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The top half lists the default effect. The bottom half lists the enhanced effect after using the item Entropic Portable TV.
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Battlefield Equipment Sets
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MemoryI PieceII PieceIII PieceSet BonusAdditional Information
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LeeuwenhoekOn a critical hit, Physical DMG +10%, stacking up to 30% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Physical DMG equal to 720% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Physical RES -30% for 15s (refreshes when obtained repeatedly).• Enemy Physical DMG taken +120%.
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On a critical hit, Physical DMG +10%, stacking up to 50% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Physical DMG equal to 1080% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Physical RES -40% for 15s (refreshes when obtained repeatedly).• Enemy Physical DMG taken +120%.
• Every 10s, unleashes [Anchor] on the enemy.
Anchor
Summons an Anchor to deal Physical DMG to the enemy.
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ShakespeareUpon dealing damage through a 3-Ping, Fire DMG +10%, stacking up to 30% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Fire DMG equal to 720% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Fire RES -30% for 15s (refreshes when obtained repeatedly).• Enemy Fire DMG taken +120%.
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Upon dealing damage through a 3-Ping, Fire DMG +10%, stacking up to 50% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Fire DMG equal to 1080% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Fire RES -40% for 15s (refreshes when obtained repeatedly).• Enemy Fire DMG taken +120%.
• Every 10s, unleashes [Earth Flame] on the enemy.
Earth Flame
Summons flames that deal Fire DMG to the enemy.
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HeisenAfter pressing and holding Attack over 3s, Lightning DMG +30% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Lightning DMG equal to 720% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Lightning RES -30% for 15s (refreshes when obtained repeatedly).• Enemy Lightning DMG taken +120%.
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After pressing and holding Attack over 3s, Lightning DMG +50% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Lightning DMG equal to 1080% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Lightning RES -40% for 15s (refreshes when obtained repeatedly).• Enemy Lightning DMG taken +120
• Every 10s, unleashes [Electric Orb] on the enemy.
Electric Orb
Summons an Electric Orb to deal Lightning Damage to enemies.
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Chen JiyuanWhen casting Signature Move, Ice DMG +30% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Ice DMG equal to 720% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Ice RES -30% for 15s (refreshes when obtained repeatedly).• Enemy Ice DMG taken +120%.
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When casting Signature Move, Ice DMG +50% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Ice DMG equal to 1080% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Ice RES -40% for 15s (refreshes when obtained repeatedly).• Enemy Ice DMG taken +120%.
• Every 10s, unleashes [Frost Array] on the enemy.
Frost Array
Summons a Frost Array to continuously deal Ice Damage to enemies with a chance of freezing them.
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FlamelUpon dealing damage, Dark DMG +10%, stacking up to 30% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Dark DMG equal to 720% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Dark RES -30% for 15s (refreshes when obtained repeatedly).• Enemy Dark DMG taken +120%.
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Upon dealing damage, Dark DMG +10%, stacking up to 50% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Dark DMG equal to 1080% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Dark RES -40% for 15s (refreshes when obtained repeatedly).• Enemy Dark DMG taken +120%.
• Every 10s, unleashes [Black Hole] on the enemy.
Black Hole
Summons a Black Hole to continuously pull enemies and deal Dark Damage.
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CleopatraUpon dealing damage, Void DMG +10%, stacking up to 30% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Void DMG equal to 720% of ATK, with a 1s cooldown. Upon dealing damage, Enemy Void RES -30% for 15s (refreshes when obtained repeatedly).• Enemy Void DMG taken +120%.
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Upon dealing damage, Void DMG +10%, stacking up to 50% for 15s (refreshes when obtained repeatedly).Upon dealing damage, inflicts Void DMG equal to 1080% of ATK, with a 1s cooldown.Upon dealing damage, Enemy Void RES -40% for 15s (refreshes when obtained repeatedly).• Enemy Void DMG taken +120%.
