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
ATKA+
Reality DEFA
Critical TechniqueA+
Mental DEFA
HP1,393,200
ATK1,862
Reality DEF799
Mental DEF799
Critical Technique285
Critical Rate18.2%
Critical Resist Rate0%
Critical DMG124.3%
Critical DEF23.5%
DMG Bonus25.3%
DMG Taken Reduction19.4%
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
ATKA
Reality DEFB+
Critical TechniqueB
Mental DEFB+
HP959,759
ATK2,058
Reality DEF799
Mental DEF799
Critical Technique270
Critical Rate17.7%
Critical Resist Rate0%
Critical DMG123.5%
Critical DEF23.5%
DMG Bonus25.3%
DMG Taken Reduction19.4%
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
ATKA
Reality DEFB+
Critical TechniqueB
Mental DEFB+
HP959,759
ATK2,058
Reality DEF799
Mental DEF799
Critical Technique270
Critical Rate17.7%
Critical Resist Rate0%
Critical DMG123.5%
Critical DEF23.5%
DMG Bonus25.3%
DMG Taken Reduction19.4%
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%.
