| Concepts | Calamity BOSS | |
| Faction | ||
| Description | … |
Stats
#3024030
n/a
| Toughness | Min RES | First Turn Delay | ||||||||
| 552 | 1000 | 1101194 | 173 | 600 | 24% | 40% | 20% | 20% | 1 | |
| Weakness | n/a n/a | ||||||||||||||||||||||||||||||||||
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| n/a n/a | n/a n/a | ||||||||||||||||||||||||||||||||||
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Phase #1
| Ability 1 - Ability | Single Target | |
| Energy Regeneration : 10 | |
| Deals minor Fire DMG to one designated target. |
| Ability 2 - Ability | Blast | |
| Energy Regeneration : 10 | |
| Deals minor Fire DMG to one designated target and any adjacent targets. |
| Ability 3 - Ability | Single Target | |
| Energy Regeneration : 10 | |
| Deals minor Fire DMG to one designated target. |
| Ability 4 - Ability | Enhance | |
| Energy Regeneration : 10 | |
| Enters "Enhancement 1" state, increasing this unit's SPD. Summons "Juvenile Sting" and apply "Enhancement 3" state to it. A target character and their summoned target can immediately take action and enter the "Target" state, increasing their Break Effect. When targets not in the "Target" state attack friendly units in the "Enhancement 3" state, they cannot deal CRIT Hit effects. |
| Ability 5 - Ability | AoE ATK | |
| Energy Regeneration : 10 | |
| Deals massive Fire DMG to all targets. |
| Ability 6 - Ability | Support | |
| Energy Regeneration : 10 | |
| Increases the SPD of "Juvenile Sting" summoned by this unit. |
| Passive Ability 1 - Ability | Talent | |
| Energy Regeneration : 10 | |
| When "Calamity BOSS" is attacked, a portion of its reduced HP is converted into "Corrosion." When "Calamity BOSS" uses "Ability 5," it will recover HP equal to the corrosion amount. |
| Passive Ability 2 - Ability | Talent | |
| Energy Regeneration : 10 | |
| After entering the "Enhancement 1" state, the field enters Combustion. "Enhancement 1" is dispelled when all summoned "Juvenile Sting" are eliminated. When "Enhancement 1" is dispelled, "Calamity BOSS" receives increased DMG, the "Corrosion" state is removed, and all targets' Skill Points are restored. |
| Passive Ability 3 - Ability | Talent | |
| Energy Regeneration : 10 | |
| After entering the "Enhancement 1" state, whenever this unit uses an attack, it additionally deals minor Fire DMG based on the number of "Juvenile Sting" remaining. When any "Juvenile Sting" uses an attack, "Calamity BOSS" gains a stack of "Charge." When "Charge" reaches a certain number of stacks, "Calamity BOSS" will immediately take action, uses "Ability 5" and clear all "Charge" stacks. "Juvenile Sting" will prioritize attacking targets in the "Target" state. |
#302403001
n/a
| Toughness | Min RES | First Turn Delay | ||||||||
| 552 | 1000 | 1101194 | 173 | 600 | 24% | 40% | 20% | 20% | 1 | |
| Weakness | n/a n/a | ||||||||||||||||||||||||||||||||||
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| n/a n/a | n/a n/a | ||||||||||||||||||||||||||||||||||
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Phase #1
| Ability 4 - Ability | Enhance | |
| Energy Regeneration : 10 | |
| Enters "Enhancement 1" state, increasing this unit's SPD. Summons "Juvenile Sting" and apply "Enhancement 3" state to it. A target character and their summoned target can immediately take action and enter the "Target" state, increasing their Break Effect. When targets not in the "Target" state attack friendly units in the "Enhancement 3" state, they cannot deal CRIT Hit effects. |
| Ability 5 - Ability | AoE ATK | |
| Energy Regeneration : 10 | |
| Deals massive Fire DMG to all targets. |
| Ability 1 - Ability | Single Target | |
| Energy Regeneration : 10 | |
| Deals minor Fire DMG to one designated target. |
| Ability 2 - Ability | Blast | |
| Energy Regeneration : 10 | |
| Deals minor Fire DMG to one designated target and any adjacent targets. |
| Ability 3 - Ability | Single Target | |
| Energy Regeneration : 10 | |
| Deals minor Fire DMG to one designated target. |
| Ability 6 - Ability | Support | |
| Energy Regeneration : 10 | |
| Increases the SPD of "Juvenile Sting" summoned by this unit. |
| Passive Ability 1 - Ability | Talent | |
| Energy Regeneration : 10 | |
| When "Calamity BOSS" is attacked, a portion of its reduced HP is converted into "Corrosion." When "Calamity BOSS" uses "Ability 5," it will recover HP equal to the corrosion amount. |
| Passive Ability 2 - Ability | Talent | |
| Energy Regeneration : 10 | |
| After entering the "Enhancement 1" state, the field enters Combustion. "Enhancement 1" is dispelled when all summoned "Juvenile Sting" are eliminated. When "Enhancement 1" is dispelled, "Calamity BOSS" receives increased DMG, the "Corrosion" state is removed, and all targets' Skill Points are restored. |
| Passive Ability 3 - Ability | Talent | |
| Energy Regeneration : 10 | |
| After entering the "Enhancement 1" state, whenever this unit uses an attack, it additionally deals minor Fire DMG based on the number of "Juvenile Sting" remaining. When any "Juvenile Sting" uses an attack, "Calamity BOSS" gains a stack of "Charge." When "Charge" reaches a certain number of stacks, "Calamity BOSS" will immediately take action, uses "Ability 5" and clear all "Charge" stacks. "Juvenile Sting" will prioritize attacking targets in the "Target" state. |

is the first one main dps lingsha?