#F1BFF7;">Finishing Touch</span>, dealing Ice DMG in a large area and clearing the <span style="color:#619BEB;">Painter's Realm</span>
** <span style="color:#F1BFF7;">Finishing Touch</span> will leave an '''Improvisation''' behind that lasts 5 seconds and heals allies standing within the area
=====Kaleido - Additional Information=====
* Both <span style="color:#F1BFF7;">Finishing Touch</span> and the initial activation of <span style="color:#619BEB;">Painter's Realm</span> trigger <span style="color:#FF6549;">Time Lag Calculation</span>

* Kaleido automatically performs a free <span style="color:#00A0FF;">Blue Orb 3-Ping</span> when switched in during combat, filling the '''Secondary Color''' Coolant slot and allowing for an easy Sweep attack to gain 1 <span style="color:#38D8DB;">Backup Paint</span>

* 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

* Pinging a 3-Ping before near-instantaneously triggering <span style="color:#F1BFF7;">Finishing Touch</span> will duplicate that color into the '''Secondary Color''' Coolant slot
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{{Header Full|How to play}}
=====Crimson Weave - Fundamentals=====
* Switch between holding the <span style="color:#0080CC;">Kodachi</span> and <span style="color:#CC3857;">Odachi</span> during battle:
** Starts the fight with the <span style="color:#0080CC;">Kodachi</span> in hand

* When wielding the <span style="color:#0080CC;">Kodachi</span>:
** Can only use and generate <span style="color:#00A0FF;">Blue Orbs</span>, <span style="color:#FF476D;">Red</span> and <span style="color:#D4B920;">Yellow</span> Orbs become transparent and unusable
** Build energy quickly to enter the more powerful <span style="color:#CC3857;">Odachi</span> stance as soon as possible

* When wielding the <span style="color:#CC3857;">Odachi</span>:
** Obtain {{o|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 {{o|Aphotic Points}} to deal increased damage
** Using Signature Move while wielding the <span style="color:#CC3857;">Odachi</span> will return to the <span style="color:#0080CC;">Kodachi</span> 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 {{o|Aphotic Points}} counter red, unlocking the <span style="color:#CC3857;">Odachi</span>'s plunge attack
=====Crimson Weave - Additional Information=====
* Signature Move details:
** Both Signature Move activations trigger {{o|Time Lag Calculation}}
** Entering <span style="color:#CC3857;">Odachi</span> stance converts all <span style="color:#00A0FF;">Blue Orbs</span> into <span style="color:#FF476D;">Red</span> and <span style="color:#D4B920;">Yellow</span> Orbs
** Both Sword Gauge and {{o|Aphotic Points}} are conserved when using both versions of Signature Move

* Core Passive details:
** '''Sword Waves''' will generate energy and {{o|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 invincibility and generate a large amount of Signature Energy, as well as activate all QTEs at S5 Rank or above
** Using Basic Attack after a <span style="color:#FF476D;">Red</span> or <span style="color:#D4B920;">Yellow</span> 3-Ping will perform a special follow-up attack

* Advanced techniques:
** Sword Waves and the <span style="color:#CC3857;">Odachi</span>'s plunge attack count as Basic Attacks and will generate orbs
** Canceling <span style="color:#00A0FF;">Blue</span> and <span style="color:#D4B920;">Yellow</span> Orbs 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 <span style="color:#0080CC;">Kodachi</span> stance
** Since Sword Gauge and {{o|Aphotic Points}} carry over between stances, it's recommended for longer fights to use a 3-Ping in <span style="color:#CC3857;">Odachi</span> stance before using Signature Move if the Sword Gauge is empty to allow faster access to a fully charged hold dodge attack
** Pinging a set of orbs and then near-instantaneously triggering Signature Move will carry the Energy gained from that orb set into the next form
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{{Header Full|How to play}}
=====Zitherwoe - Fundamentals=====
* The bars surrounding the Dodge button indicate the current number of <span style="color:#87E0E6;">Dancer Points</span>, up to 4 at maximum

* The green fans indicate the current number of <span style="color:#65B98F;">Emerald Flow</span> stacks, up to 4 at maximum

* Perform a 3-Ping to gain 1 <span style="color:#87E0E6;">Dancer Point</span>

* Dodge with at least 1 <span style="color:#87E0E6;">Dancer Point</span> to trigger a <span style="color:#F1E4AE;">Choreography</span> attack, which will convert that <span style="color:#87E0E6;">Dancer Point</span> into 1 <span style="color:#65B98F;">Emerald Flow</span> stack and put Zitherwoe into <span style="color:#AAFFD4;">Dancer Stance</span>
** While in <span style="color:#AAFFD4;">Dancer Stance</span>, additional <span style="color:#F1E4AE;">Choreographies</span> will convert additional <span style="color:#87E0E6;">Dancer Points</span> into more <span style="color:#65B98F;">Emerald Flow</span> stacks

* Casting any orb or Signature Move while in <span style="color:#AAFFD4;">Dancer Stance</span> will perform that attack and exit <span style="color:#AAFFD4;">Dancer Stance</span>
** All exising <span style="color:#65B98F;">Emerald Flow</span> stacks will be consumed in the process to boost this attack's damage
=====Zitherwoe - Additional Information=====
* Basic Attacks performed while in <span style="color:#AAFFD4;">Dancer Stance</span> recover signal orbs at a faster rate than normal

* <span style="color:#F1E4AE;">Choreography</span> is considered a dodge, meaning it has invulnerability and can be used to trigger Matrix

