| Icon
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Weapon
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Type(s)
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Tag(s)
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Rainbow Bat
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Random Type
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Focus
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After an ally attacks an enemy, the Rainbow Bat will deal 4–6 hits of DMG of a random Type to a random enemy target that has been attacked, equal to 100%–300% of base DMG. The DMG is additionally increased against elite and boss targets by 30%.
| Lv. | Effect |
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| +2 | After allies attack enemy targets, the multiplier for the random Type DMG dealt increases to 120% (+20%) | | +3 | After allies attack enemy targets, the multiplier for the random Type DMG dealt increases to 150% (+30%) | | +4 | After allies attack enemy targets, deals DMG of a random Type 6 (+2) time(s) | | +5 | After allies attack enemy targets, the multiplier for the random Type DMG dealt increases to 180% (+30%) | | +6 | After allies attack enemy targets, the multiplier for the random Type DMG dealt increases to 210% (+30%) | | +7 | After allies attack enemy targets, the multiplier for the random Type DMG dealt increases to 240% (+30%) | | +8 | After allies attack enemy targets, the multiplier for the random Type DMG dealt increases to 300% (+60%) |
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Everyone For Me
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Fire
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Summon • Launch
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Summons "Everyone For Me" that has 110–140 SPD. When it takes action, fires 4–10 Flame Round(s), which deals Fire DMG equal to 400%–1,200% of base DMG to a random enemy.
| Lv. | Effect |
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| +2 | When this weapon takes action, the DMG multiplier for the fired Flame Rounds increases to 600% (+200%) | | +3 | When this weapon takes action, the DMG multiplier for the fired Flame Rounds increases to 800% (+200%) | | +4 | When this weapon takes action, the number of fired Flame Rounds increases to 7 (+3) | | +5 | The action SPD of this weapon increases to 140 (+30) | | +6 | When this weapon takes action, the number of fired Flame Rounds increases to 9 (+2) | | +7 | When this weapon takes action, the DMG multiplier for the fired Flame Rounds increases to 1,200% (+400%) | | +8 | When this weapon takes action, the number of fired Flame Rounds increases to 10 (+1) |
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Ranger's Longbow
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Wind
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AoE • Launch
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After an ally attacks an enemy target using an Ultimate, the Ranger's Longbow fires 3–5 Wind Arrow(s). Wind Arrows deal Wind DMG equal to 300%–1,200% of base DMG to a random enemy target and 25% AoE DMG to adjacent enemy targets.
| Lv. | Effect |
|---|
| +2 | After an ally uses their Ultimate to attack enemy targets, the DMG multiplier for the fired Wind Arrow increases to 450% (+150%) | | +3 | After an ally uses their Ultimate to attack enemy targets, the DMG multiplier for the fired Wind Arrow increases to 600% (+150%) | | +4 | After an ally uses their Ultimate to attack enemy targets, the number of the fired Wind Arrow increases to 4 (+1) | | +5 | After an ally uses their Ultimate to attack enemy targets, the DMG multiplier for the fired Wind Arrow increases to 800% (+200%) | | +6 | After an ally uses their Ultimate to attack enemy targets, the DMG multiplier for the fired Wind Arrow increases to 1,000% (+200%) | | +7 | After an ally uses their Ultimate to attack enemy targets, the number of the fired Wind Arrow increases to 5 (+1) | | +8 | After an ally uses their Ultimate to attack enemy targets, the DMG multiplier for the fired Wind Arrow increases to 1,200% (+200%) |
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Thunderbolt Thorns
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Lightning
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Launch
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Applies DoT-dealing Thunderbolt Thorns to an enemy target. At the start of each turn, this enemy target receives Lightning DoT equal to 400%–2,400% of base DMG, and the DMG bounces 3–7 time(s), dealing DMG equal to 50% of the original DMG. Thunderbolt Thorns will be transferred to another enemy target when the original target is defeated.
| Lv. | Effect |
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| +2 | The multiplier for the DoT dealt by Thundershock increases to 800% (+400%) | | +3 | The multiplier for the DoT dealt by Thundershock increases to 1,200% (+400%) | | +4 | The number of unleashed Thundershocks increases to 5 (+2) | | +5 | The multiplier for the DoT dealt by Thundershock increases to 1,600% (+400%) | | +6 | The multiplier for the DoT dealt by Thundershock increases to 2,000% (+400%) | | +7 | The multiplier for the DoT dealt by Thundershock increases to 2,400% (+400%) | | +8 | The number of unleashed Thundershocks increases to 7 (+2) |
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Sweet Slumber
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Quantum
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AoE
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Sweet Slumber is triggered when an ally or a weapon defeats an enemy target, dealing Quantum DMG equal to 60%–120% of the defeated target's Max HP plus 300%–1,500% of base DMG to adjacent enemy targets.
