
Activate Prosthesis
- Offense level
- 48(+3)
- Atk weight
- 1
- Max roll
- 10
- Damage vs same level
- 4-11avg 7.5


Fixer · Mechanical Amalgam · Bloodfiend · Kindred · MultiCrack Office
7 versions of this Abnormality exist, one per encounter where its numbers differ. Pick one below; the stats, moves and skills follow it.
Stagger thresholds 50% / 0% (252 / 0)
This unit picks its moves with its own script, so the order depends on the fight. Its skill list is below.




[On Use] Base Power +1 for every 3
Bleed Count on self (max 2)


Turn End: if in Panic, reset SP to 0.
Gain +1
Bleed Count every time this unit is hit
Turn End: consume 3
Bleed Count on self to gain 1
Coagulated Blood
Prioritizes targets with
Bleed
Turn End: if this unit failed to deal any damage this turn, gain 2
Fragile and 2
Offense Level Up next turn
Every time this unit is hit, if the attacker used a Skill that gains
Charge, the attacker steals 1
Charge Count from this unit.
(Once per Skill. Does not activate if this unit does not have
Charge)
Self-inflicted damage due to this unit's Skills does not reduce this unit's HP under 1
Turn Start: At less than 5
Charge Count, gain 1
Attack Power Down
Turn Start: At 5+
Charge Count, gain 2
Clash Power Up
Damage taken from
Bleed -30% (rounded down)
On Hit, if the target has
Bleed, heal 25% of the damage dealt
Stagger thresholds 40% / 20% (396 / 198)
This unit picks its moves with its own script, so the order depends on the fight. Its skill list is below.



[On Use] Consume 10% HP on self to gain +15
Charge Count
[Clash Lose] Deal -50% damage and damage dealt by this Skill cannot Stagger the target
Unbreakable Coin[On Hit without Cracking] Inflict 4
Bleed[On Hit without Cracking] Inflict +1
Bleed Count
Unbreakable Coin[On Hit without Cracking] Inflict 6
Bleed[On Hit without Cracking] Inflict +2
Bleed Count[On Hit without Cracking] Inflict 2
Offense Level Down
[On Use] Base Power +1 for every 3
Bleed Count on self (max 2)


[On Use] Consume 10% HP on self to gain +15
Charge Count
[Clash Lose] Deal -50% damage and damage dealt by this Skill cannot Stagger the target
Unbreakable Coin[On Hit without Cracking] Inflict 4
Bleed[On Hit without Cracking] Inflict 1
Fragile
Unbreakable Coin[On Hit without Cracking] Inflict 4
Bleed[On Hit without Cracking] Inflict +1
Bleed Count
Unbreakable Coin[On Hit without Cracking] Inflict 6
Bleed[On Hit without Cracking] Inflict +2
Bleed Count[On Hit without Cracking] Inflict 2
Offense Level DownTurn End: if in Panic, reset SP to 0.
Gain +1
Bleed Count every time this unit is hit
Turn End: consume 3
Bleed Count on self to gain 1
Coagulated Blood
Prioritizes targets with
Bleed
Turn End: if this unit failed to deal any damage this turn, gain 2
Fragile and 2
Offense Level Up next turn
Every time this unit is hit, if the attacker used a Skill that gains
Charge, the attacker steals 1
Charge Count from this unit.
(Once per Skill. Does not activate if this unit does not have
Charge)
Self-inflicted damage due to this unit's Skills does not reduce this unit's HP under 1
Upon entry, heal 20 SP
Turn Start: For every 1
Charge Count, heal 1 SP (max 15)
Turn Start: At less than 5
Charge Count, inflict 1
Attack Power Down on self
Turn Start: At 5+
Charge Count, gain 2
Clash Power Up
Turn Start: At 10+
Charge Count, gain 1
Plus Coin Boost
Turn Start: At 15+
Charge Count, deal +(
Charge Count on self x 2)% damage with Base Attack Skills
Damage taken from
Bleed -30% (rounded down)
On Hit, if the target has
Bleed, heal 25% of the damage dealt
If there are La Manchaland Bloodfiends among the enemies, gain the following effects: - In a Clash against La Manchaland Bloodfiends, lose 4 Clash Power - When attacking La Manchaland Bloodfiends, lose 5 SP (once per Skill; 2 times per turn) - Deal -20% Skill damage against La Manchaland Bloodfiends
Stagger thresholds 50% / 0% (270 / 0)
This unit picks its moves with its own script, so the order depends on the fight. Its skill list is below.