* Zitherwoe has Super Armor and 50% DMG Reduction when pinging Dance Orbs

* Performing 4 consecutive <span style="color:#F1E4AE;">Choreographies</span> will create a temporary field that heals allies standing inside it and grants them '''Ultralimit Torque''', increasing Physical DMG by 10% for 8 seconds
** Zitherwoe's QTE also applies '''Ultralimit Torque''' to on-field allies

* At SSS-Rank, '''Ultralimit Torque''''s buff is increased from 10% to 20%, and any Kowloong Uniframes on the team have their ATK increased by 30%, offsetting the Collab Hack ATK decrease normally suffered by Uniframes placed in the same team as 1 Omniframe

* At SSS+-Rank, Zitherwoe's '''Ultralimit Torque''' will also grant Kowloong Uniframes a random set of 3-Ping Orbs and an 8 second shield

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=====Lux - Fundamentals=====
* Basic Attacks on marked enemies have a 30% chance to trigger <span style="color:#C57B8C;">Lightning Lure</span>
** Mark enemies for 8 seconds by damaging them with <span style="color:#00A0FF;">Blue Orb Pings</span>

* <span style="color:#FF476D;">Red Orb Pings</span> have a chance to trigger <span style="color:#C57B8C;">Lightning Lure</span> with a 30%/60%/100% chance based on if the ping was with 1/2/3 orbs

* After 4 <span style="color:#C57B8C;">Lightning Lures</span> have been triggered, the next <span style="color:#C57B8C;">Lightning Lure</span> triggered will be replaced with an <span style="color:#FFC2D0;">EX - Lightning Lure</span>
** The current <span style="color:#C57B8C;">Lightning Lure</span> trigger count is displayed on-screen via the pink lightning bolt icons
** <span style="color:#FFC2D0;">EX - Lightning Lure</span> deploys an area centered on the hit enemy that heals allies within it
** Lux's QTE also deploys <span style="color:#FFC2D0;">EX - Lightning Lure</span>, but centered on herself and with a slightly weaker heal-per-tick

* Signature Move creates a 7 second field within which allies regenerate 1 Signal Orb every second, enemies are slowed, and Lightning DMG is boosted
=====Lux - Additional Information=====
* <span style="color:#FFC2D0;">EX - Lightning Lure</span> provides 5 ticks of healing in total
** When summoned via QTE, Lux will be on-field long enough to get healed by the first 2 heals of <span style="color:#FFC2D0;">EX - Lightning Lure</span>
** This makes Lux one of the easier characters to trigger [[Guinevere]]'s 4-piece set effect with in a single QTE, provided enough entities receive the remaining required heals (for more information, refer to the Important Memory Mechanics section of the [[Beginner's Guide#Guide-0|Beginner's Guide]])

* Enemies inside Lux's <span style="color:#D4B920;">Yellow Orb Ping</span> are considered to be under the effects of Matrix

* The Signal Orb generation provided by staying within Lux's Signature Move field also applies to teammates summoned inside this field via QTEs

* At SS-Rank, allies within <span style="color:#FFC2D0;">EX - Lightning Lure</span>'s area gain '''Lightning Surge''', boosting their Lightning DMG by 20%

* At SSS+-Rank, the Lightning Resistance of enemies within Lux's <span style="color:#D4B920;">Yellow Orb Ping</span> is reduced by 15%
** This resistance reduction disappears as soon as the <span style="color:#D4B920;">Yellow Orb Ping</span> disappears, so the time frame to take advantage of this debuff is very short

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=====Nightblade - Fundamentals=====
* The final hit of all 3-Ping Orb color variants applies a <span style="color:#ABB0E0;">Mark</span> to all enemies hit
** The triangular icon above an enemy indicates that it has been marked

* Applying another <span style="color:#ABB0E0;">Mark</span> onto an already marked enemy will clear its <span style="color:#ABB0E0;">Mark</span>, summon an AoE <span style="color:#484F8B;">Shade</span> attack centered on that enemy, and buff Nightblade's Basic Attacks to trigger <span style="color:#484F8B;">Shade</span> afterimage attacks for 5 seconds

* <span style="color:#00A0FF;">Blue Orb Pings</span> performed on an enemy from behind are guaranteed to critical hit

* <span style="color:#D4B920;">Yellow Orb Pings</span> will pass Nightblade through enemies if they are close enough, allowing him to avoid enemy attacks when strategically used, and get behind them to set up for <span style="color:#00A0FF;">Blue Orb Pings</span>
=====Nightblade - Additional Information=====
* Canceling out of a 3-Ping Orb before the final hit lands means Nightblade will not apply any <span style="color:#ABB0E0;">Marks</span> on that 3-Ping Orb
** The full <span style="color:#FF476D;">Red Orb 3-Ping</span> animation can take a very long time to execute, so it should only be canceled out of when necessary

* Nightblade automatically performs a free <span style="color:#FF476D;">Red Orb 3-Ping</span> when switched in during combat, allowing for an immediate <span style="color:#ABB0E0;">Mark</span> application if the final hit lands

* <span style="color:#ABB0E0;">Marks</span> last indefinitely, but do not transfer to other enemies on death

* If multiple <span style="color:#ABB0E0;">Marks</span> are cleared at the same time, multiple AoE <span style="color:#484F8B;">Shade</span> attacks will be triggered simultaneously