• For every character of a unique element in the team, all Elemental DMG taken by enemy +50%.
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DieselUpon a 3-Ping, shuffles Signal Orbs, with a 2s cooldown.For every 1 Signal Orb pinged, grants Extra DMG Bonus +10%, stacking up to 300% for 10s (refreshes when obtained repeatedly).When there are less than 8 Signal Orbs, replenish them to 8, with a 12s cooldown.• Upon pinging an orb, additionally pings all Signal Orbs of the same color.
• III cooldown removed.
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Upon a 3-Ping, shuffles Signal Orbs, with a 2s cooldown.
After shuffling, ATK +20% for every 3-Ping held for 3s.
For every 1 Signal Orb pinged, grants Extra DMG Bonus +25%, stacking up to 425% for 10s (refreshes when obtained repeatedly).When there are less than 8 Signal Orbs, replenish them to 16, with a 8s cooldown.• Upon pinging an orb, additionally pings all Signal Orbs of the same color.
• III cooldown removed.
• For every Signal Orb pinged, Extra DMG Bonus +10%.
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Boone Signature Move Energy Cost -20%.Whenever casting Signature Move, subsequent Signature Moves DMG +40%, stacking up to 200%.When a battle starts, grants full Signature Energy.• When casting Signature Move, has a 50% chance to restore 100% Energy consumed.
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Signature Move Energy Cost -40%.Whenever casting Signature Move, subsequent Signature Moves DMG +80%, stacking up to 400%.When a battle starts, grants full Signature Energy to all team members.• When casting Signature Move, has a 50% chance to restore 100% Energy consumed.
• When casting Signature Move, for every 10 Energy across all members, Signature DMG +10%.
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TuringWhen a Basic Attack deals damage, inflicts 1 stack of [Wound] on the enemy, with a 0.5s cooldown.Basic Attack DMG +50%, and each stack of [Wound] grants an additional 4% DMG Bonus (based on the highest number of stacks on an enemy).Every 1s, increases the next Basic Attack Final DMG by 200%+5% × [Wound] Stack (based on the highest number of stacks on an enemy).• [Wound] max stacking limit +20
• When a battle starts, inflicts 20 stacks of [Wound] on all enemies.
Wound
• Upon taking Basic Attack DMG, inflicts Elemental DMG equal to the Wound stack × 200% (same element as the bearer's), with a 4s cooldown.
• Wound can stack up to
20 times for 10s (refreshes when obtained repeatedly).
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When a Basic Attack deals damage, inflicts 2 stacks of [Laceration] on the enemy, with a 0.5s cooldown.Basic Attack DMG +100%, and each stack of [Laceration] grants an additional 5% DMG Bonus (based on the highest number of stacks on an enemy).Every 1s, increases the next Basic Attack Final DMG by 200%+5% × [Laceration] Stack (based on the highest number of stacks on an enemy).[Laceration] max stacking limit +30
• When a battle starts, inflicts 30 stacks of [Laceration] on all enemies.
Laceration
• Upon taking Basic Attack DMG, inflicts Elemental DMG equal to the Laceration stack × 200% (same element as the bearer's), with a 4s cooldown.
Laceration can stack up to 20 times.
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CharlotteFor every 20 combo hits, CRIT Rate +10%, stacking up to 100% for 10s (refreshes when obtained repeatedly).For every 20 combo hits, CRIT DMG +30%, stacking up to 120%for 8s (each stack's duration is calculated independently).Upon dealing damage, inflicts True DMG equal to Combo count × 1000 1 time, with a 1s cooldown.II's stacking limit increases to 360%, and the duration of each stack is changed to 999s.
• For every 5% excess CRIT Rate, grants 5% CRIT DMG.
