Hadal Zone 500M-I
Recommended
- Insight III Level 60
Stage environment
[Burn]
. If it’s a 1-target attack, gains 1 additional stack of
[Flinch]
. After being attacked, if at 30 stacks of
[Burn]
, triggers an Explosion and enters the
[Daze]
status for 1 round.
[Daze]
on all enemies for 1 round.
[Sluggish]
.Enemy info
No. 1
Prisoner
Insight III Level 60
HP: 100,310
Stats
ATK A
Reality DEF S
Critical Technique B
Mental DEF S
HP 100,310
ATK 1,764
Reality DEF 720
Mental DEF 720
Critical Technique 264
Critical Rate 17.5%
Critical Resist Rate 0%
Critical DMG 123.2%
Critical DEF 23.5%
DMG Bonus 25.3%
DMG Taken Reduction 19.4%
Self-Confinement
At the start of the round, if this unit is a “Prisoner”, allied AP -1; if this unit is a “Heart of Self-Imprisonment”, disables the AP Reduction effect for allies. This unit recovers (Max HP x15%) HP, gains a Shield with (Max HP x15%) HP, and Healing Factor +15% every round.
Flow of FlameDoes not die after taking lethal damage, but recovers (Max HP x10%) HP and transforms into “Heart of Self-Imprisonment.”
At the start of the round, if own HP is recovered to 100%, transforms back into “Prisoner.”
The Self-Exiled
Insight III Level 60
HP: 7,425,000
Stats
ATK A
Reality DEF S
Critical Technique B
Mental DEF S
HP 7,425,000
ATK 1,536
Reality DEF 1,120
Mental DEF 1,120
Critical Technique 328
Critical Rate 90.9%
Critical Resist Rate 0%
Critical DMG 126.4%
Critical DEF 13.5%
DMG Bonus 15.4%
DMG Taken Reduction 50%
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.
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.
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.
Petrify Resistance
100%
When a unit is inflicted with a [Petrify] 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.
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.
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.
Moxie-down Resistance
100%
When a unit gets a decrease in Moxie, they have a chance to resist that effect based on their resistance to the effect.
The Heart Chasing the Flame
At the start of the round, gains 1 to 5 stacks of
Competitive Spirit
[Preignition]
. When attacking, for each stack of
[Preignition]
on self, gains 1 stack of
[Burn]
.When an ally with a Shield is attacked, this unit performs a follow-up attack on a random enemy (triggers up to 3 times per round).
On the VergeIf there’s a “Prisoner” on the field, significantly reduces self DMG Taken.
At the start of the round, if there’s no “Prisoners” on the field, transforms into “The Runaway Exile”, reduces DEF but greatly increases ATK.
After the transformation, if HP is below 25%, Max Moxie -3, and the Moxie required to gain Ultimates -3.
Ignition Point
[Burn]
, additionally gains Shield Factor +15%. If already has a Shield, the new Shield value is stacked on top of the existing Shield, up to a maximum of 500% of the original Shield’s cap.
Flame Within the Fire
1-target attack. Deals 400% Reality DMG. Critical DMG +20% for this attack.
The Runaway Exile
Insight III Level 60
HP: 7,425,000
Stats
ATK A
Reality DEF S
Critical Technique B
Mental DEF S
HP 7,425,000
ATK 1,728
Reality DEF 1,120
Mental DEF 1,120
Critical Technique 369
Critical Rate 92.3%
Critical Resist Rate 0%
Critical DMG 128.4%
Critical DEF 13.5%
DMG Bonus 15.4%
DMG Taken Reduction 50%
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.
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.
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.
Petrify Resistance
100%
When a unit is inflicted with a [Petrify] 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.
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.
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.
Moxie-down Resistance
100%
When a unit gets a decrease in Moxie, they have a chance to resist that effect based on their resistance to the effect.
The Heart Chasing the Flame
At the start of the round, gains 1 to 5 stacks of
Competitive Spirit
[Preignition]
. When attacking, for each stack of
[Preignition]
on self, gains 1 stack of
[Burn]
.When an ally with a Shield is attacked, this unit performs a follow-up attack on a random enemy (triggers up to 3 times per round).
Resolve of Self-ImprisonmentAt the start of the round, gains 1 stack of
[Ultimate Mentor]
. If there are 2 “Prisoners” on the field, transforms into “The Self-Exiled.”
Unleash Anger!
[Burn]
, this attack gains Critical DMG +30%.
Desire to Burn All!
Mass attack. Deals 600% Reality DMG to all enemies. This attack gains Penetration Rate +50% and this unit gains Moxie +5. If has at least 15 stacks of
[Burn]
, this attack gains Critical DMG +30%.
The Runaway Exile
Insight III Level 60
HP: 7,425,000
Stats
ATK A
Reality DEF S
Critical Technique B
Mental DEF S
HP 7,425,000
ATK 1,728
Reality DEF 1,120
Mental DEF 1,120
Critical Technique 369
Critical Rate 92.3%
Critical Resist Rate 0%
Critical DMG 128.4%
Critical DEF 13.5%
DMG Bonus 15.4%
DMG Taken Reduction 50%
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.
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.
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.
Petrify Resistance
100%
When a unit is inflicted with a [Petrify] 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.
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.
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.
Moxie-down Resistance
100%
When a unit gets a decrease in Moxie, they have a chance to resist that effect based on their resistance to the effect.
The Heart Chasing the Flame
At the start of the round, gains 1 to 5 stacks of
Competitive Spirit
[Preignition]
. When attacking, for each stack of
[Preignition]
on self, gains 1 stack of
[Burn]
.When an ally with a Shield is attacked, this unit performs a follow-up attack on a random enemy (triggers up to 3 times per round).
Resolve of Self-ImprisonmentAt the start of the round, gains 1 stack of
[Ultimate Mentor]
. If there are 2 “Prisoners” on the field, transforms into “The Self-Exiled.”
Unleash Anger!
[Burn]
, this attack gains Critical DMG +30%.
Desire to Burn All!
Mass attack. Deals 600% Reality DMG to all enemies. This attack gains Penetration Rate +50% and this unit gains Moxie +5. If has at least 15 stacks of
[Burn]
, this attack gains Critical DMG +30%.
Prisoner
Insight III Level 60
HP: 100,310
Stats
ATK A
Reality DEF S
Critical Technique B
Mental DEF S
HP 100,310
ATK 1,764
Reality DEF 720
Mental DEF 720
Critical Technique 264
Critical Rate 17.5%
Critical Resist Rate 0%
Critical DMG 123.2%
Critical DEF 23.5%
DMG Bonus 25.3%
DMG Taken Reduction 19.4%
Self-Confinement
At the start of the round, if this unit is a “Prisoner”, allied AP -1; if this unit is a “Heart of Self-Imprisonment”, disables the AP Reduction effect for allies. This unit recovers (Max HP x15%) HP, gains a Shield with (Max HP x15%) HP, and Healing Factor +15% every round.
Flow of FlameDoes not die after taking lethal damage, but recovers (Max HP x10%) HP and transforms into “Heart of Self-Imprisonment.”
At the start of the round, if own HP is recovered to 100%, transforms back into “Prisoner.”