| Lv. | Effect |
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| +2 | The DMG of the AoE detonation increases by an amount equal to 60% of the defeated target's Max HP, plus 500% (+200%) base DMG | | +3 | The DMG of the AoE detonation increases by an amount equal to 80% (+20%) of the defeated target's Max HP, plus 500% base DMG | | +4 | The DMG of the AoE detonation increases by an amount equal to 80% of the defeated target's Max HP, plus 800% (+300%) base DMG | | +5 | The DMG of the AoE detonation increases by an amount equal to 100% (+20%) of the defeated target's Max HP, plus 800% base DMG | | +6 | The DMG of the AoE detonation increases by an amount equal to 100% of the defeated target's Max HP, plus 1,000% (+200%) base DMG | | +7 | The DMG of the AoE detonation increases by an amount equal to 120% (+20%) of the defeated target's Max HP, plus 1,000% base DMG | | +8 | The DMG of the AoE detonation increases by an amount equal to 120% of the defeated target's Max HP, plus 1,500% (+500%) base DMG |
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Will of Architects
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Physical
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Focus
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After an ally character or weapon defeats enemy targets, "Will of Architects" provides a Shield equal to 6%–16% of base DMG to 1 ally character, lasting for 5 turn(s). When characters with this Shield perform an attack, deals Physical DMG equal to 4,000%–8,000% of the Shield effect. If the enemy target's current HP is lower than 8,000%–16,000% of the Shield effect, then consumes the Shield and deals True Physical DMG to the enemy equal to its current HP. This DMG increases by 30% against Elite and Boss targets.
| Lv. | Effect |
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| +2 | When an enemy target gets defeated, the multiplier for the Fortification shield gained by an ally increases to 8% (+2%). When an ally with the Fortification shield attacks, this weapon deals DMG to enemy targets based on the Shield effect. | | +3 | When an ally with the Fortification shield attacks, this weapon deals DMG to enemy targets based on the Shield effect, with its DMG multiplier increased to 5,000% (+1,000%). If the enemy target's HP is lower than 10,000% (+2,000%) of the Shield effect, the true DMG dealt is equal to the target's current HP. | | +4 | When an enemy target gets defeated, the multiplier for the Fortification shield gained by an ally increases to 10% (+2%). When an ally with the Fortification shield attacks, this weapon deals DMG to enemy targets based on the Shield effect. | | +5 | When an ally with the Fortification shield attacks, this weapon deals DMG to enemy targets based on the Shield effect, with its DMG multiplier increased to 6,000% (+1,000%). If the enemy target's HP is lower than 12,000% (+2,000%) of the Shield effect, the true DMG dealt is equal to the target's current HP. | | +6 | When an enemy target gets defeated, the multiplier for the Fortification shield gained by an ally increases to 13% (+3%). When an ally with the Fortification shield attacks, this weapon deals DMG to enemy targets based on the Shield effect. | | +7 | When an ally with the Fortification shield attacks, this weapon deals DMG to enemy targets based on the Shield effect, with its DMG multiplier increased to 8,000% (+2,000%). If the enemy target's HP is lower than 16,000% (+4,000%) of the Shield effect, the true DMG dealt is equal to the target's current HP. | | +8 | When an enemy target gets defeated, the multiplier for the Fortification shield gained by an ally increases to 16% (+3%). When an ally with the Fortification shield attacks, this weapon deals DMG to enemy targets based on the Shield effect. |
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Frosty Flying Sword
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Ice
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Launch
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After allied characters consecutively act 3 time(s), triggers Frosty Flying Sword before the enemy's action and launches 3–7 sword(s) at a random enemy target. Every sword deals Ice DMG equal to 300%–1,200% of base DMG. Every 1 additional actions performed by an ally adds 1 sword(s).
