Tidepiercer Lance
- Offense level
- 85
- Atk weight
- 1
- Max roll
- 9
- Damage vs same level
- 3-9avg 6.0
The Oracle's Proxy · Seaborn
2 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% (262)
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 2 enemies with
Cold (max 2)
[On Use] If the main target has
Cold, gain +1 Atk Weight
[On Use] Final Power +1 for every
Cold on the main target (max 2)
[Clash Lose] Deal -50% damage and damage dealt by this Skill cannot Stagger the target
Sinking Count
- If target has
Cold, inflict 1
Sinking
Unbreakable Coin[On Hit without Cracking] Inflict 3
SinkingPrioritizes targets with
Frozen
Can Clash with this Skill regardless of Speed
[On Use] When attacking targets with
Frozen, gain +2 Atk Weight
[On Use] Coin Power +1 for every 2 enemies with
Cold (max 2)
[Clash Lose] Deal -50% damage and damage dealt by this Skill cannot Stagger the target
Sinking
Offense Level Up (once per turn)
Unbreakable Coin[On Kill] If target has
Frozen, heal 20 SPPrioritizes targets with
Frozen
Can Clash with this Skill regardless of Speed
[On Use] Deal +5% damage for every enemy with
Cold (max 30%)
[On Use] Coin Power +1 for every 2 enemies with
Cold (max 3)
[Clash Lose] Deal -80% damage and damage dealt by this Skill cannot Stagger the target
Unbreakable Coin[On Hit without Cracking] Inflict 5
Sinking
Unbreakable Coin[On Hit without Cracking] Inflict +1
Sinking Count[Heads Hit] Gain 3
Offense Level Up (once per turn)
Unbreakable Coin[On Hit without Cracking] Inflict 10(1 +
Cold on target) bonus Gloom damage[On Kill] If target has
Frozen, heal 20 SP
Clashable Guard
[On Use] Gain 2
Haste next turn (once per turn)
[Clash Win] Heal 15 SP
[Clash Lose] Lose 10 SP
When hit, inflict 1
Cold against the attacker (once per Skill)
Combat Start: gain 8
Protection
- Combat Start: if this unit has Low Morale, halve the amount of
Protection gained
- Combat Start: if this unit is Staggered or Panicked, it does not gain
Protection
When this unit takes damage that brings their HP down to 0, nullify that damage; then, this unit is healed back to 100% HP and SP, and gains a new pattern (once per Encounter)
When the Passive "Fate's Favored Child" triggers, activate the following:
- Turn End: gain 1
Bind next turn
- When hit, inflict 1
Cold against the target (once per Skill)
When attacking targets with
Frozen, deal +175% damage
Turn Start: gain 1
Offense Level Up for every enemy with
Cold
Turn Start: if there are 6+ enemies with
Cold, gain 2
Clash Power Up
Encounter Start: gain
Misery and Calamity
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.
Turn End: if in Panic, reset SP to 0.