CRIT Rate increases by 25%. When the equipper consumes at least 20 Energy in a single instance, every 20 Energy consumed grants 3s of a buff: when dealing Electric DMG, ignore 28% of the target's DEF. Repeated triggers extend the duration, up to a maximum of 30s. When entering combat, gain 10s of this buff. While the equipper is not the active character, the duration no longer decreases.
This is the agent's engine by design - not necessarily the one people actually run. For what is actually equipped, see below.
CORE SKILL
Lv. 7
Core Passive: Fatal Concoction
Upon entering the battlefield, gain 3 Venom. In Investigation Zone mode, this effect can trigger once every 180s.
While possessing Venom, consume 1 Venom every 5s while in combat to trigger Corrode Bone, dealing Electric DMG.
With Venom, all squad memebrs' Electric DMG ignores 6% of enemy DEF. If initial Energy Regen is higher than 1.4, for every additional 0.12 above that threshold, an additional 1% of the enemy's DEF is ignored, up to a maximum of 25% of enemy DEF. This effect lasts until 30s after Venom is depleted.
Corrode Bone deals additional Electric DMG equal to 335% of ATK.
When there are 1/2 Electric characters in the squad, the Daze dealt by Corrode Bone increases by 40%/60%.
When gaining Venom, every 1 excess point of Venom triggers Corrode Bone once.
Additional Ability: Festering Venom
When another character in your squad is a Stun character or shares the same attribute:
While possessing Venom, increases all squad members' CRIT DMG by 40%, with Cissia gaining an additional 10%. The effect lasts until 30s after Venom is depleted.
SKILLS
Basic AttackLv. 12
Basic Attack: Tongue Flick
Press to activate:
Launch up to four attacks forward, dealing Electric DMG.
When the 4th hit lands, gain 2 points of Venom. Hitting a Stunned enemy grants an additional 1 point of Venom.
Basic Attack: Serpent's Kiss
With Serpentine Shadow, hold to launch:
Cissia leaps into the air and locks onto a target, then slams down, dealing Electric DMG to enemies in the area.
While locking on, continue to hold and drag the joystick to extend the lock-on duration and freely control the landing position.
For every 6 points of Venom gained, gain 1 stack of Serpentine Shadow, stacking up to 3 times.
Upon entering the battlefield, gain 1 stack of Serpentine Shadow.
Using this skill consumes 1 stack of Serpentine Shadow.
Upon hitting an enemy, all Venom is consumed to trigger Corrode Bone.
Upon activating this skill, a Quick Assist is triggered.
Character is invulnerable while using this skill.
Corrode Bone
Deal Electric DMG to nearby enemies.
Each trigger increases CRIT Rate by 6% for 15s, stacking up to 3 times. Repeated triggers refresh the duration.
DodgeLv. 12
Dodge: Slither
Press to activate:
A quick dash dodge.
Character is invulnerable while using this skill.
Dash Attack: Bite Mark
Press during a dodge to activate:
Dash forward with a swift slash, dealing Electric DMG.
Dodge Counter: Bite Back
Press during a Perfect Dodge to activate:
Leap forward and perform a sweeping attack upon landing, dealing Electric DMG.
Character is invulnerable while using this skill.
AssistLv. 12
Quick Assist: Alarm System
When the active character is launched, press to activate:
Leaps forward and performs a sweeping attack upon landing, dealing Electric DMG.
During this skill, you can quickly chain into Special Attack: Bared Fangs, EX Special Attack: Venomous Bite, and Basic Attack: Serpent's Kiss.
Character is invulnerable while using this skill.
Defensive Assist: Extra Prison Rations
When the on-field character is about to be attacked, press to activate:
Parries the enemy's attack, dealing massive Daze.
Character is invulnerable while using this skill.
Assist Follow-Up: Partners in Crime
Press after a Defensive Assist to activate:
Unleash a series of attacks, dealing Electric DMG.
Character is invulnerable while using this skill.
Special AttackLv. 12
Special Attack: Bared Fangs
Press to activate:
Launches a long-range snake bite forward, dealing Electric DMG.
Anti-Interrupt level is increased while using this skill.
EX Special Attack: Venomous Bite
With enough energy, press or hold to activate:
Unleash multiple long-range snake bites forward, dealing Electric DMG.
Grants 5 Energy when the move is used.
When activating by holding, consumes additional Energy. For every 20 additional Energy consumed, unleash 1 extra strike that deals Electric DMG, up to a maximum of 60 additional Energy.
After activation, gain 3 Venom. For every additional 20 Energy consumed while holding, gain 1 more Venom.
After using this skill, it can be immediately followed up with the 4th hit of Basic Attack: Tongue Flick.
A Quick Assist is triggered when this skill hits an enemy.
Character is invulnerable while using this skill.
Chain AttackLv. 12
Chain Attack: Gang Operation
When a Chain Attack is triggered, select the character to activate:
Launch multiple attacks ahead, dealing massive Electric DMG.
After using this skill, gain 3 Venom.
A Quick Assist is triggered when this skill hits an enemy.
Character is invulnerable while using this skill.