| Lv. | Effect |
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| +2 | When allies take action consecutively, Flying Sword accumulates. The DMG multiplier for the Flying Sword increases to 450% (+150%) | | +3 | When allies take action consecutively, Flying Sword accumulates. The DMG multiplier for the Flying Sword increases to 600% (+150%) | | +4 | When allies take action consecutively, Flying Sword accumulates. The base launch count for the Flying Sword increases to 5 (+2) | | +5 | When allies take action consecutively, Flying Sword accumulates. The DMG multiplier for the Flying Sword increases to 750% (+150%) | | +6 | When allies take action consecutively, Flying Sword accumulates. The DMG multiplier for the Flying Sword increases to 900% (+150%) | | +7 | When allies take action consecutively, Flying Sword accumulates. The base launch count for the Flying Sword increases to 7 (+2) | | +8 | When allies take action consecutively, Flying Sword accumulates. The DMG multiplier for the Flying Sword increases to 1,200% (+300%) |
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Lucky Roulette
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Imaginary
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Summon • Launch
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Summons "Lucky Roulette" that has 90–130 SPD. When taking action, fires an Imaginary Chip at a random enemy target. The chip adds a random tally number between 1 and 6, for a total of 4–7 time(s). When the tally finishes, every point of the tally deals Imaginary DMG equal to 100%–600% of base DMG to the target enemy.
| Lv. | Effect |
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| +2 | When this weapon takes action, fires Imaginary Chips with random tally numbers. The DMG multiplier for each point of the tally increases to 200% (+100%) | | +3 | When this weapon takes action, fires Imaginary Chips with random tally numbers. The number of times it fires increases to 5 (+1) | | +4 | When this weapon takes action, fires Imaginary Chips with random tally numbers. The DMG multiplier for each point of the tally increases to 400% (+200%) | | +5 | The action SPD of this weapon increases to 130 (+40) | | +6 | When this weapon takes action, fires Imaginary Chips with random tally numbers. The DMG multiplier for each point of the tally increases to 500% (+100%) | | +7 | When this weapon takes action, fires Imaginary Chips with random tally numbers. The number of times it fires increases to 7 (+2) | | +8 | When this weapon takes action, fires Imaginary Chips with random tally numbers. The DMG multiplier for each point of the tally increases to 600% (+100%) |
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Prayers of Beauty
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—
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Summon
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Summon "Prayers of Beauty" that has 75–90 SPD. When it takes action, increases DMG dealt by allies by 300%–1,200%, Advances all allies' actions Forward by 100%, regenerates 10–30 Energy, and recovers 1–2 Skill Point(s), lasting for 1 turn(s).
| Lv. | Effect |
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| +2 | When this weapon takes action, grants Blessing to all allies. The DMG Boost from the Blessing increases to 600% (+300%) | | +3 | When this weapon takes action, grants Blessing to all allies. The number of Skill Points recovered by the Blessing increases to 2 (+1) | | +4 | When this weapon takes action, grants Blessing to all allies. The DMG Boost from the Blessing increases to 900% (+300%) | | +5 | When this weapon takes action, grants Blessing to all allies. The Energy regenerated by the Blessing increases to 20 (+10) | | +6 | The action SPD of this weapon increases to 90 (+15) | | +7 | When this weapon takes action, grants Blessing to all allies. The Energy regenerated by the Blessing increases to 30 (+10) | | +8 | When this weapon takes action, grants Blessing to all allies. The DMG Boost from the Blessing increases to 1,200% (+300%) |
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Icy Fire Extinguisher
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Ice
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Summon • AoE
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Summon "Icy Fire Extinguisher" that has 110–160 SPD. When it takes action, deals Ice DMG equal to 600%–3,000% of base DMG to all enemies, with a 20%–60% base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to 150%–750% of base DMG at the start of every turn, lasting for 1 turn(s).
| Lv. | Effect |
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| +2 | When this weapon takes action, the DMG multiplier for the DMG Frigid Pulse deals to all enemies increases to 900% (+300%) | | +3 | When this weapon takes action, the DMG multiplier for the DMG Frigid Pulse deals to all enemies increases to 1,200% (+300%) | | +4 | When this weapon takes action, the base chance for the Frigid Pulse to Freeze all enemies increases to 40% (+20%) | | +5 | When this weapon takes action, the DMG multiplier for the DMG Frigid Pulse deals to all enemies increases to 2,100% (+900%) | | +6 | The action SPD of this weapon increases to 160 (+50) | | +7 | When this weapon takes action, the DMG multiplier for the DMG Frigid Pulse deals to all enemies increases to 3,000% (+900%) | | +8 | When this weapon takes action, the base chance for the Frigid Pulse to Freeze all enemies increases to 60% (+20%) |
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Storm Gale Hammer
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Wind
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Summon • Focus
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Summon "Storm Gale Hammer" that has 120–240 SPD. When it takes action, deals Wind DMG equal to 2,000%–8,000% of base DMG to the enemy target with the highest current HP and inflicts Reverberation on the target. This Wind DMG increases by 30% against Elite and Boss targets. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to 5%–10% of the DMG received by the other enemy targets.
