Test:12: Difference between revisions

From GRAY RAVENS
Content added Content deleted
(added table to track progess on how to play sections)
No edit summary
Line 4: Line 4:
This page contains the work in progress "How to play" guides for each character, to be added to the respective character pages
This page contains the work in progress "How to play" guides for each character, to be added to the respective character pages


{{Header Full|Progress status}}
{{Header Notch|Progress status}}


{| class="sortable fandom-table" style="text-align:center;"
{| class="sortable fandom-table" style="text-align:center;"

Revision as of 17:15, 3 August 2023


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

How to play - Lina Edition

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

How to play

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

How to play

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

How to play

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