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=====Veritas - Fundamentals=====
* A <span style="color:#FF476D;">Red Orb 3-Ping</span> + any <span style="color:#00A0FF;">Blue Orb Ping</span> triggers <span style="color:#9FD7FF;">Sniping Form</span>
** The <span style="color:#00A0FF;">Blue Orb Ping</span> can be cast at any point after the <span style="color:#FF476D;">Red Orb 3-Ping</span> (other orbs can be pinged in-between if needed, and there is no time limit within which the <span style="color:#00A0FF;">Blue Orb Ping</span> must be cast after the <span style="color:#FF476D;">Red Orb 3-Ping</span>)

* Once <span style="color:#9FD7FF;">Sniping Form</span> is triggered, repeatedly pressing Basic Attack will launch up to 6 lightning arrows that pierce through enemies
** <span style="color:#9FD7FF;">Sniping Form</span>'s 6 second duration begins as soon as the first Basic Attack is pressed, with remaining time indicated by the draining bow-shaped bar
** If all 6 lightning arrows are not fired before <span style="color:#9FD7FF;">Sniping Form</span> expires, the remaining lightning arrows are lost
** While <span style="color:#9FD7FF;">Sniping Form</span> is active, dodges are altered into a short-range teleport flash, and lightning arrow casting speed following a dodge is sped up

* Holding a direction while casting <span style="color:#D4B920;">Yellow Orb Pings</span> will teleport Veritas in that direction during the cast, allowing her to avoid enemy attacks when strategically used
=====Veritas - Additional Information=====
* Veritas automatically performs a free <span style="color:#FF476D;">Red Orb 3-Ping</span> when switched in during combat, allowing for an immediate <span style="color:#9FD7FF;">Sniping Form</span> trigger with any additional <span style="color:#00A0FF;">Blue Orb Ping</span>

* <span style="color:#00A0FF;">Blue Orb Pings</span> grant Veritas the '''Electro Charge''' buff for 8 seconds, which cause additional lightning arrows to be launched with Basic Attacks, <span style="color:#FF476D;">Red Orb Pings</span>, and <span style="color:#9FD7FF;">Sniping Form</span> lightning arrows
** Canceling a <span style="color:#00A0FF;">Blue Orb Ping</span> before the finger snap can still trigger <span style="color:#9FD7FF;">Sniping Form</span>, but will not grant '''Electro Charge'''

* While <span style="color:#9FD7FF;">Sniping Form</span> can be held indefinitely until a Basic Attack is used, it is advisable to cast the <span style="color:#FF476D;">Red Orb 3-Ping</span> and <span style="color:#00A0FF;">Blue Orb Ping</span> immediately before firing <span style="color:#9FD7FF;">Sniping Form</span> lightning arrows in order to take advantage of '''Electro Charge''' and other damage buffs from sources like QTEs and SS-Rank's Extra DMG Bonus increase on <span style="color:#FF476D;">Red Orb Ping</span> hit

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=====Palefire - Fundamentals=====
* Any <span style="color:#D4B920;">Yellow Orb Ping</span> + any <span style="color:#FF476D;">Red Orb Ping</span> triggers <span style="color:#FFE6AC;">Controlling Bullet</span>, enhancing that <span style="color:#FF476D;">Red Orb Ping</span>'s shots with additional AoE Fire DMG centered on the target hit
** The <span style="color:#FF476D;">Red Orb Ping</span> can be cast at any point after the <span style="color:#D4B920;">Yellow Orb Ping</span> (other orbs can be pinged in-between if needed, and there is no time limit within which the <span style="color:#FF476D;">Red Orb Ping</span> must be cast after the <span style="color:#D4B920;">Yellow Orb Ping</span>)

* Palefire is free to move in any direction during his <span style="color:#FF476D;">Red Orb Ping</span> shots

* <span style="color:#D4B920;">Yellow Orb Pings</span> create a <span style="color:#A9E3FE;">Burning Area</span> centered on the target hit
** This <span style="color:#A9E3FE;">Burning Area</span> lasts for 3/4/5 seconds depending on the number of orbs pinged
** Hitting enemies standing within this <span style="color:#A9E3FE;">Burning Area</span> deals additional Fire DMG to them
=====Palefire - Additional Information=====
* <span style="color:#FF476D;">Red Orb Ping</span> shots last approximately 1.66 seconds
** Canceling out of an ongoing <span style="color:#FF476D;">Red Orb Ping</span> will cause the remaining shots to be lost

* While the Fire DMG inflicted by <span style="color:#FFE6AC;">Controlling Bullet</span>'s enhanced shots is not affected by whether the <span style="color:#FF476D;">Red Orb Ping</span> was 1/2/3 orbs, the Physical DMG inflicted by the <span style="color:#FF476D;">Red Orb Ping</span> shots themselves still increases based on the number of orbs pinged

* Palefire automatically performs a free <span style="color:#D4B920;">Yellow Orb 3-Ping</span> when switched in during combat, allowing for a quick activation of '''Controlling Bullet''' with any additional <span style="color:#FF476D;">Red Orb Ping</span>
=====Palefire - Leap Adjustments=====
* <span style="color:#FFE6AC;">Controlling Bullet</span> now causes Palefire to enter <span style="color:#FFAA20;">Blasting Mode</span> for 5 seconds
** All shots and orbs pinged during <span style="color:#FFAA20;">Blasting Mode</span> grant extra Energy
** Shot damage is converted from Physical DMG to Fire DMG, and increases based on the number of orbs in the triggering <span style="color:#FF476D;">Red Orb Ping</span>
** <span style="color:#FF476D;">Red Orb Pings</span> cast during <span style="color:#FFAA20;">Blasting Mode</span> will extend <span style="color:#FFAA20;">Blasting Mode</span>'s duration based on the number of orbs pinged
** <span style="color:#D4B920;">Yellow Orb Pings</span> and <span style="color:#00A0FF;">Blue Orb Pings</span> cast during <span style="color:#FFAA20;">Blasting Mode</span> will both fire the respective color orb, trigger a sidestep, and minorly extend <span style="color:#FFAA20;">Blasting Mode</span>'s duration
*** This sidestep counts as a Dodge, and can be used to avoid attacks and trigger Matrix