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For every 12 combo hits, CRIT Rate +20%, stacking up to 100% for 10s (refreshes when obtained repeatedly).For every 20 combo hits, CRIT DMG +30%, stacking up to 180%for 8s (each stack's duration is calculated independently).Upon dealing damage, inflicts True DMG equal to Combo count × 1750 1 time, with a 1s cooldown.• II's stacking limit increases to 560%, and the duration of each stack is changed to 999s.
• For every 5% excess CRIT Rate, grants 6% CRIT DMG.
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SamanthaWhen a battle ends, [Processing Units] gained +40%.For every 100 [Processing Units] owned, Extra DMG Bonus +10%. For every 100 [Processing Unit] owned, Max HP +3%.I: Processing Unit Drop Bonus increases to 60%.
II: DMG Bonus increases to 20%.
III: HP Bonus increases to 5%.
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When a battle ends, [Processing Units] gained +60%.For every 100 [Processing Units] owned, Extra DMG Bonus +20%.For every 100 [Processing Unit] owned, Max HP +5%.• I: Processing Unit Drop Bonus increases to 80%.
• II: DMG Bonus increases to 33%.
• III: HP Bonus increases to 8%.
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Fran• DMG Reduction +20%.
• Upon taking damage, this Bonus +10%, stacking up to 40%. This additional effect lasts 10s (refreshes when obtained repeatedly).
• Extra DMG Bonus +20%.
• Upon taking damage, this Bonus +20%, stacking up to 60%. This additional effect lasts 10s (refreshes when obtained repeatedly).
• Deals Elemental DMG equal to 200% of ATK to nearby enemies per second (same element as the bearer's).
• Upon taking damage, this multiplier +200%, stacking up to 1200%. This additional effect lasts for 10s (refreshes when obtained repeatedly).
• Every 5s, grants 1 stack of the bonus effects of all parts of the set.
I: DMG Reduction limit increases to 60%.
II: Extra DMG Bonus increases to 120%.
III: The multiplier limit increases to 2400%.
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• DMG Reduction +20%.
• Upon taking damage, this Bonus +20%, stacking up to 50%. This additional effect lasts 10s (refreshes when obtained repeatedly).
• Extra DMG Bonus +30%.
• Upon taking damage, this Bonus +20%, stacking up to 70%. This additional effect lasts 10s (refreshes when obtained repeatedly).
• Deals Elemental DMG equal to 300% of ATK to nearby enemies per second (same element as the bearer's).
• Upon taking damage, this multiplier +200%, stacking up to 1600%. This additional effect lasts for 10s (refreshes when obtained repeatedly).
• Every 5s, grants 1 stack of the bonus effects of all parts of the set.
• I: DMG Reduction limit increases to 70%.
• II: Extra DMG Bonus increases to 160%.
• III: The multiplier limit increases to 3200%.
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Tifa• Upon entering Matrix, consumes 10% of Max HP to deal Elemental DMG equal to (consumed HP × 10)% of ATK to all enemies on the field (same element as the bearer's).
• When HP is at 1 or less, no longer consumes HP but still deals damage.
• Upon a 3-Ping, consumes 2% of Max HP to deal Elemental DMG equal to (consumed HP × 10)% of ATK to all enemies on the field (same element as the bearer's).
• When HP is at 1 or less, no longer consumes HP but still deals damage.
• When casting Signature Move, consumes 30% of Max HP to deal Elemental DMG equal to (consumed HP × 10)% of ATK to all enemies on the field (same element as the bearer's).
• When HP is at 1 or less, no longer consumes HP but still deals damage.
• For every 1000 HP lost, Max HP +200, up to 20000.
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• Upon entering Matrix, consumes 15% of Max HP to deal Elemental DMG equal to (consumed HP × 18)% of ATK to all enemies on the field (same element as the bearer's).
• When HP is at 1 or less, no longer consumes HP but still deals damage.
• Upon a 3-Ping, consumes 3% of Max HP to deal Elemental DMG equal to (consumed HP × 18)% of ATK to all enemies on the field (same element as the bearer's).
