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Self-buff RoFDebuffs Enemy
Rate of Fire +25%
|HP||58 → 116x5|
|DMG||18 → 54|
|ACC||6 → 54|
|EVA||6 → 48|
|RoF||50 → 77|
|Initial CD: 6s|
|Shadow Strangulation Tune: Active: Increase rate of fire by 50% for 5s. Decrease the damage of ACR's target by 20% for 3s.
Passive: Increase damage when attacking debuffed enemies. Increase damage by 10% if the enemy has 1 debuff. Further increase damage by 5% for each different type of debuff on the enemy. Debuffs include: decrease in damage, rate of fire, accuracy, evasion, armor, and movement; burning, and stun.
- High base FP
- Must play around debuffs
- Limited story event doll
Her passive improves her damage by 10% if the target is under a singular debuff. Note that with multiple debuffs, her damage increase is additive (not multiplicative as what would normally be assumed), granting +5% damage per debuff effect beyond the first. With the amount of debuffs currently in the game, this effect sounds good on paper, especially since when activating her skill, she gets a stack of this due to her active ability applying a damage reduction to her target.
The reason why this doesn't work quite that well in practice is that the viable debuffs to bring in a team that AR, the , and it makes for a quirky combo but due to ' lack of actual damage...:fubuki_emote281:.would want to be in are very rigid. You can realistically only expect around 1~2 debuffs to consistently be on the target when 's skill is ready. As such, the duration of the debuff in accordance to 's skill activation is very likely to not overlap for very long. However, there is a decent combo involving the other crowd-control
stacking you can do). Other than that, 's damage output is comparatively low (due to many skill buff opportunities being taken by debuff skills rather than buffing skills) and is best used as a flex pick for specific lineups. She is Optional.attempts to promote a playstyle that focuses on reducing incoming enemy damage (with the sheer amount of debuff