* Dodges in <span style="color:#FFAA20;">Blasting Mode</span> are enhanced into '''Evasive Shot''', which deals Fire DMG, generates Energy, and consumes double the normal amount of Dodge Gauge
** Successfully dodging an attack with '''Evasive Shot''' will instantly grant 1 normal Dodge's worth of Dodge Gauge
** This means a successful '''Evasive Shot''' Dodge that completedly drained the Dodge Gauge will instantly bring the gauge out of red and bypass the usual 2 second Dodge Gauge regeneration cooldown

* <span style="color:#D4B920;">Yellow Orb Pings</span>, <span style="color:#A9E3FE;">Burning Area</span> damage ticks, and Signature Move hits now inflict enemies with '''Burn''', which deals constant Fire DMG for 3 seconds
** Enemies with '''Burn''' are considered to be within a <span style="color:#A9E3FE;">Burning Area</span>
** Hitting enemies with '''Burn''' using <span style="color:#00A0FF;">Blue Orb Pings</span>, or any attack that inflicts '''Burn''', will refresh '''Burn''''s duration back to 3 seconds

* Signature Move now deals purely Fire DMG, and will pull nearby enemies in over its duration
** If Signature Move is cast during <span style="color:#FFAA20;">Blasting Mode</span>, Signature Move damage is greatly increased and <span style="color:#FFAA20;">Blasting Mode</span>'s countdown is paused until Signature Move ends

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=====Arclight - Fundamentals=====
* Any 3-Ping + <span style="color:#00A0FF;">Blue Orb Ping</span> generates an <span style="color:#84D1E0;">Arclight Shield</span>
** The <span style="color:#00A0FF;">Blue Orb Ping</span> 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 the <span style="color:#00A0FF;">Blue Orb Ping</span> must be cast after the 3-Ping)
** If <span style="color:#84D1E0;">Arclight Shield</span> expires on its own, or is refreshed with another <span style="color:#84D1E0;">Arclight Shield</span>, an instance of Lightning DMG will be dealt to all nearby targets
** If <span style="color:#84D1E0;">Arclight Shield</span> is depleted via incoming damage, this Lightning DMG instance will not be dealt

* Casting Signature Move pulls nearby enemies in and activates <span style="color:#00DAA0;">Storm World</span> for 8 seconds
** During <span style="color:#00DAA0;">Storm World</span>, press Basic Attack to perform <span style="color:#539DAC;">Fulgurant Flurry</span> attacks, dashing towards and through nearby enemies and slashing them
** Every 5 <span style="color:#539DAC;">Fulgurant Flurry</span> attacks performed will trigger an <span style="color:#84D1E0;">Arclight Shield</span>
=====Arclight - Additional Information=====
* Arclight automatically performs a free <span style="color:#D4B920;">Yellow Orb 3-Ping</span> when switched in during combat, allowing for an immediate <span style="color:#84D1E0;">Arclight Shield</span> trigger with any additional <span style="color:#00A0FF;">Blue Orb Ping</span>

* Holding a direction while casting <span style="color:#D4B920;">Yellow Orb Pings</span> and <span style="color:#539DAC;">Fulgurant Flurry</span> attacks will move Arclight in that direction during the cast

* <span style="color:#539DAC;">Fulgurant Flurry</span> attacks do not need to hit enemies to count towards triggering <span style="color:#84D1E0;">Arclight Shield</span>

* At SSS-Rank, Arclight gains <span style="color:#00DAA0;">Storm World</span> for 4 seconds when switched in

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=====Dawn - Fundamentals=====
* Hitting enemies with a <span style="color:#00A0FF;">Blue Orb Ping</span> or <span style="color:#D4B920;">Yellow Orb Ping</span> tags them with a <span style="color:#E5BBB3;">Lightning Mark</span>
** Up to 3 <span style="color:#E5BBB3;">Lightning Marks</span> can be stacked onto the same enemy, indicated by the number of lit lightning bolt icons above the enemy
** <span style="color:#E5BBB3;">Lightning Marks</span> have a 12 second duration, after which all <span style="color:#E5BBB3;">Lightning Marks</span> on that enemy will expire
** <span style="color:#E5BBB3;">Lightning Mark</span>'s duration will be refreshed on another <span style="color:#00A0FF;">Blue Orb Ping</span> or <span style="color:#D4B920;">Yellow Orb Ping</span> hit

* Casting Signature Move will activate <span style="color:#D98B53;">Lotus Blade</span> for 15 seconds
** Any attacks launched by Dawn will trigger synchronized attacks from <span style="color:#D98B53;">Lotus Blade</span> that deal Lightning DMG

* Landing a hit on an enemy with <span style="color:#E5BBB3;">Lightning Marks</span> has a chance to cause additional Lightning DMG on that hit
** This chance is 25%/50%/75%, based on the number of <span style="color:#E5BBB3;">Lightning Marks</span> currently stacked onto that enemy