• When HP is at 1 or less, no longer consumes HP but still deals damage.
• When casting Signature Move, consumes 35% of Max HP to deal Elemental DMG equal to (consumed HP × 18)% of ATK to all enemies on the field (same element as the bearer's).
• When HP is at 1 or less, no longer consumes HP but still deals damage.
• Max HP +30000.
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SeraphineUpon being healed, deals True DMG equal to 2800% of healing received to the locked on enemy.The bearer's Healing effect +100%.Recovers 10% of max HP per second.• Healing DMG applies to all enemies on the field.
• When there is only 1 enemy present, DMG +100%.
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Upon being healed, deals True DMG equal to 4200% of healing received to the locked on enemy.The bearer's Healing effect +150%.• Restores 10% of max HP every second.
• Upon being healed, converts 20% of excess HP into a Shield, up to 50% of max HP for 10s (refreshes when obtained repeatedly).
• Healing DMG applies to all enemies on the field.
• When there is only 1 enemy present, DMG +100%.
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Cunningham• Unleashes [Slash] twice on all enemies within range upon a Regular Dodge.
• [Slash] Count +1 upon an Extreme Dodge.
• Unleashes [Slash] twice on all enemies within range upon a Regular Dodge.
• [Slash] Count +1 upon an Extreme Dodge.
• Unleashes [Slash] twice on all enemies within range upon a Regular Dodge.
• [Slash] Count +1 upon an Extreme Dodge.
• Dodge Recovery Rate +200%
• Every dodge will be regarded as an Extreme Dodge.
Slash
• Deals Elemental DMG equal to 210% of ATK (same element as bearer's).
• After it's unleashed, Slash Multiplier
+80%, up to 450%. Lasts 5s (refreshes when obtained repeatedly).
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• Unleashes [Heavy Slash] three times on all enemies within range upon a Regular Dodge.
[Heavy Slash] Count +1 upon an Extreme Dodge.
• Unleashes [Heavy Slash] three times on all enemies within range upon a Regular Dodge.
[Heavy Slash] Count +1 upon an Extreme Dodge.
• Unleashes [Heavy Slash] three times on all enemies within range upon a Regular Dodge.
[Heavy Slash] Count +1 upon an Extreme Dodge.
Dodges do not consume Dodge Gauge.
• Every dodge will be regarded as an Extreme Dodge.
Heavy Slash
• Deals Elemental DMG equal to 290% of ATK (same element as bearer's).
• After it's unleashed,
Heavy Slash Multiplier +80%, up to 530%. Lasts 5s (refreshes when obtained repeatedly).
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VoltaireWhen a battle ends, Max HP +300 (permanently stackable within one run).When a battle ends, ATK +200 (permanently stackable within one run).When a battle ends, [Processing Units] gained +10 (permanently stackable within one run).• When a battle ends, grants 1 stack of [Execution] (permanently stackable within one run).
• Grants 4 stacks in a boss fight.
Execution
Upon dealing damage, instantly executes an enemy if the target's HP Percentage is lower than the number of Execution stacks.
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When a battle ends, Max HP +450 (permanently stackable within one run).When a battle ends, ATK +300 (permanently stackable within one run).When a battle ends, [Processing Units] gained +20 (permanently stackable within one run).• When a battle ends, grants 1 stacks of [Execution] (permanently stackable within one run).
• Grants 5 stacks in a boss fight.
Execution
Upon dealing damage, instantly executes an enemy if the target's HP Percentage is lower than the number of Execution stacks.
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SignaUpon enemy entrance, inflicts 10 stacks of [Poison].In Matrix, creates a poisonous circle centered around the bearer, lasting 5s. All enemies within the circle gain 1 stack of [Poison] per second.Upon dealing damage, inflicts 1 stack of [Poison] on the enemy, with a 0.5s cooldown.• Enemy [Poison] max stacking limit +30
• When inflicting [Poison], inflicts 1 additional stack.