Ultimate: Ophidiophobia
When Decibel Rating is at Maximum, press to activate:
Deliver a thunderbolt attack in front, dealing massive Electric DMG.
After using this skill, obtain 3 Venom.
After using this skill, activate Ether Veil: Cold-Blooded, lasting 30s. All squad members' CRIT DMG increases by 5% for the duration.
Re-activating Ether Veil: Cold-Blooded a second time will first deactivate the active Ether Veil: Cold-Blooded.
A Quick Assist is triggered when this skill hits an enemy.
Character is invulnerable while using this skill.
WHAT THE CORE SKILL GIVES
Core Skill A
Base Energy Regen
+0.12
Core Skill B
Base ATK
+25
Core Skill C
Base Energy Regen
+0.12
Core Skill D
Base ATK
+25
Core Skill E
Base Energy Regen
+0.12
Core Skill F
Base ATK
+25
MINDSCAPE CINEMA
M1
Traveler and Prey
The Venom gained upon entering the battlefield increases to 6. The DEF ignore from the Core Passive increases to 140% of its original value, and all squad members ignore 5% of the target's Electric RES. Corrode Bone DMG ignores 10% of the target's Electric RES.
Scents, footsteps, the way someone's eyes shift... those are the "clues" that let me sort hunters from prey. I vanish before I'm hunted. I lower my head before I hunt. That's how I stay alive.
"Home"? That's just something out of a storybook. The endless wild is my hunting cabin.
M2
Hunger and Hard Truths
After a Chain Attack: Gang Operation or Ultimate: Ophidiophobia hits a Stunned enemy, gain an additional 3 Venom. Basic Attack: Serpent's Kiss deals 35% increased DMG.
If I can eat my fill there, it's a good place. If someone gives me food, they're a good person. That's the easiest and most dependable rule in the world. And also, omelet with rice is divine. Even that last leftover bit on the spoon.
M3
Chains and a Warm Nest
Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2
Justice? Order? That kind of righteous, aboveboard stuff makes me shaky. What I know are the rules of the shadows — betrayal, lies, bowing low if it keeps me breathing. I don't mind being used as a tool, as long as the pay is a full meal and a warm corner to curl up in.
M4
A Rogue's Resolve
When using an EX Special Attack, Chain Attack, or Ultimate, gain 1 stack of Decidedness, stacking up to 3 times. When using Basic Attack: Serpent's Kiss, consume all Decidedness. Each stack consumed triggers 1 special instance of Corrode Bone that does not consume Venom. This Corrode Bone does not cause Daze.
The collar around my neck is cold. The handcuffs are heavy. They remind me of the sins I can't wash away. But compared to those invisible rules and icy stares, this kind of restraint with a clear price tag actually puts me at ease... at least I know what it costs. And once I'm back in that little den with a couch and snacks, even the cold metal seems warm.
M5
False Evidence and Fangs
Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2
Memories scorched by blinding light, crimes spelled out in black and white... those "marks" were once all that defined me. But things are different now. I've learned to read, and I've learned to recognize the smell of a lie. When that familiar scent of a scheme creeps in again, I won't just walk into the cage like an idiot. This time, I'll be the one leaving "marks" — with my teeth, and I won't hold back.
M6
Home and Sixth Street
Each time Corrode Bone is triggered, gain 1 stack of Bone-Deep Corrosion. When attacks from any squad member, other than Corrode Bone, hit an enemy, consume 1 stack of Bone-Deep Corrosion to trigger 1 special Corrode Bone. This instance of Corrode Bone cannot inflict Daze, and at most 1 stack of Bone-Deep Corrosion can be consumed every 3s.
Once there's something I want to hold onto more than just "staying alive," I really do turn stupid. If fate ever decides I have to die, that big, soft couch of yours better not have anyone else lying on it.
"Don't you dare forget me... or I'll bite you to death."
WHAT OTHERS RUN
1,256 builds
W-Engines
Serpentine Seeker59.9%
Drill Rig - Red Axis32.1%
The Brimstone1.3%
Bellicose Blaze1%
Drive Disc sets
59.2%4pDawn's Bloom2pMoonlight Lullaby
13.9%4pDawn's Bloom2pSwing Jazz
11.4%4pAstral Voice2pMoonlight Lullaby
3.5%4pAstral Voice2pSwing Jazz
Main stats, slots 4–6
Slot 4
CRIT Rate82.2%
CRIT DMG14.8%
Percent ATK1.5%
Slot 5
Electric DMG Bonus67%
Percent ATK27.5%
PEN Ratio3.4%
Slot 6
Energy Regen94.4%
Percent ATK3.2%
Percent DEF0.2%
Collected from the builds of players clearing endgame: Shiyu Defense and Deadly Assault. This is a statistic of choice, not a recommendation: it shows what is equipped more often, not what is stronger. A deliberate off-meta build lands at the bottom of this list while still being perfectly workable.
Team percentages are a share of this agent's runs; bangboo percentages are a share of that team's own runs. These count Shiyu Defense and Deadly Assault runs, not builds, and do not add up with the build counts above.