* Mark enemies with <span style="color:#E5BBB3;">Lightning Marks</span>, then use high hit count attack sequences such as Dawn's <span style="color:#FF476D;">Red Orb Ping</span> and any attacks launched with <span style="color:#D98B53;">Lotus Blade</span> active to trigger as many additional Lightning DMG instances as possible
=====Dawn - Additional Information=====
* Only the first hit of the <span style="color:#00A0FF;">Blue Orb Ping</span> and <span style="color:#D4B920;">Yellow Orb Ping</span> will apply a <span style="color:#E5BBB3;">Lightning Mark</span>; damage done by the fields deployed by <span style="color:#D4B920;">Yellow Orb Pings</span> cannot apply <span style="color:#E5BBB3;">Lightning Marks</span>

* Recasting <span style="color:#D98B53;">Lotus Blade</span> before it expires will refresh its duration back to 15 seconds
** This recast has a much shorter casting time and still grants invulnerability frames

* <span style="color:#D98B53;">Lotus Blade</span>'s duration continues counting down even when Dawn is off-field
=====Dawn - Leap Adjustments=====
* <span style="color:#D98B53;">Lotus Blade</span>'s duration will now pause while Dawn is off-field

* Casting or recasting <span style="color:#D98B53;">Lotus Blade</span> will grant Dawn a 10% Extra DMG Bonus buff and regenerate 20 Signature Energy, both over 10 seconds

* The chance of triggering additional Lightning DMG when hitting an enemy with <span style="color:#E5BBB3;">Lightning Marks</span> increases to 50%/75%/100% based on the number of <span style="color:#E5BBB3;">Lightning Marks</span> on that enemy
** The additional Lighting DMG dealt from these triggers is further increased

* <span style="color:#FF476D;">Red Orb 3-Pings</span> deal increased damage and weakly pull in nearby enemies
** If <span style="color:#D98B53;">Lotus Blade</span> is active when a <span style="color:#FF476D;">Red Orb 3-Ping</span> is cast, Basic Attack can be held down to trigger a follow-up attack that dashes Dawn through enemies in front of her

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=====Feral - Fundamentals=====
* The paw icon fills up to display <span style="color:#C7AFF5;">Wolfspirit Points</span>, while the number in the center of the paw icon displays <span style="color:#7751D6;">Critical Arclight</span> points

* The claws on top of the paw icon pulse with a purple glow when <span style="color:#3E30A8;">Forest Predator</span> is available
** <span style="color:#3E30A8;">Forest Predator</span>'s availability resets after casting Signature Move or switching Feral on-field

* After casting any 3-Ping, immediately press Basic Attack to launch <span style="color:#CF14C0;">Dusk Fluorescence</span>, a follow-up pounce attack that grants <span style="color:#C7AFF5;">Wolfspirit Points</span>
** Precisely timing the Basic Attack with the purple mark will cause <span style="color:#CF14C0;">Dusk Fluorescence</span> to deal increased damage and grant double the <span style="color:#C7AFF5;">Wolfspirit Points</span>

* During any 3-Ping, if <span style="color:#3E30A8;">Forest Predator</span> is available, up to 3 additional Signal Orbs can be pinged to activate '''Deceleration Field''', temporarily slowing enemies and activating <span style="color:#CF14C0;">Dusk Fluorescence</span>'s purple mark for the duration of the field
** Casting <span style="color:#CF14C0;">Dusk Fluorescence</span> during <span style="color:#3E30A8;">Forest Predator</span> will sort existing Signal Orbs into 3-Pings
** Use <span style="color:#3E30A8;">Forest Predator</span> first when available, as it guarantees a precise casting of <span style="color:#CF14C0;">Dusk Fluorescence</span> for the increased <span style="color:#C7AFF5;">Wolfspirit Point</span> gain, and lets you cast another <span style="color:#CF14C0;">Dusk Fluorescence</span> afterwards from the resorted 3-Pings to quickly max out Feral's <span style="color:#C7AFF5;">Wolfspirit Points</span>

* With max <span style="color:#C7AFF5;">Wolfspirit Points</span>, hold Basic Attack to begin <span style="color:#8A2D39;">Wolfspirit Release</span>, unleashing ranged AoE claw swipes
** Each swipe consumes <span style="color:#C7AFF5;">Wolfspirit Points</span> and grants Signature Energy and <span style="color:#7751D6;">Critical Arclight</span> points

* Casting Signature Move will trigger {{o|Time Lag Calculation}} and consume all <span style="color:#7751D6;">Critical Arclight</span> points to enhance its damage
=====Feral - Additional Information=====
* Pressing Dodge during <span style="color:#8A2D39;">Wolfspirit Release</span> performs a backstep that will not interrupt the claw swipes
** This backstep is considered a Dodge, and can be used to avoid attacks and trigger Matrix

* If a Dodge is performed during a 3-Ping to interrupt it, <span style="color:#CF14C0;">Dusk Fluorescence</span> and its precise variant still have an opportunity to be cast immediately afterwards

* <span style="color:#CF14C0;">Dusk Fluorescence</span>, <span style="color:#8A2D39;">Wolfspirit Release</span>, and Feral's QTE will restore HP for Feral and nearby allies, while granting them the Lightning DMG buff from '''Lightning Surge''' for 8 seconds

* The Signature Energy gain from <span style="color:#8A2D39;">Wolfspirit Release</span> is large, and allows for multiple Signature Moves in the same rotation with the [[Cottie]] 2-piece set

* <span style="color:#FF476D;">Red Orb 3-Pings</span> should be prioritized over the other two colors, as they have the highest damage, a gathering effect, and the fastest animation for giving access to <span style="color:#CF14C0;">Dusk Fluorescence</span>