Poison
When poisoned, receives True DMG equal to 600% of the bearer's ATK, stacking up to 30 times for 5s (refreshes when obtained repeatedly, with each stack's DMG calculated independently).
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Upon enemy entrance, inflicts 20 stacks of [Poison].In Matrix, creates a poisonous circle centered around the bearer, lasting 10s. All enemies within the circle gain 1 stack of [Poison] per second.Upon dealing damage, inflicts 2 stacks of [Poison] on the enemy, with a 0.5s cooldown.• Enemy [Poison] max stacking limit +40
• When inflicting [Poison], inflicts 1 additional stack.
Poison
When poisoned, receives True DMG equal to 600% of the bearer's ATK, stacking up to 30 times for 5s (refreshes when obtained repeatedly, with each stack's DMG calculated independently).
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Derketo• At the start of battle, consumes 20% max HP for ATK +60%
• When HP is below 80%, ATK +5% for every 10% HP lost, stacking up to 40%
• At the start of battle, consumes 20% max HP for DMG Reduction +8%
• When HP is below 80%, DMG Reduction +1.5% for every 10% HP lost, stacking up to 12%
When HP is below 50%, gain a Shield equal to 40% of lost HP every 10s. Lasts 8s.I&II: Bonus effects increase by 100%
III: Cooldown decreases to 7s, and Shield's duration increases to 10s.
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• At the start of battle, consumes 30% max HP for ATK +70%
• When HP is below 70%, ATK +10% for every 10% HP lost, stacking up to 70%
• At the start of battle, consumes 20% max HP for DMG Reduction +10%
• When HP is below 70%, DMG Reduction +2% for every 10% HP lost, stacking up to 14%
When HP is below 50%, gain a Shield equal to 55% of lost HP every 10s. Lasts 8s.• I&II: Bonus effects increase by 120%
• III: Cooldown decreases to 5s, and Shield's duration increases to 10s.
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Mozart• When the damage of a single hit from a 3-Ping exceeds 1% of the enemy’s max HP, additionally deals True DMG equal to 120% of that damage once.
• When it does not exceed, records the damage and restores 4% max HP, with a 1s cooldown (the recorded value resets after it's triggered).
• When the damage of a single hit from a Basic Attack exceeds 2% of the enemy’s max HP, additionally deals True DMG equal to 120% of that damage once.
• When it does not exceed, records the damage and restores 2% max HP, with a 1s cooldown (the recorded value resets after it's triggered).
• When the damage of a single hit from a Signature Move exceeds 5% of the enemy’s max HP, additionally deals True DMG equal to 120% of that damage once.
• When it does not exceed, records the damage and restores 5% max HP, with a 1s cooldown (the recorded value resets after it's triggered).
• When the damage of a single hit exceeds 1% of the enemy's max HP, additionally deals True DMG equal to 65% of that damage once, with a 2s cooldown.
• When I, II, and III exceed the limit, additionally restore HP.
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• When the damage of a single hit from a 3-Ping exceeds 1% of the enemy’s max HP, additionally deals True DMG equal to 150% of that damage once.
• When it does not exceed, records the damage and restores 5% max HP, with a 1s cooldown (the recorded value resets after it's triggered).
• When the damage of a single hit from a Basic Attack exceeds 2% of the enemy’s max HP, additionally deals True DMG equal to 150% of that damage once.
• When it does not exceed, records the damage and restores 3% max HP, with a 1s cooldown (the recorded value resets after it's triggered).
• When the damage of a single hit from a Signature Move exceeds 5% of the enemy’s max HP, additionally deals True DMG equal to 150% of that damage once.
• When it does not exceed, records the damage and restores 6% max HP, with a 1s cooldown (the recorded value resets after it's triggered).
• When the damage of a single hit exceeds 1% of the enemy's max HP, additionally deals True DMG equal to 85% of that damage once, with a 2s cooldown.