[On Use] Base Power +1 for every 3
Bleed Count on self (max 2)


Turn End: if in Panic, reset SP to 0.
Gain +1
Bleed Count every time this unit is hit
Turn End: consume 3
Bleed Count on self to gain 1
Coagulated Blood
Prioritizes targets with
Bleed
Turn End: if this unit failed to deal any damage this turn, gain 2
Fragile and 2
Offense Level Up next turn
Every time this unit is hit, if the attacker used a Skill that gains
Charge, the attacker steals 1
Charge Count from this unit.
(Once per Skill. Does not activate if this unit does not have
Charge)
Self-inflicted damage due to this unit's Skills does not reduce this unit's HP under 1
Turn Start: At less than 5
Charge Count, gain 1
Attack Power Down
Turn Start: At 5+
Charge Count, gain 2
Clash Power Up
Damage taken from
Bleed -30% (rounded down)
On Hit, if the target has
Bleed, heal 25% of the damage dealt
Stagger thresholds 40% / 20% (459 / 229)
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 |
|---|---|---|
| 1, 5, ... | ||
| 2, 6, ... | ||
| 3, 7, ... | ||
| 4, 8, ... |



[On Use] Consume 10% HP on self to gain +15
Charge Count
[Clash Lose] Deal -50% damage and damage dealt by this Skill cannot Stagger the target
Unbreakable Coin[On Hit without Cracking] Inflict 4
Bleed[On Hit without Cracking] Inflict +1
Bleed Count
Unbreakable Coin[On Hit without Cracking] Inflict 6
Bleed[On Hit without Cracking] Inflict +2
Bleed Count[On Hit without Cracking] Inflict 2
Offense Level Down
[On Use] Base Power +1 for every 3
Bleed Count on self (max 2)


[On Use] Consume 10% HP on self to gain +15
Charge Count
[Clash Lose] Deal -50% damage and damage dealt by this Skill cannot Stagger the target
Unbreakable Coin[On Hit without Cracking] Inflict 4
Bleed[On Hit without Cracking] Inflict 1
Fragile
Unbreakable Coin[On Hit without Cracking] Inflict 4
Bleed[On Hit without Cracking] Inflict +1
Bleed Count
Unbreakable Coin[On Hit without Cracking] Inflict 6
Bleed[On Hit without Cracking] Inflict +2
Bleed Count[On Hit without Cracking] Inflict 2
Offense Level DownTurn End: if in Panic, reset SP to 0.
Gain +1
Bleed Count every time this unit is hit
Turn End: consume 3
Bleed Count on self to gain 1
Coagulated Blood
Prioritizes targets with
Bleed
Turn End: if this unit failed to deal any damage this turn, gain 2
Fragile and 2
Offense Level Up next turn
Every time this unit is hit, if the attacker used a Skill that gains
Charge, the attacker steals 1
Charge Count from this unit.
(Once per Skill. Does not activate if this unit does not have
Charge)
Self-inflicted damage due to this unit's Skills does not reduce this unit's HP under 1
Upon entry, heal 20 SP
Turn Start: For every 1
Charge Count, heal 1 SP (max 15)
Turn Start: At less than 5
Charge Count, inflict 1
Attack Power Down on self
Turn Start: At 5+
Charge Count, gain 2
Clash Power Up
Turn Start: At 10+
Charge Count, gain 1
Plus Coin Boost
Turn Start: At 15+
Charge Count, deal +(
Charge Count on self x 2)% damage with Base Attack Skills
Damage taken from
Bleed -30% (rounded down)
On Hit, if the target has
Bleed, heal 25% of the damage dealt
If there are La Manchaland Bloodfiends among the enemies, gain the following effects: - In a Clash against La Manchaland Bloodfiends, lose 4 Clash Power - When attacking La Manchaland Bloodfiends, lose 5 SP (once per Skill; 2 times per turn) - Deal -20% Skill damage against La Manchaland Bloodfiends
Stagger thresholds 50% / 0% (109 / 0)
This unit picks its moves with its own script, so the order depends on the fight. Its skill list is below.