* The <span style="color:#CF14C0;">Dusk Fluorescence</span> follow-up from <span style="color:#00A0FF;">Blue Orb 3-Pings</span> has a long animation, and can be canceled out of just for the <span style="color:#C7AFF5;">Wolfspirit Points</span> if prioritizing time

Latest revision as of 04:54, 20 May 2024


"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 In progress
Lux In progress
Palefire In progress
Nightblade In progress
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 In progress
Silverfang Not started
Arclight In progress
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
Zitherwoe In progress
Feral Scent In progress
UNRELEASED CHARACTERS
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 the Red Orb Ping must be cast 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 the Red Orb Ping must be cast 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 the Main Color 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
  • Pinging a 3-Ping before near-instantaneously triggering Finishing Touch will duplicate that color into the Secondary Color Coolant slot

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 invincibility and generate a large amount of Signature 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 Blue and Yellow Orbs 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
    • Pinging a set of orbs and then near-instantaneously triggering Signature Move will carry the Energy gained from that orb set into the next form

How to play

Zitherwoe - Fundamentals
  • The bars surrounding the Dodge button indicate the current number of Dancer Points, up to 4 at maximum
  • The green fans indicate the current number of Emerald Flow stacks, up to 4 at maximum
  • Perform a 3-Ping to gain 1 Dancer Point
  • Dodge with at least 1 Dancer Point to trigger a Choreography attack, which will convert that Dancer Point into 1 Emerald Flow stack and put Zitherwoe into Dancer Stance
    • While in Dancer Stance, additional Choreographies will convert additional Dancer Points into more Emerald Flow stacks
  • Casting any orb or Signature Move while in Dancer Stance will perform that attack and exit Dancer Stance
    • All exising Emerald Flow stacks will be consumed in the process to boost this attack's damage
Zitherwoe - Additional Information
  • Basic Attacks performed while in Dancer Stance recover signal orbs at a faster rate than normal
  • Choreography is considered a dodge, meaning it has invulnerability and can be used to trigger Matrix
  • Zitherwoe has Super Armor and 50% DMG Reduction when pinging Dance Orbs
  • Performing 4 consecutive Choreographies will create a temporary field that heals allies standing inside it and grants them Ultralimit Torque, increasing Physical DMG by 10% for 8 seconds
    • Zitherwoe's QTE also applies Ultralimit Torque to on-field allies
  • At SSS-Rank, Ultralimit Torque's buff is increased from 10% to 20%, and any Kowloong Uniframes on the team have their ATK increased by 30%, offsetting the Collab Hack ATK decrease normally suffered by Uniframes placed in the same team as 1 Omniframe
  • At SSS+-Rank, Zitherwoe's Ultralimit Torque will also grant Kowloong Uniframes a random set of 3-Ping Orbs and an 8 second shield

How to play

Lux - Fundamentals
  • Basic Attacks on marked enemies have a 30% chance to trigger Lightning Lure
    • Mark enemies for 8 seconds by damaging them with Blue Orb Pings
  • Red Orb Pings have a chance to trigger Lightning Lure with a 30%/60%/100% chance based on if the ping was with 1/2/3 orbs
  • After 4 Lightning Lures have been triggered, the next Lightning Lure triggered will be replaced with an EX - Lightning Lure
    • The current Lightning Lure trigger count is displayed on-screen via the pink lightning bolt icons
    • EX - Lightning Lure deploys an area centered on the hit enemy that heals allies within it
    • Lux's QTE also deploys EX - Lightning Lure, but centered on herself and with a slightly weaker heal-per-tick
  • Signature Move creates a 7 second field within which allies regenerate 1 Signal Orb every second, enemies are slowed, and Lightning DMG is boosted
Lux - Additional Information
  • EX - Lightning Lure provides 5 ticks of healing in total
    • When summoned via QTE, Lux will be on-field long enough to get healed by the first 2 heals of EX - Lightning Lure
    • This makes Lux one of the easier characters to trigger Guinevere's 4-piece set effect with in a single QTE, provided enough entities receive the remaining required heals (for more information, refer to the Important Memory Mechanics section of the Beginner's Guide)
  • Enemies inside Lux's Yellow Orb Ping are considered to be under the effects of Matrix
  • The Signal Orb generation provided by staying within Lux's Signature Move field also applies to teammates summoned inside this field via QTEs
  • At SS-Rank, allies within EX - Lightning Lure's area gain Lightning Surge, boosting their Lightning DMG by 20%
  • At SSS+-Rank, the Lightning Resistance of enemies within Lux's Yellow Orb Ping is reduced by 15%
    • This resistance reduction disappears as soon as the Yellow Orb Ping disappears, so the time frame to take advantage of this debuff is very short

How to play

Nightblade - Fundamentals
  • The final hit of all 3-Ping Orb color variants applies a Mark to all enemies hit
    • The triangular icon above an enemy indicates that it has been marked
  • Applying another Mark onto an already marked enemy will clear its Mark, summon an AoE Shade attack centered on that enemy, and buff Nightblade's Basic Attacks to trigger Shade afterimage attacks for 5 seconds
  • Blue Orb Pings performed on an enemy from behind are guaranteed to critical hit
  • Yellow Orb Pings will pass Nightblade through enemies if they are close enough, allowing him to avoid enemy attacks when strategically used, and get behind them to set up for Blue Orb Pings
Nightblade - Additional Information
  • Canceling out of a 3-Ping Orb before the final hit lands means Nightblade will not apply any Marks on that 3-Ping Orb
    • The full Red Orb 3-Ping animation can take a very long time to execute, so it should only be canceled out of when necessary
  • Nightblade automatically performs a free Red Orb 3-Ping when switched in during combat, allowing for an immediate Mark application if the final hit lands
  • Marks last indefinitely, but do not transfer to other enemies on death
  • If multiple Marks are cleared at the same time, multiple AoE Shade attacks will be triggered simultaneously

