Mesophotic Zone 170M
Recommended
- Mineral units
- Insight III Level 14
Stage environment
Enemy info
No. 1
HP:
Stats
ATK
Reality DEF
Critical Technique
Mental DEF
Resistance
Control Resilience
When a unit is inflicted with a Control status, they gain Resistance to that Control status based on their Resilience. When gaining that Resistance, the value of that Resistance is based on the unit's Control Resilience, while the duration of that Resistance is based on the round duration of the inflicted Control status.
Daze Resistance
When a unit is inflicted with a [Daze] status, they have a chance to resist that status based on their resistance to the status.
Sleep Resistance
When a unit is inflicted with a [Sleep] status, they have a chance to resist that status based on their resistance to the status.
Freeze Resistance
When a unit is inflicted with a [Freeze] status, they have a chance to resist that status based on their resistance to the status.
Disarm Resistance
When a unit is inflicted with a [Disarm] status, they have a chance to resist that status based on their resistance to the status.
Petrify Resistance
When a unit is inflicted with a [Petrify] status, they have a chance to resist that status based on their resistance to the status.
Silence Resistance
When a unit is inflicted with a [Silence] status, they have a chance to resist that status based on their resistance to the status.
Seal Resistance
When a unit is inflicted with a [Seal] status, they have a chance to resist that status based on their resistance to the status.
Taciturn Resistance
When a unit is inflicted with a [Taciturn] status, they have a chance to resist that status based on their resistance to the status.
Captivated Resistance
When a unit is inflicted with a [Captivated] status, they have a chance to resist that status based on their resistance to the status.
Moxie-down Resilience
After a unit gets a decrease in Moxie, they gain Resistance to that effect based on their Resilience. When gaining that Resistance, the value of the Resistance is based on the unit's Moxie-down Resilience; the Resistances are stackable, and these effects are removed after a successful resist.
Moxie-down Resistance
When a unit gets a decrease in Moxie, they have a chance to resist that effect based on their resistance to the effect.
Stress-up Resilience
After a unit gets an increase in Stress, they gain Resistance to that effect based on their Resilience. When gaining that Resistance, the value of the Resistance is based on the unit's Stress-up Resilience; these Resistances are stackable, and the effects are removed after a successful resist.
Stress-up Resistance
When a unit gets a decrease in Stress, they have a chance to resist that effect based on their resistance to the effect.
A Great Thing
Every time an ally dies, DMG Dealt, Critical Rate and Critical Resist Rate +10%, and DMG Taken -10%.
Hidden PartnerAt the end of every 2 rounds, deals DMG to 2 random enemies.
Vice of the Cruel HeadWhen any enemy dies, destroys all enemy targets.
Vice of the Cruel Head IIWhen entering battle, gain Moxie +5. The ultimate inflicts
Control Resistance [Taunt]
on the target for 2 rounds.Taunt
Counter
Draws the enemy’s attention. When taking certain attacks, becomes the priority of the attacks.
When a round ends, if the caster is in [Control], the caster gains 1 stack of
[Control Resistance]
.Control Resistance
Immune to [Control].
Alert II
When an ally dies, Moxie +2 for the caster.
Vice of CrueltyWhen any enemy dies, destroys all enemy targets.
Alert II
When an ally dies, Moxie +2 for the caster.
Vice of CrueltyWhen any enemy dies, destroys all enemy targets.












1-target attack. Deals 350% Mental DMG. HP +(the caster’s ATK x100%) for all allies.
Mass attack. Deals 250% Reality DMG to all enemies. Inflicts DMG Dealt -20% for 3 rounds on the targets hit.
Mass attack. Deals 250% Reality DMG to all enemies. Inflicts DMG Dealt -20% for 3 rounds on the targets hit.