
Ksssh
- Offense level
- 50
- Atk weight
- 1
- Max roll
- 12
- Damage vs same level
- 4-12avg 8.0
[On Use] Inflict
Declared Duel - Camille
[On Use] Gain 5
Poise
[Clash Win] Gain +2
Poise Count

Abnormality Corrosion · Fixer · Cinq Association
Stagger thresholds 20% (73)
Fixed turn order (PickByPattern): turn 1 uses the first row, then the next, and after the last row it starts over. Where a slot lists more than one skill, the game rolls between them with the chance shown.
| Turn | Slot 1 | Slot 2 | Slot 3 | Slot 4 | Slot 5 | Slot 6 |
|---|---|---|---|---|---|---|
| 1, 6, ... | ||||||
| 2, 7, ... | ||||||
| 3, 8, ... | ||||||
| 4, 9, ... | ||||||
| 5, 10, ... |

[On Use] Inflict
Declared Duel - Camille
[On Use] Gain 5
Poise
[Clash Win] Gain +2
Poise Count



[On Use] If this unit's Speed is faster than the target's, Coin Power +1 (Coin Power +1 for every 2 Speed difference; max 3)
Poise Count[On Hit] At 7+ Speed, inflict 3
Rupture and +1
Rupture Count
Poise[On Hit] At 7+ Speed, inflict 3
Rupture and +1
Rupture Count
Poise[On Hit] At 7+ Speed, inflict 3
Rupture and +1
Rupture Count
Rupture on the target (Max 50%)

[On Evade] Gain 1
Haste next turn
Turn Start: to a random enemy, deal fixed damage equal to 5% of their HP.
Attack End: Heal Core and Part equal to 50% of the damage this unit dealt with its Attack Skill
- At 100% HP, gain 2
Offense Level Up next turn. (2 times max)
Based on the percentage of HP healed, gain the following effects (cumulative)
- At 1+ Stack: Gain 3 Defense Level Up at every Turn Start
- At 2+ Stack: Gain 3
Offense Level Up at every Turn Start
- At 3+ Stack: Gain +2 Min & Max Speed
- At 5+ Stack: Gain 3
Attack Power Up at every Turn Start
Attack End: Inflict 1
Little Carmilla
If the target has
Bleed, inflict 1 additional
Little Carmilla at Attack End
Turn Start: if this unit's Speed is faster than the target's, gain 1
Pierce DMG Up
Turn End: Heal 7 SP
Turn End: Gain
Haste equal to (
Poise on self/4) next turn (max 3)
When using a Skill against the same Slot this unit successfully hit last turn, gain the following effects based on the number of consecutive turns it successfully hit the Slot Resets if this unit failed to attack last turn. - 1 Consecutive hit: Clash Power +1 - 2 Consecutive hits: Base Power +1 - 3 Consecutive hits: Base Power +1, Coin Power +1
Turn End: if in Panic, reset SP to 0.
This unit's Panic Type does not change when inflicted with an effect that changes Panic Types. Instead, this unit is inflicted with an effect that is inflicted against Non-SP Units.