Abyssal Zone 350M-III
Recommended
- Star & Plant units
- Insight III Level 50
Stage environment
[Unsparing]
to all allies.Enemy info
No. 1


Prop Armor
Insight III Level 50
HP: 250,516
Stats
ATKB+
Reality DEFSS
Critical TechniqueB
Mental DEFB+
HP250,516
ATK1,992
Reality DEF4,800
Mental DEF980
Critical Technique280
Critical Rate17.7%
Critical Resist Rate0%
Critical DMG124%
Critical DEF22.6%
DMG Bonus24.4%
DMG Taken Reduction18.7%
Resistance
Control Resilience
100%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
100%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
100%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
100%When a unit is inflicted with a [Freeze] status, they have a chance to resist that status based on their resistance to the status.
Captivated Resistance
100%When a unit is inflicted with a [Captivated] status, they have a chance to resist that status based on their resistance to the status.
Prime Rites
At the start of the round, performs an attack, dealing 300% Reality DMG to a random enemy; if the Prop Wand has died, the attack deals an additional 100% Reality DMG and gains Penetration Rate +30%.
Ritual DrivenGain significant Reality DEF for self. After Prop Wand dies, whenever an enemy casts a rank 1 basic incantation or an ultimate, the incantation or ultimate gets DMG Dealt -80%. After this unit dies, the great magician gets Mental DEF -50% until this unit re-enters battle.


Great Magician
Insight III Level 50
HP: 749,485
Stats
ATKA
Reality DEFA+
Critical TechniqueB
Mental DEFA+
HP749,485
ATK1,874
Reality DEF1,014
Mental DEF1,014
Critical Technique322
Critical Rate12.1%
Critical Resist Rate0%
Critical DMG126.1%
Critical DEF38.7%
DMG Bonus14%
DMG Taken Reduction31.8%
Resistance
Control Resilience
200%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.
Moxie-down Resilience
100%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.
Masterful Preparation
At the start of the round, if Prop Wand is present, grant Reality DEF +100% to self for 1 round; at the start of the round, if Prop Armor is present, grant Mental DEF +100% to self for 1 round.
Ritual TrickeryAt the start of every 3 rounds, if Prop Wand and or Prop Armor have died, resummon the props that died.
Painful MemoriesWhen being attacked, if this unit is not in a
Masterful Preparation II[Poison]
or [Burn]
status, DMG Taken -70%.When the Prop Armor is present, this unit gains the same Control Resistances as the Prop Armor. When the Prop Wand is present, this unit gains the same Control Resistances as the Prop Wand.

For Old Dreams


For Tomorrow

[Sturdiness]
to all allies and dispels 1 type of [Neg Status] from other allies.
Declaration of Secession
Mass attack. Deals 300% Mental DMG to all enemies. Inflicts Moxie -1 and the
[Disconcert]
status for 1 round on the targets hit.

Prop Wand
Insight III Level 50
HP: 252,939
Stats
ATKB+
Reality DEFB+
Critical TechniqueB
Mental DEFSS
HP252,939
ATK1,992
Reality DEF785
Mental DEF4,800
Critical Technique252
Critical Rate14.7%
Critical Resist Rate0%
Critical DMG122.6%
Critical DEF13%
DMG Bonus40.2%
DMG Taken Reduction9.1%
Resistance
Control Resilience
100%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.
Disarm Resistance
100%When a unit is inflicted with a [Disarm] status, they have a chance to resist that status based on their resistance to the status.
Silence Resistance
100%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
100%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
100%When a unit is inflicted with a [Taciturn] status, they have a chance to resist that status based on their resistance to the status.
Prime Rites
At the start of the round, performs 1 attack, dealing 200% Mental DMG to 2 random enemies; if the Prop Armor has died, the attack deals an additional 100% Mental DMG.
Ritual DrivenGain significant Mental DEF for self. After Prop Armor dies, whenever an enemy casts a basic incantation, the incantation gets DMG Dealt -80%. After this unit dies, the great magician gets Reality DEF -50% until this unit re-enters battle.
