Leader of the Forsaken, who chose to leave Babylonia to protect Oasis with his comrades who have been forgotten by the world.
· Rank: A-Rank
· Class: Attacker
· Element: Physical (100%)
Information
Leader of the Forsaken, who chose to leave Babylonia to protect Oasis with his comrades who have been forgotten by the world.
Specialty
Duel - Has strong single attack ability. Backstab - Attacks at the back deal Extra Damage.
Dealing a Critical Hit from behind inflicts Breach, dealing 50% Physical DMG per second for 3s. Duration resets every time it is triggered. Physical DMG increases by 20% when attacking a Breached enemy.
A list of recommended builds for Watanabe: Nightblade can be found here. Each tab represents one build — click the tabs below to view each one. See here for more information about Ultima Awakening and resonance slots.
Disclaimer: Build switching is easier when placing 2-set Memories in top slots. Builds below show placements for optimal stats, but the difference is negligible. Weapon Harmony builds are now the meta.Builds that do not utilize Harmony remain viable if Players lack 6★ Weapons or materials.
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange. Top Resonance Slot (1): Ex — Precision Attack: ATK +15, CRIT +15
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange. Top Resonance Slot (1): Ex — Precision Attack: ATK +15, CRIT +15
Used to quickly defeat Phantom Pain Cage: Advanced Zone bosses on lower floors.
Weapon Resonance ◇ Watanabe: Nightblade
Recommended 6★ weapon resonances for Watanabe: Nightblade can be found here listed in order of priority.
1. Dead Line Timing
Gain 2 extra random signal orbs upon deployment, and 3 signal orbs of the same color every 45s (also gain signal orbs on standby).
2. Matrix Lightning
After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix.
3. Glorious Afterglow
Final ATK of the weapon increases by 30% for 8s upon a 3-ping. Duration resets upon a repeated trigger.
Priority
HIGH:
Dead Line Timing
Matrix Lightning
MEDIUM:
Glorious Afterglow
Notes
Minimum recommended amount: 2
Glorious Afterglow sometimes replaces Deadline Timing in Phantom Pain Cage.
Leave Glorious Afterglow for last.
Focus on Tank and Support/Amplifier resonances first before unlocking the third Attacker resonance.
Skills & Passives
Red Orb
Black Sakura — Ping Red Orb
Automatically uses a 3-Ping version of this attack upon switch-in. Switch-in fulfills the first half of this character's Core Passive. Launches a 4-combo attack at the enemies ahead, dealing Physical DMG. Launches an extra heavy blow upon a 3-Ping. - Deals 160% / 320% / 480% Physical DMG based on the number of orbs pinged. - Deals additional 160% Physical DMG upon a 3-Ping.
Yellow Orb
Shadow Thrust — Ping Yellow Orb
Thrusts and pierces the enemies ahead, dealing Physical DMG to enemies in the path. Launches an extra heavy blow upon a 3-Ping. - Deals 160% / 320% / 480% Physical DMG based on the number of orbs pinged. - Deals additional 120% Physical DMG upon a 3-Ping.
Blue Orb
Bloodshed — Ping Blue Orb
Stabs the target with a blade and pull it out, dealing Physical DMG twice in total. Critical hits are guaranteed when attacking the target from behind. - Deals 80% / 160% / 240% Physical DMG in the initial stab, then deals 70% / 140% / 210% Physical DMG upon pulling the blade out based on the number of orbs pinged.
Basic Attack
Slash — Tap Basic Attack
Launches consecutive attacks with his dual blades, dealing Physical DMG. - Deals 740% Physical DMG in total.
Core
Fleeting Phantom
Core Passive — Two 3-Pings + Tap Basic Attack The final strike of each 3-Ping marks the target. Releases a shade when the mark reaches 2 stacks. The shade attacks once with every Basic Attack. - The shade deals 90% Physical DMG with every attack. - The shade lasts 5s.
Signature
Night Blade
Signature Move — Consume 100 Energy + Tap Signature Move Uses his blade to attacks enemies, dealing Physical DMG. - Deals 3000% Physical DMG in total.
QTE
Flash Fall
Watanabe: Nightblade enters the battlefield and thrusts downward, dealing Physical DMG to the target. - Deals 600% Physical DMG in total.
Leader
Leader - Integrated Management
Increases CRIT Rate by 10% when there are 3 different classes in the team.
Class
Attacker
Extra DMG Bonus increases by 20%.
Awakening
Ultima Awaken
Gains 3 Signal Orbs when entering battle.
SS-Rank
Sneak Attack
When attacking a target from behind, Extra DMG Bonus for that attacks increase by 15%.
SSS-Rank
Phantom Response
When a shade is present, Extra DMG Bonus increases by 15%.
SSS+ Rank
No Life Lost
Reduces Physical Resistance of enemies hit by the Signature Move by 15% for 10s.
Hidden Skill
Fleeting Phantom
→
X2
Any 3-Ping
Technique
Enemies will be marked when hit by 3-Ping. When attacking a marked enemy with a 3-Ping, 5 energy clones will be created for 5 seconds and launch attacks. Clones will attack once with each Basic Attack.
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