Hadal Zone 410M
Recommended
- Spirit units
- Insight III Level 60
Stage environment
Enemy info
No. 1
Dangerous Thief
Insight III Level 60
HP: 1,393,200
Stats
ATK A+
Reality DEF A
Critical Technique A+
Mental DEF A
HP 1,393,200
ATK 1,862
Reality DEF 799
Mental DEF 799
Critical Technique 285
Critical Rate 18.2%
Critical Resist Rate 0%
Critical DMG 124.3%
Critical DEF 23.5%
DMG Bonus 25.3%
DMG Taken Reduction 19.4%
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.
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.
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.
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.
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.
Classic Shackles
This unit’s Max Moxie is changed to 6. After being attacked, gains Moxie +2 for self. Upon reaching max Moxie, immediately casts an Ultimate.
Tricky ThiefAt the end of the round, if any enemy is in the [Control] status, casts rank 1
[Handcuffed Thief]
1 time.
Handcuffed Thief
[Depleted Ammunition]
.
[Rigidity]
on the target hit, steals the rightmost incantation in the enemy’s Spelldock and places 1
[Depleted Ammunition]
.
Dancer of Izu
Walk Down the Sakura
1-target attack. Deals 300% Mental DMG. Inflicts
[Daze]
on the target for 1 round.
Jailer
Insight III Level 60
HP: 959,759
Stats
ATK A
Reality DEF B+
Critical Technique B
Mental DEF B+
HP 959,759
ATK 2,058
Reality DEF 799
Mental DEF 799
Critical Technique 270
Critical Rate 17.7%
Critical Resist Rate 0%
Critical DMG 123.5%
Critical DEF 23.5%
DMG Bonus 25.3%
DMG Taken Reduction 19.4%
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.
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.
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.
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.
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.
Keep Order I
After being attacked, DMG Bonus -20% for the attacker for 1 round (stackable up to 5 times).
Keep Order IIAfter being attacked, ATK +10% for 2 rounds (stackable). When attacking, for every type of debuff on self, ATK -10%.
Claw Swipe
[Rigidity]
on the target.
[Rigidity]
on the target.
Prison Discipline
Mass attack. Deals 150% Mental DMG to all enemies; when attacking, DMG Bonus +50%, and for every Moxie the main target has, DMG Bonus -10%.
Jailer
Insight III Level 60
HP: 959,759
Stats
ATK A
Reality DEF B+
Critical Technique B
Mental DEF B+
HP 959,759
ATK 2,058
Reality DEF 799
Mental DEF 799
Critical Technique 270
Critical Rate 17.7%
Critical Resist Rate 0%
Critical DMG 123.5%
Critical DEF 23.5%
DMG Bonus 25.3%
DMG Taken Reduction 19.4%
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.
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.
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.
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.
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.
Keep Order I
After being attacked, DMG Bonus -20% for the attacker for 1 round (stackable up to 5 times).
Keep Order IIAfter being attacked, ATK +10% for 2 rounds (stackable). When attacking, for every type of debuff on self, ATK -10%.
Claw Swipe
[Rigidity]
on the target.
[Rigidity]
on the target.
Prison Discipline
Mass attack. Deals 150% Mental DMG to all enemies; when attacking, DMG Bonus +50%, and for every Moxie the main target has, DMG Bonus -10%.