[On Use] Base Power +1 for every 3
Bleed Count on self (max 2)


Turn End: if in Panic, reset SP to 0.
Gain +1
Bleed Count every time this unit is hit
Turn End: consume 3
Bleed Count on self to gain 1
Coagulated Blood
Prioritizes targets with
Bleed
Turn End: if this unit failed to deal any damage this turn, gain 2
Fragile and 2
Offense Level Up next turn
Every time this unit is hit, if the attacker used a Skill that gains
Charge, the attacker steals 1
Charge Count from this unit.
(Once per Skill. Does not activate if this unit does not have
Charge)
Self-inflicted damage due to this unit's Skills does not reduce this unit's HP under 1
Turn Start: At less than 5
Charge Count, gain 1
Attack Power Down
Turn Start: At 5+
Charge Count, gain 2
Clash Power Up
Damage taken from
Bleed -30% (rounded down)
On Hit, if the target has
Bleed, heal 25% of the damage dealt
This unit picks its moves with its own script, so the order depends on the fight. Its skill list is below.




[On Use] Base Power +1 for every 3
Bleed Count on self (max 2)


Turn End: if in Panic, reset SP to 0.
Gain +1
Bleed Count every time this unit is hit
Turn End: consume 3
Bleed Count on self to gain 1
Coagulated Blood
Prioritizes targets with
Bleed
Turn End: if this unit failed to deal any damage this turn, gain 2
Fragile and 2
Offense Level Up next turn
Every time this unit is hit, if the attacker used a Skill that gains
Charge, the attacker steals 1
Charge Count from this unit.
(Once per Skill. Does not activate if this unit does not have
Charge)
Self-inflicted damage due to this unit's Skills does not reduce this unit's HP under 1
Turn Start: At less than 5
Charge Count, gain 1
Attack Power Down
Turn Start: At 5+
Charge Count, gain 2
Clash Power Up
Damage taken from
Bleed -30% (rounded down)
On Hit, if the target has
Bleed, heal 25% of the damage dealt
This unit picks its moves with its own script, so the order depends on the fight. Its skill list is below.




[On Use] Base Power +1 for every 3
Bleed Count on self (max 2)


Turn End: if in Panic, reset SP to 0.
Gain +1
Bleed Count every time this unit is hit
Turn End: consume 3
Bleed Count on self to gain 1
Coagulated Blood
Prioritizes targets with
Bleed
Turn End: if this unit failed to deal any damage this turn, gain 2
Fragile and 2
Offense Level Up next turn
Every time this unit is hit, if the attacker used a Skill that gains
Charge, the attacker steals 1
Charge Count from this unit.
(Once per Skill. Does not activate if this unit does not have
Charge)
Self-inflicted damage due to this unit's Skills does not reduce this unit's HP under 1
Turn Start: At less than 5
Charge Count, gain 1
Attack Power Down
Turn Start: At 5+
Charge Count, gain 2
Clash Power Up
Damage taken from
Bleed -30% (rounded down)
On Hit, if the target has
Bleed, heal 25% of the damage dealt
Bind
Paralyze