| Lv. | Effect |
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| +2 | When this weapon takes action, the DMG multiplier for the DMG Gale Hammer deals to the enemy target with the highest HP increases to 4,000% (+2,000%) | | +3 | The proportion of DMG transferred to enemies affected by Reverberation due to Gale Hammer increases to 7% (+2%) | | +4 | The action SPD of this weapon increases to 180 (+60) | | +5 | When this weapon takes action, the DMG multiplier for the DMG Gale Hammer deals to the enemy target with the highest HP increases to 6,000% (+2,000%) | | +6 | The proportion of DMG transferred to enemies affected by Reverberation due to Gale Hammer increases to 10% (+3%) | | +7 | The action SPD of this weapon increases to 240 (+60) | | +8 | When this weapon takes action, the DMG multiplier for the DMG Gale Hammer deals to the enemy target with the highest HP increases to 8,000% (+2,000%) |
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Nihility's Warning
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Quantum
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Focus
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After allies hit enemy target(s), there is a 70%–90% fixed chance to inflict Chagrined to the target. When enemy targets are afflicted with other debuffs, they will also be afflicted with Chagrined. While in the Chagrined state, all DMG received by the enemy target increases by 0.4%–0.8%, up to 20 stack(s). When max stacks are reached, Nihility's Warning deals Quantum DMG equal to 3,000%–7,500% of base DMG to the target. This DMG increases by 30% against Elite and Boss enemies. At the same time, all Chagrined stacks are removed.
| Lv. | Effect |
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| +2 | When an enemy target receives debuff or is attacked by an ally, inflicts Chagrined on the enemy target. The DMG multiplier triggered when Chagrined reaches 20 stack(s) increases to 4,500% (+1,500%) | | +3 | When an enemy target receives debuff or is attacked by an ally, inflicts Chagrined on the enemy target. Each stack of Chagrined increases the DMG taken by the enemy target by 0.6% (+0.2%) | | +4 | When an enemy target receives debuff or is attacked by an ally, inflicts Chagrined on the enemy target. The chance for allies to inflict Chagrined with each hit increases to 80% (+10%) | | +5 | When an enemy target receives debuff or is attacked by an ally, inflicts Chagrined on the enemy target. The DMG multiplier triggered when Chagrined reaches 20 stack(s) increases to 6,000% (+1,500%) | | +6 | When an enemy target receives debuff or is attacked by an ally, inflicts Chagrined on the enemy target. Each stack of Chagrined increases the DMG taken by the enemy target by 0.8% (+0.2%) | | +7 | When an enemy target receives debuff or is attacked by an ally, inflicts Chagrined on the enemy target. The chance for allies to inflict Chagrined with each hit increases to 90% (+10%) | | +8 | When an enemy target receives debuff or is attacked by an ally, inflicts Chagrined on the enemy target. The DMG multiplier triggered when Chagrined reaches 20 stack(s) increases to 7,500% (+1,500%) |
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Scoundrel's Kindness
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Fire
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Summon • AoE
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Summon "Scoundrel's Kindness" that has 110–140 SPD. When it takes action, attack all enemies and deal Fire DMG equal to 600%–3,000% of base DMG. For every enemy target defeated by this weapon in this game round, its DMG multiplier increases by 30%–75%. (Already defeated: ??)
| Lv. | Effect |
|---|
| +2 | For each enemy defeated by this weapon in this game round, the amount of DMG multiplier increase gets raised to 45% (+15%). | | +3 | When this weapon takes action, the DMG multiplier for the Blaze Beam dealt against all enemies increases to 1,500% (+900%) | | +4 | The action SPD of this weapon increases to 140 (+30) | | +5 | For each enemy defeated by this weapon in this game round, the amount of DMG multiplier increase gets raised to 60% (+15%). | | +6 | When this weapon takes action, the DMG multiplier for the Blaze Beam dealt against all enemies increases to 2,100% (+600%) | | +7 | For each enemy defeated by this weapon in this game round, the amount of DMG multiplier increase gets raised to 75% (+15%). | | +8 | When this weapon takes action, the DMG multiplier for the Blaze Beam dealt against all enemies increases to 3,000% (+900%) |
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