Abyssal Zone 350M-III
Recommended
- Star & Plant units
- Insight III Level 50
Stage environment
Unsparing
Pos Status
When the caster is attacked, DMG Taken Reduction +25% (-1 stack after trigger).
Enemy info
HP:
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.
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 [Poison] or [Burn] status, DMG Taken -70%.
Painful MemoriesPoison
Neg Status
At the end of a round, takes Genesis DMG based on the casters ATK. Can stack.
Burn
Neg Status
Healing Taken -15% (unstackable). At the end of the round, takes (the holder’s ATK x4%) Genesis DMG (stackable up to 30 times, multiple stacks of [Burn] is regarded as 1 [Neg Status], removes 50% of the stacks when triggered).
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.
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.
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.


Sturdiness
Pos Status
When the caster is attacked, DMG Taken Reduction +25% (-1 stack after trigger).
Mass attack. Deals 300% Mental DMG to all enemies. Inflicts Moxie -1 and the [Disconcert] status for 1 round on the targets hit.
Disconcert
Neg Status
Cannot gain Moxie.