Bathyal Zone 250M-I
Recommended
- Insight III Level 30
Stage environment
[Enervate]
and 1 stack of Enervate
Neg Status
Incantation Might -10% (stackable and is removed after the Ultimate is cast).
[Blood Siphon]
.Blood Siphon
Neg Status
Max HP -5% (stacks up to 10 times).
[Dread]
to the target.Dread
Special
DMG Taken Reduction -5%; at the end of the round, deal (the holder’s current HP x3%) Genesis DMG.
When targeted by a healing, buff, counter, or channel incantation, dispel 1 stack of this status.
At the end of the round, if this status has reached 10 stacks, additionally lose 90% of current HP (stackable up to 10 times).
Enemy info
No. 1
No. 2
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.
Blood Thirst
At the start of the round, gain 5 stacks of
[Regen]
. At the end of each round, gain 1 stack of Regen
Pos Status
At the start of each round, recover (own Max HP x1%) HP (up to 50 stacks, undispellable).
[Moribund]
.Moribund
Survives when taking a lethal attack, recover (Max HP x5%) HP (-1 stack after trigger, stackable, undispellable).
Blood Thirst
At the start of the round, gain 5 stacks of
[Regen]
. At the end of each round, gain 1 stack of Regen
Pos Status
At the start of each round, recover (own Max HP x1%) HP (up to 50 stacks, undispellable).
[Moribund]
.Moribund
Survives when taking a lethal attack, recover (Max HP x5%) HP (-1 stack after trigger, stackable, undispellable).
Blood Thirst
At the start of the round, gain 5 stacks of
Feral Instinct [Regen]
. At the end of each round, gain 1 stack of Regen
Pos Status
At the start of each round, recover (own Max HP x1%) HP (up to 50 stacks, undispellable).
[Moribund]
.Moribund
Survives when taking a lethal attack, recover (Max HP x5%) HP (-1 stack after trigger, stackable, undispellable).
When entering battle, lose 30% of current HP and gain Moxie +5.
Blood Thirst
At the start of the round, gain 2 stacks of
Feral Instinct [Regen]
. At the end of each round, gain 1 stack of Regen
Pos Status
At the start of each round, recover (own Max HP x1%) HP (up to 50 stacks, undispellable).
[Moribund]
. If not already in the Moribund
Survives when taking a lethal attack, recover (Max HP x5%) HP (-1 stack after trigger, stackable, undispellable).
[Moribund]
status, gain an additional stack of Moribund
Survives when taking a lethal attack, recover (Max HP x5%) HP (-1 stack after trigger, stackable, undispellable).
[Moribund]
.Moribund
Survives when taking a lethal attack, recover (Max HP x5%) HP (-1 stack after trigger, stackable, undispellable).
When entering battle, inflict permanent
[Chaos]
on all enemies.Chaos
Neg Status
Incantations may select the wrong target.







[Dread]
and 5 types of random negative statuses on the target; if the target is in the Dread
Special
DMG Taken Reduction -5%; at the end of the round, deal (the holder’s current HP x3%) Genesis DMG.
When targeted by a healing, buff, counter, or channel incantation, dispel 1 stack of this status.
At the end of the round, if this status has reached 10 stacks, additionally lose 90% of current HP (stackable up to 10 times).
[Nightmare]
status, they immediately die.Nightmare
Control
Cannot act. Dispels the effect after taking any attack.





[Fresh Blood]
status to all allies for 2 rounds.Fresh Blood
Special
Right before actively casting an incantation, lose (Current HP x5%) HP to grant Critical Rate +15% to this action. Only 1 [Fresh Blood] can exist on the allied side at a time.

[Fresh Blood]
status to all allies for 3 rounds.Fresh Blood
Special
Right before actively casting an incantation, lose (Current HP x5%) HP to grant Critical Rate +15% to this action. Only 1 [Fresh Blood] can exist on the allied side at a time.
Self buff. Recovers (own Missing HP x50%) HP, then gains DMG Bonus +30%, DMG Taken Reduction +30%, DMG Heal +30%, Leech Rate +30%, and Penetration Rate +30% for 3 rounds.
Self buff. Recovers (own Missing HP x50%) HP, then gains DMG Bonus +30%, DMG Taken Reduction +30%, DMG Heal +30%, Leech Rate +30%, and Penetration Rate +30% for 3 rounds.
Mass buff. Creates a special array
[Blood Domain]
for 2 rounds. Enters the Blood Domain
[Array]
effect: Allied characters gain DMG Taken Reduction +20%. Whenever an ally attacks, for every 10% of their Missing HP, gain an additional DMG Bonus +7.5% (up to 60%).Array
Battlefield effect. Continuously affects characters on the field (only one type of array can exist at a time, whether on the allied or enemy side).
[Feral Instinct]
status for 3 rounds.Feral Instinct
At the end of the round, casts
[Truth Revealed]
if still under the Feral Instinct status.Truth Revealed
Mass attack. Deals 80% Reality DMG to all enemies.
Mass attack. Deals 300% Mental DMG to all enemies. On hit, inflicts permanent
[Chaos]
on the targets; if a target is already in the Chaos
Neg Status
Incantations may select the wrong target.
[Chaos]
status, inflicts permanent Chaos
Neg Status
Incantations may select the wrong target.
[Terror]
on the target; if a target is already in the Terror
Neg Status
When a round ends, Moxie -1.
[Terror]
status, inflicts permanent Terror
Neg Status
When a round ends, Moxie -1.
[Nightmare]
on the target.Nightmare
Control
Cannot act. Dispels the effect after taking any attack.
Stage info
- There are Semmelweis and other enemies.
- During the battle, enemies will receive an effect called [Moribund].
Moribund
Survives when taking a lethal attack, recover (Max HP x5%) HP (-1 stack after trigger, stackable, undispellable). - Our team will have 1 more character:
- Ultimate of Mondlicht will dispel [Moribund]on all enemies.
Moribund
Survives when taking a lethal attack, recover (Max HP x5%) HP (-1 stack after trigger, stackable, undispellable). - In the first round, Semmelweis, in Ultimate status, has ability to deals large DMG to all allies.
- Phase 2 will have almost the same mechanism as Phase 1.
Strategy and tips
- Bring units with these traits to withstand first attacks of Semmelweis or prevent her from Ultimate in the first round:
- Who can sustain or create [Shield].
Shield
Shield
Blocks certain DMG for a certain duration. - Who has [Control], reduce Moxie skills.
- Who can create [Array]to override Semmelweis’s
Array
Battlefield effect. Continuously affects characters on the field (only one type of array can exist at a time, whether on the allied or enemy side).[Array].Array
Battlefield effect. Continuously affects characters on the field (only one type of array can exist at a time, whether on the allied or enemy side).
- Who can sustain or create
- In the round that Mondlicht can cast Ultimate, use Mondlicht’s Ultimate to dispel [Moribund]on all enemies first, then use attacks skills to deal DMG and finish off enemies.
Moribund
Survives when taking a lethal attack, recover (Max HP x5%) HP (-1 stack after trigger, stackable, undispellable). - You can choose any Myth Manifests based on your team.