How to play

Veritas - Fundamentals
  • A Red Orb 3-Ping + any Blue Orb Ping triggers Sniping Form
    • The Blue Orb Ping can be cast at any point after the Red Orb 3-Ping (other orbs can be pinged in-between if needed, and there is no time limit within which the Blue Orb Ping must be cast after the Red Orb 3-Ping)
  • Once Sniping Form is triggered, repeatedly pressing Basic Attack will launch up to 6 lightning arrows that pierce through enemies
    • Sniping Form's 6 second duration begins as soon as the first Basic Attack is pressed, with remaining time indicated by the draining bow-shaped bar
    • If all 6 lightning arrows are not fired before Sniping Form expires, the remaining lightning arrows are lost
    • While Sniping Form is active, dodges are altered into a short-range teleport flash, and lightning arrow casting speed following a dodge is sped up
  • Holding a direction while casting Yellow Orb Pings will teleport Veritas in that direction during the cast, allowing her to avoid enemy attacks when strategically used
Veritas - Additional Information
  • Veritas automatically performs a free Red Orb 3-Ping when switched in during combat, allowing for an immediate Sniping Form trigger with any additional Blue Orb Ping
  • Blue Orb Pings grant Veritas the Electro Charge buff for 8 seconds, which cause additional lightning arrows to be launched with Basic Attacks, Red Orb Pings, and Sniping Form lightning arrows
    • Canceling a Blue Orb Ping before the finger snap can still trigger Sniping Form, but will not grant Electro Charge
  • While Sniping Form can be held indefinitely until a Basic Attack is used, it is advisable to cast the Red Orb 3-Ping and Blue Orb Ping immediately before firing Sniping Form lightning arrows in order to take advantage of Electro Charge and other damage buffs from sources like QTEs and SS-Rank's Extra DMG Bonus increase on Red Orb Ping hit

How to play

Palefire - Fundamentals
  • Any Yellow Orb Ping + any Red Orb Ping triggers Controlling Bullet, enhancing that Red Orb Ping's shots with additional AoE Fire DMG centered on the target hit
    • The Red Orb Ping can be cast at any point after the Yellow Orb Ping (other orbs can be pinged in-between if needed, and there is no time limit within which the Red Orb Ping must be cast after the Yellow Orb Ping)
  • Palefire is free to move in any direction during his Red Orb Ping shots
  • Yellow Orb Pings create a Burning Area centered on the target hit
    • This Burning Area lasts for 3/4/5 seconds depending on the number of orbs pinged
    • Hitting enemies standing within this Burning Area deals additional Fire DMG to them
Palefire - Additional Information
  • Red Orb Ping shots last approximately 1.66 seconds
    • Canceling out of an ongoing Red Orb Ping will cause the remaining shots to be lost
  • While the Fire DMG inflicted by Controlling Bullet's enhanced shots is not affected by whether the Red Orb Ping was 1/2/3 orbs, the Physical DMG inflicted by the Red Orb Ping shots themselves still increases based on the number of orbs pinged
  • Palefire automatically performs a free Yellow Orb 3-Ping when switched in during combat, allowing for a quick activation of Controlling Bullet with any additional Red Orb Ping
Palefire - Leap Adjustments
  • Controlling Bullet now causes Palefire to enter Blasting Mode for 5 seconds
    • All shots and orbs pinged during Blasting Mode grant extra Energy
    • Shot damage is converted from Physical DMG to Fire DMG, and increases based on the number of orbs in the triggering Red Orb Ping
    • Red Orb Pings cast during Blasting Mode will extend Blasting Mode's duration based on the number of orbs pinged
    • Yellow Orb Pings and Blue Orb Pings cast during Blasting Mode will both fire the respective color orb, trigger a sidestep, and minorly extend Blasting Mode's duration
      • This sidestep counts as a Dodge, and can be used to avoid attacks and trigger Matrix
  • Dodges in Blasting Mode are enhanced into Evasive Shot, which deals Fire DMG, generates Energy, and consumes double the normal amount of Dodge Gauge
    • Successfully dodging an attack with Evasive Shot will instantly grant 1 normal Dodge's worth of Dodge Gauge
    • This means a successful Evasive Shot Dodge that completedly drained the Dodge Gauge will instantly bring the gauge out of red and bypass the usual 2 second Dodge Gauge regeneration cooldown
  • Yellow Orb Pings, Burning Area damage ticks, and Signature Move hits now inflict enemies with Burn, which deals constant Fire DMG for 3 seconds
    • Enemies with Burn are considered to be within a Burning Area
    • Hitting enemies with Burn using Blue Orb Pings, or any attack that inflicts Burn, will refresh Burn's duration back to 3 seconds
  • Signature Move now deals purely Fire DMG, and will pull nearby enemies in over its duration
    • If Signature Move is cast during Blasting Mode, Signature Move damage is greatly increased and Blasting Mode's countdown is paused until Signature Move ends

