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Sinners›Meursault›Dieci Assoc. South Section 4 Director

Dieci Assoc. South Section 4 Director

남부 디에치 협회 4과 부장

인격 정보
“음, 이번 야간자율학습은 누구도 빠지지 않았군. 휘발된 지식을 다시 채우는 것도 좋지만, 새로운 지식을 배우는 것도 잊지 말도록.”

Info

Sinking
Weak
Normal
Resist
Affiliation
Dieci Association
Release Date2024-07-11
Acquisition
ExtractionS4
Extraction
Standard
Shard ExchangeEgo Shards 400 (Perm.)
남부 디에치 협회 4과 부장 SD

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Stats

251
HP
4-6
Speed
62(+2)
Def Level

Panic Threshold

65%
35%
100%
0%
Phase 1 65% (163)
Phase 2 35% (88)
AI Summary

Skills

3
+4
CoinCoin
Studious Dedication
60
Atk Weight
Gain (Insight x 5% of Max HP) Shield if this Skill is Discarded
[On Use] Discard 1 Skill of the lowest rank in all of this unit's Skill Slots
[On Use] Gain (Insight - 1) Clash Power (max 2)
[On Clash Win] Gain 2 Erudition (once per turn)
2
[On Hit] Inflict +2 Sinking Count
4
+6
CoinCoin
Moment of Erudition
61(+1)
Atk Weight
Deal +5% damage for every Insight on self (max 15%)
[Combat Start] Apply Erudition equal to Insight on self to 2 random allies and on self (prioritizes allies with Discard that has the least Erudition)
[On Use] Discard 2 of this unit's Skills in ascending order of ranks from all of its Skill Slots
[On Use] Coin Power +1 for every 6 Sinking on target (max 2)
2
[On Hit] Inflict Sinking equal to (Insight x 2)
5
+4
CoinCoinCoin
Scorch Knowledge
63(+3)
Atk Weight
Deal +5% damage for every Insight (max 45%)
[On Use] Coin Power +1 for every 6 Sinking on target (max 2)
[Before Attack] Consume all Erudition on self and gain the same value as additional Insight
[After Attack] At 4+ Insight, reset value to 1 (if this Skill defeats an enemy, reset value to 3 instead)
3
[On Hit] Inflict Sinking Potency/Count equal to Insight value against the target (how much of that Sinking is Potency or Count is randomly determined)
15
+5
Coin
Fixated Study
64(+4)
[On Use] Discard 1 Skill of the highest rank in all of this unit's Skill Slots
[On Use] Gain +6 Aggro to this Skill Slot next turn

Panic

Panic Type
panic
· Panic Effect

Does not act for this turn.

Panic
Sanity Increase Conditions
Increases after winning a Clash based on the Clash count
(Base Value is 10, raised by 20% per Clash count after 1)
Increase by 10 after this unit defeats an enemy whose level was higher than or equal to this unit’s
Increase by 5 after an ally defeats an enemy whose level was higher than or equal to the unit’s
Sanity Decrease Conditions
If the level of the defeated ally was higher than or equal to the unit’s,
decrease based on the level difference
(Base Value is 10, raised by 10 per level)

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