• When I, II, and III exceed the limit, additionally restore HP.
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LucreziaFor every 3m distance traveled, restores 1% Max HP (excess healing is converted into a Shield, up to 30% of HP).• For every 3m distance traveled, the next attack will deal Elemental DMG equal to ATK × (total movement distance × 50) (same element as bearer's).
• Max movement distance is 500m.
For every 3m distance traveled, Extra DMG Bonus +30%, stacking up to 150%.While moving, creates a Fire Ring that follows the character for 2s (refreshes when obtained repeatedly). All enemies within the Fire Ring receive Elemental DMG equal to ATK × (total movement distance × 10) once every 0.5s (same element as bearer's). Max total movement distance is 500m.
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For every 3m distance traveled, restores 2% Max HP (excess healing is converted into a Shield, up to 100% of HP).• For every 3m distance traveled, the next attack will deal Elemental DMG equal to ATK × (total movement distance × 100) (same element as bearer's).
• Max movement distance is 1000m.
For every 3m distance traveled, Extra DMG Bonus +40%, stacking up to 200%.While moving, creates a Fire Ring that follows the character for 2s (refreshes when obtained repeatedly). All enemies within the Fire Ring receive Elemental DMG equal to ATK × (total movement distance × 20) once every 0.5s (same element as bearer's). Max total movement distance is 1000m.
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Isabel• For every 1 unused Recruit Energy, Extra DMG Bonus +20%.
• All members' Set Capacity +1.
• For every 1 unused Recruit Energy, HP +20%.
• All members' Set Capacity +1.
• For every 1 unused Recruit Energy, Enemy Elemental DMG taken +10%.
• All members' Set Capacity +1.
I, II, III: Bonus effects increase by 150% (does not affect Set Capacity).
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• For every 1 unused Recruit Energy, Extra DMG Bonus +40%.
• All members' Set Capacity +1.
• For every 1 unused Recruit Energy, HP +25%.
• All members' Set Capacity +1.
• For every 1 unused Recruit Energy, Enemy Elemental DMG taken +15%.
• All members' Set Capacity +1.
I, II, III: Bonus effects increase by 150% (does not affect Set Capacity).
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Shelley• Summons a support [Mechanoid] in battle (the Mechanoid's Lv increases by +5 if already summoned by other parts of the set).
• The [Mechanoid] creates an Attack Aura that grants ATK equal to (Mechanoid Lv × 10)% to characters within range.
• Summons a support [Mechanoid] in battle (the Mechanoid's Lv increases by +5 if already summoned by other parts of the set).
• The [Mechanoid] creates a Defense Aura that transfers damage taken by characters within range equal to (Mechanoid Lv × 1)% to itself.
• Summons a support [Mechanoid] in battle (the Mechanoid's Lv increases by +5 if already summoned by other parts of the set).
• When the [Mechanoid]'s HP is below 30%, it stops moving and enters Repair Mode (gains invincibility and regeneration, but deactivates auras).
At every 10 Lvs, the [Mechanoid] evolves and gains stronger forms and effects.Mechanoid
The Mechanoid follows the character in battle and does not revive if killed. Its ATK and HP are based on its Lv. The Lv increases by +1 after every battle won, up to Lv 30.
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• Summons a support [Mechanoid] in battle (the Mechanoid's Lv increases by +5 if already summoned by other parts of the set).
• The [Mechanoid] creates an Attack Aura that grants ATK equal to (Mechanoid Lv × 15)% to characters within range.
• Summons a support [Mechanoid] in battle (the Mechanoid's Lv increases by +5 if already summoned by other parts of the set).
• The [Mechanoid] creates a Defense Aura that transfers damage taken by characters within range equal to (Mechanoid Lv × 2)% to itself.
Summons a support [Mechanoid] during battle. (Mechanoid's Lv increases by +5 if already summoned by other pieces.)
