Bathyal Zone 240M
Recommended
- Mineral units
- Insight III Level 28
Stage environment
[Collection of Neg Status]
to self for 1 round.Collection of Neg Status
There are 5 effects:
[Gash]
, Gash
Neg Status
When attacked, take additional (own ATK x20%) Genesis DMG.
[Pollution]
, Pollution
Neg Status
After taking action, takes (the user’s ATK x20%) Genesis DMG. (Can stack.)
[Poison]
, Poison
Neg Status
At the end of a round, takes Genesis DMG based on the casters ATK. Can stack.
[Corrode]
, and Corrode
Neg Status
When a round ends, takes Genesis DMG based on the carrier’s current HP.
[Bleed]
. Prioritizes effects not yet applied.Bleed
Neg Status
After action, takes (the casters ATK 100%) Genesis DMG.
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.
Jack Bounce II
Any single instance of damage taken will not exceed (own Max HP x5%) HP; after being attacked, gain 1 stack of
Scorching Passion [Searing Gash]
for 1 round.Searing Gash
Neg Status
Healing Done -10%. When attacked, take additional (own ATK x20%) Genesis DMG.
At the start of the round, gain Moxie +1 for self; if this unit is holding at least 10 stacks of
Torment II [Searing Gash]
, get Moxie -2 for self and suffer the Searing Gash
Neg Status
Healing Done -10%. When attacked, take additional (own ATK x20%) Genesis DMG.
[Disconcert]
status for 1 round.Disconcert
Neg Status
Cannot gain Moxie.
When attacking and hitting the target, the target loses 5% Max HP, and recovers 5% Max HP for self.
Continuous Action IAP +1
Control ImmunityImmune to [Control]

[Corrode]
status for 2 rounds on the target hit: at the end of the round, takes (own Current HP x15%) Genesis DMG, up to (the user’s Max HP x15%).Corrode
Neg Status
When a round ends, takes Genesis DMG based on the carrier’s current HP.

[Corrode]
status for 3 rounds on the target hit: at the end of the round, takes (own Current HP x20%) Genesis DMG, up to (the user’s Max HP x20%).Corrode
Neg Status
When a round ends, takes Genesis DMG based on the carrier’s current HP.


Mass attack. Deals 260% Mental DMG to all enemies. If the caster’s HP is above 50%, then deals 130% more Mental DMG.