| A | B | C | D | E | F | G | H | |
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1 | The top half lists the default effect. The bottom half lists the enhanced effect after using the item Entropic Portable TV. | |||||||
2 | Battlefield Equipment Sets | |||||||
3 | Memory | I Piece | II Piece | III Piece | Set Bonus | Additional Information | ||
4 | Leeuwenhoek | On 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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6 | 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. | |||
7 | Shakespeare | Upon 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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9 | 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. | |||
10 | Heisen | After 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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12 | 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. | |||
13 | Chen Jiyuan | When 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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15 | 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. | |||
16 | Flamel | Upon 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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18 | 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. | |||
19 | Cleopatra | Upon 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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21 | 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%. | ||||
22 | Diesel | Upon 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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24 | 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%. | ||||
25 | 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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27 | 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%. | ||||
28 | Turing | When 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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30 | 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. | |||
31 | Charlotte | For 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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33 | 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. | ||||
34 | Samantha | When 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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36 | 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%. | ||||
37 | 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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39 | • 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%. | ||||
40 | 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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42 | • 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. | ||||
43 | Seraphine | Upon 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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45 | 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%. | ||||
46 | 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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48 | • 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). | |||
49 | Voltaire | When 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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51 | 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. | |||
52 | Signa | Upon 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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54 | 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). | |||
55 | 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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57 | • 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. | ||||
58 | 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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60 | • 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. | ||||
61 | Lucrezia | For 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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63 | 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. | ||||
64 | 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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66 | • 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). | ||||
67 | 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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69 | • 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. | |||
70 | Wu'an | Upon 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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72 | 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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74 | Standby Equipment Sets | |||||||
75 | Memory | I Piece | II Piece | Set Bonus | Additional Information | |||
76 | Irene | Upon 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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78 | 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. | |||||
79 | Richelieu | Upon 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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81 | 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%. | |||||
82 | Ike | When 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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84 | 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%. | |||||
85 | Aife | When 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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87 | 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. | |||||
88 | Elizabeth | On 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. | ||||
89 | ||||||||
90 | 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. | |||||
91 | Unimate | For 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. | ||||
92 | ||||||||
93 | 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. | |||||
94 | 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 | Gloria | On 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 | Carrielynn | Upon 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. | ||||