The [Mechanoid] is immune to damage.
The [Mechanoid] reaches maximum Lv and evolves into its Ultimate Form.
Mechanoid
The Mechanoid follows the character in battle and does not revive if killed. Its ATK and HP are based on its Lv. The Lv increases by +1 after every battle won, up to Lv 30.
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Wu'anUpon dealing damage, gain a shield 10% equal to Max HP, up to 100% of Max HP for 5s (refreshes when obtained repeatedly).Upon dealing damage, consumes 30% of Shield HP and inflicts damage equal to consumed Shield HP × 4500% to surrounding enemies, with a 2s cooldown (same element as the bearer's).Upon taking damage, inflicts damage equal to Shield HP × 5000% to surrounding enemies, with a 2s cooldown (same element as the bearer's).• Gain Super Armor when a Shield is active.
I: Shield gained increases to 15% of Max HP, and maximum Shield increased to 150% of Max HP.
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Upon dealing damage, gain a shield 15% equal to Max HP, up to 150% of Max HP for 5s (refreshes when obtained repeatedly).Upon dealing damage, consumes 50% of Shield HP and inflicts damage equal to consumed Shield HP × 9000% to surrounding enemies, with a 2s cooldown (same element as the bearer's).Upon taking damage, inflicts damage equal to Shield HP × 10000% to surrounding enemies, with a 2s cooldown (same element as the bearer's).• Gain Super Armor when a Shield is active.
• I: Shield gained increases to 25% of Max HP, and maximum Shield increased to 250% of Max HP.
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Standby Equipment Sets
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MemoryI PieceII PieceSet BonusAdditional Information
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IreneUpon dealing damage (QTE included), Enemy Extra DMG Reduction -50% for 8s.Upon QTE entrance, triggers Matrix and another character's QTE, with an 8s cooldown.Upon dealing damage, all Elemental DMG taken by enemy +100% for 8s.
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Upon dealing damage (QTE included), Enemy Extra DMG Reduction -70% for 8s.Upon QTE entrance, triggers Matrix and another character's QTE, with an 5s cooldown.Upon dealing damage, all Elemental DMG taken by enemy +150% for 8s.
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RichelieuUpon healing, grants the target Extra DMG Bonus +60% for 8s.Upon healing, grants the target 1 random set of 3-Ping Orbs and 500 Dodge Gauge, with a 3s cooldown.Upon healing, the target's ATK +150% for 8s.
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Upon healing, grants the target Extra DMG Bonus +100% for 8s.Upon healing, grants the target 2 random sets of 3-Ping Orbs and 500 Dodge Gauge, with a 3s cooldown.Upon healing, the target's ATK +150%.
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IkeWhen switched into battle, grants 100% Signature Energy and clears all Signature Energy owned after 10s.When switched into battle, Extra DMG Bonus +100% and grants 5 sets of 3-Ping Orbs, lasting 10s before this effect is removed.• The next deployed character gains the effects of all set parts (set effect not applied).
• Enhances the effect of II to 200%.
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When switched into battle, grants 100% Signature Energy and Signature DMG +100%, and clears all Signature Energy and Signature DMG Bonus owned after 10s.When switched into battle, Extra DMG Bonus +200% and grants 5 sets of 3-Ping Orbs, lasting 10s before this effect is removed.• The next deployed character gains the effects of all set parts (set effect not applied).
• Enhances the effect of II to 300%.
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AifeWhen casting Signature Move, grants standby characters Signature Energy equal to 50% of the bearer's consumed amount.Upon entering and leaving the field, triggers Matrix.Upon entering the field, resets standby character's switch cooldown.
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When casting Signature Move, grants standby characters Signature Energy equal to 50% of the bearer's consumed amount, and their maximum Energy increases by the same amount.Upon entering and leaving the field, triggers Matrix and QTEs.Upon entering the field, resets standby character's switch cooldown.