How to play

Arclight - Fundamentals
  • Any 3-Ping + Blue Orb Ping generates an Arclight Shield
    • The Blue 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 the Blue Orb Ping must be cast after the 3-Ping)
    • If Arclight Shield expires on its own, or is refreshed with another Arclight Shield, an instance of Lightning DMG will be dealt to all nearby targets
    • If Arclight Shield is depleted via incoming damage, this Lightning DMG instance will not be dealt
  • Casting Signature Move pulls nearby enemies in and activates Storm World for 8 seconds
    • During Storm World, press Basic Attack to perform Fulgurant Flurry attacks, dashing towards and through nearby enemies and slashing them
    • Every 5 Fulgurant Flurry attacks performed will trigger an Arclight Shield
Arclight - Additional Information
  • Arclight automatically performs a free Yellow Orb 3-Ping when switched in during combat, allowing for an immediate Arclight Shield trigger with any additional Blue Orb Ping
  • Holding a direction while casting Yellow Orb Pings and Fulgurant Flurry attacks will move Arclight in that direction during the cast
  • Fulgurant Flurry attacks do not need to hit enemies to count towards triggering Arclight Shield
  • At SSS-Rank, Arclight gains Storm World for 4 seconds when switched in

How to play

Dawn - Fundamentals
  • Hitting enemies with a Blue Orb Ping or Yellow Orb Ping tags them with a Lightning Mark
    • Up to 3 Lightning Marks can be stacked onto the same enemy, indicated by the number of lit lightning bolt icons above the enemy
    • Lightning Marks have a 12 second duration, after which all Lightning Marks on that enemy will expire
    • Lightning Mark's duration will be refreshed on another Blue Orb Ping or Yellow Orb Ping hit
  • Casting Signature Move will activate Lotus Blade for 15 seconds
    • Any attacks launched by Dawn will trigger synchronized attacks from Lotus Blade that deal Lightning DMG
  • Landing a hit on an enemy with Lightning Marks has a chance to cause additional Lightning DMG on that hit
    • This chance is 25%/50%/75%, based on the number of Lightning Marks currently stacked onto that enemy
  • Mark enemies with Lightning Marks, then use high hit count attack sequences such as Dawn's Red Orb Ping and any attacks launched with Lotus Blade active to trigger as many additional Lightning DMG instances as possible
Dawn - Additional Information
  • Only the first hit of the Blue Orb Ping and Yellow Orb Ping will apply a Lightning Mark; damage done by the fields deployed by Yellow Orb Pings cannot apply Lightning Marks
  • Recasting Lotus Blade before it expires will refresh its duration back to 15 seconds
    • This recast has a much shorter casting time and still grants invulnerability frames
  • Lotus Blade's duration continues counting down even when Dawn is off-field
Dawn - Leap Adjustments
  • Lotus Blade's duration will now pause while Dawn is off-field
  • Casting or recasting Lotus Blade will grant Dawn a 10% Extra DMG Bonus buff and regenerate 20 Signature Energy, both over 10 seconds
  • The chance of triggering additional Lightning DMG when hitting an enemy with Lightning Marks increases to 50%/75%/100% based on the number of Lightning Marks on that enemy
    • The additional Lighting DMG dealt from these triggers is further increased
  • Red Orb 3-Pings deal increased damage and weakly pull in nearby enemies
    • If Lotus Blade is active when a Red Orb 3-Ping is cast, Basic Attack can be held down to trigger a follow-up attack that dashes Dawn through enemies in front of her

How to play

Feral - Fundamentals
  • The paw icon fills up to display Wolfspirit Points, while the number in the center of the paw icon displays Critical Arclight points
  • The claws on top of the paw icon pulse with a purple glow when Forest Predator is available
    • Forest Predator's availability resets after casting Signature Move or switching Feral on-field
  • After casting any 3-Ping, immediately press Basic Attack to launch Dusk Fluorescence, a follow-up pounce attack that grants Wolfspirit Points
    • Precisely timing the Basic Attack with the purple mark will cause Dusk Fluorescence to deal increased damage and grant double the Wolfspirit Points
  • During any 3-Ping, if Forest Predator is available, up to 3 additional Signal Orbs can be pinged to activate Deceleration Field, temporarily slowing enemies and activating Dusk Fluorescence's purple mark for the duration of the field
    • Casting Dusk Fluorescence during Forest Predator will sort existing Signal Orbs into 3-Pings
    • Use Forest Predator first when available, as it guarantees a precise casting of Dusk Fluorescence for the increased Wolfspirit Point gain, and lets you cast another Dusk Fluorescence afterwards from the resorted 3-Pings to quickly max out Feral's Wolfspirit Points
  • With max Wolfspirit Points, hold Basic Attack to begin Wolfspirit Release, unleashing ranged AoE claw swipes
    • Each swipe consumes Wolfspirit Points and grants Signature Energy and Critical Arclight points
  • Casting Signature Move will trigger Time Lag Calculation and consume all Critical Arclight points to enhance its damage
Feral - Additional Information
  • Pressing Dodge during Wolfspirit Release performs a backstep that will not interrupt the claw swipes
    • This backstep is considered a Dodge, and can be used to avoid attacks and trigger Matrix
  • If a Dodge is performed during a 3-Ping to interrupt it, Dusk Fluorescence and its precise variant still have an opportunity to be cast immediately afterwards
  • Dusk Fluorescence, Wolfspirit Release, and Feral's QTE will restore HP for Feral and nearby allies, while granting them the Lightning DMG buff from Lightning Surge for 8 seconds
  • The Signature Energy gain from Wolfspirit Release is large, and allows for multiple Signature Moves in the same rotation with the Cottie 2-piece set
  • Red Orb 3-Pings should be prioritized over the other two colors, as they have the highest damage, a gathering effect, and the fastest animation for giving access to Dusk Fluorescence
  • The Dusk Fluorescence follow-up from Blue Orb 3-Pings has a long animation, and can be canceled out of just for the Wolfspirit Points if prioritizing time