Upon entering Matrix, all characters' Extra DMG Bonus +100% for 15s.
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ElizabethOn standby, increases ATK and HP by 50% of the bearer's stats for characters on the field.On standby, transfers 50% of the damage taken by characters on the field to the bearer, disabled when the bearer's HP falls below 20%.• Increases I's bonus percentage to 100%.
• When a character on the field takes lethal damage, the bearer gets taken down instead, grants characters on the field immunity to all damage for 2s, and restores 100% HP for them.
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On standby, increases ATK and HP by 100% of the bearer's stats for characters on the field.On standby, transfers 70% of the damage taken by characters on the field to the bearer, disabled when the bearer's HP falls below 10%.• Increases I's bonus percentage to 150%.
• When a character on the field takes lethal damage, the bearer gets taken down instead, grants characters on the field immunity to all damage for 10s, and restores 100% HP for them.
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UnimateFor every 1 character of a unique class in the team, all members' ATK and HP +30%, stacking up to 60%.For every 1 character of a unique class in the team, all members gain 2 Signature Energy per second, stacking up to 4 per second.When there is no identical class in the team, grants bonus effects of all set parts 1 time.
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For every 1 character of a unique class in the team, all members' ATK and HP +40%, stacking up to 80%.For every 1 character of a unique class in the team, all members gain 3 Signature Energy per second, stacking up to 6 per second.When there is no identical class in the team, grants bonus effects of all set parts 2 times.
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Alice• Upon entering the field (QTE included), consumes 45% of Max HP to deal Elemental DMG equal to (consumed HP × 4)% of ATK to all enemies on the field (same element as bearer's, not effective with insufficient HP).
• On standby, recovers 10% of Max HP per second.
• Upon entering the field (QTE included), consumes 45% of Max HP to deal Elemental DMG equal to (consumed HP × 4)% of ATK to all enemies on the field (same element as bearer's, not effective with insufficient HP).
• On standby, recovers 10% of Max HP per second.
On standby, Max HP +900 per second, up to 9000.
95
96
• Upon entering the field (QTE included), consumes 45% of Max HP to deal Elemental DMG equal to (consumed HP × 6)% of ATK to all enemies on the field (same element as bearer's, not effective with insufficient HP).
• On standby, recovers 10% of Max HP per second.
• Upon entering the field (QTE included), consumes 45% of Max HP to deal Elemental DMG equal to (consumed HP × 6)% of ATK to all enemies on the field (same element as bearer's, not effective with insufficient HP).
• On standby, recovers 10% of Max HP per second.
On standby, Max HP +1200 per second, up to 12000.
97
GloriaOn standby, for every 7 Signal Orbs pinged on the field, grants 1 Missile Support that deals Elemental DMG equal to 777% of the bearer's ATK (same element as the bearer's).On standby, for every 70 Signature Energy consumed on the field, grants 1 Missile Support that deals Elemental DMG equal to 777% of the bearer's ATK (same element as the bearer's).• Grants double Missile Support with DMG multiplier increased to 1777%.
• Missile Support has a 77% chance to increase DMG multiplier to 7777%.
98
99
On standby, for every 7 Signal Orbs pinged on the field, grants 1 Missile Support that deals Elemental DMG equal to 1111% of the bearer's ATK (same element as the bearer's).On standby, for every 70 Signature Energy consumed on the field, grants 1 Missile Support that deals Elemental DMG equal to 1111% of the bearer's ATK (same element as the bearer's).• Grants double Missile Support with DMG multiplier increased to 2333%.
• Missile Support has a 77% chance to increase DMG multiplier to 11111%.
100
CarrielynnUpon member switch, the bearer's ATK +20%, stacking up to 80%.Upon a 3-Ping, standby members' switch cooldown -5s.I: Switch bonus increases to 40%, stacking up to 160%.
II: Effects apply to all members.