개척자

개척자
개척자명사개척자
희귀도RaritystrRaritystrRaritystrRaritystrRaritystr
운명의 길Class 화합
전투 속성Class 허수
n/a
신용 포인트246K
약탈의 본능12
변조된 야망13
깊은 별의 외형질28
짓밟힌 의지12
행적 재료
신용 포인트2.4M
구름 위 음표12
약탈의 본능28
천상의 소절54
변조된 야망42
천외의 악장105
짓밟힌 의지42
별을 갉아먹고 재앙을 낳는 구악12
운명의 발자취5
스토리은하열차에 탑승한 소녀(소년)
스텔라론이 가져온 위기를 해결하기 위해, 은하열차와의 동행을 선택한다

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속성

레벨공격력방어력HP속도치명타 확률치명타 피해도발에너지n/a
160.7292.41481055%50%100140
20118.4180.182881055%50%100140
신용 포인트3200
약탈의 본능4
20+142.69217.143471055%50%100140
30173.05263.344211055%50%100140
신용 포인트6400
약탈의 본능8
30+197.34300.34801055%50%100140
40227.7346.55541055%50%100140
신용 포인트12800
변조된 야망5
깊은 별의 외형질4
40+251.99383.466141055%50%100140
50282.35429.666871055%50%100140
신용 포인트32000
변조된 야망8
깊은 별의 외형질6
50+306.64466.627471055%50%100140
60337512.828211055%50%100140
신용 포인트64000
짓밟힌 의지5
깊은 별의 외형질8
60+361.28549.788801055%50%100140
70391.64595.989541055%50%100140
신용 포인트128K
짓밟힌 의지7
깊은 별의 외형질10
70+415.93632.9410131055%50%100140
80446.29679.1410871055%50%100140
레벨n/a
1
20
신용 포인트3200
약탈의 본능4
20+
40
신용 포인트12800
변조된 야망5
깊은 별의 외형질4
40+
50
신용 포인트32000
변조된 야망8
깊은 별의 외형질6
50+
60
신용 포인트64000
짓밟힌 의지5
깊은 별의 외형질8
60+
70
신용 포인트128K
짓밟힌 의지7
깊은 별의 외형질10
70+
80

전투 스킬

스윙 댄스 에티켓스윙 댄스 에티켓 - 일반 공격 | 단일 공격
에너지 회복 : 20
약점 격파 : 단일 공격 : 30
지정된 단일 적에게 개척자 공격력의 만큼 허수 속성 피해를 가한다

단일 적에게 소량의 허수 속성 피해를 가한다
레벨 9
인터미션에 내리는 비인터미션에 내리는 비 - 전투 스킬 | 바운스
에너지 회복 : 6
약점 격파 : 단일 공격 : 30 / 확산 : 30
지정된 단일 적에게 개척자 공격력의 만큼 허수 속성 피해를 가하며, 추가로 피해를 4회 가한다. 피해를 가할 때마다 랜덤 단일 적에게 개척자 공격력의 만큼 허수 속성 피해를 가한다

단일 적에게 소량의 허수 속성 피해를 가하고, 총 5회 바운스한다
레벨 15
떠들썩한 풋라이트 퍼레이드떠들썩한 풋라이트 퍼레이드 - 필살기 | 서포트
에너지 회복 : 5
약점 격파 : 0
모든 아군에게 [댄스 파트너] 효과를 부여한다. 지속 시간: 턴. 개척자의 턴이 시작될 때마다 지속 턴 수가 1 감소한다. [댄스 파트너]를 보유한 아군의 격파 특수효과가  증가하고, 약점 격파 상태의 적을 공격하면 이번 공격의 강인성 감소 수치가 1회의 슈퍼 격파 피해로 전환된다

모든 아군에게 [댄스 파트너] 효과를 부여한다. [댄스 파트너]를 보유한 아군의 격파 특수효과가 증가하고, 약점 격파 상태의 적을 공격하면 추가로 슈퍼 격파 피해를 1회 가한다
레벨 15
올 채널 에어리얼 댄스올 채널 에어리얼 댄스 - 특성 | 서포트
에너지 회복 : 0
약점 격파 : 0
적의 약점이 격파되면 개척자는 즉시 에너지를 pt 회복한다

적의 약점이 격파되면 개척자는 에너지를 회복한다
레벨 15
공격공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 30
적을 공격하며, 전투 진입 후 적에게 대응하는 속성의 강인성을 감소시킨다
레벨 1
원맨 밴드, 출격!원맨 밴드, 출격! - 비술 | 서포트
에너지 회복 : 0
약점 격파 : 0
비술 발동 후 다음 전투 시작 시 모든 아군의 격파 특수효과가  증가한다. 지속 시간: 

다음 전투 시작 시 모든 아군의 격파 특수효과가 증가한다
레벨 1

행적

나와 함께 춤을나와 함께 춤을
캐릭터를 회 승급해야 합니다 2
필드 위 적이 5기 이상/4기/3기/2기/1기일 때, [댄스 파트너] 효과로 발동되는 슈퍼 격파 피해가 20%/30%/40%/50%/60% 증가한다
신용 포인트4000
구름 위 음표2
별을 갉아먹고 재앙을 낳는 구악1
피해 강화•허수피해 강화•허수 (허수 속성 피해 증가)
캐릭터를 회 승급해야 합니다 2
허수 속성 피해 3.2% 증가
신용 포인트4000
구름 위 음표2
약탈의 본능4
격파 강화격파 강화 (격파 특수효과)
캐릭터를 회 승급해야 합니다 3
격파 특수효과 5.3% 증가
신용 포인트8000
천상의 소절2
변조된 야망2
흐름에 몸을 맡기고흐름에 몸을 맡기고
캐릭터를 회 승급해야 합니다 4
전투 스킬 발동 시, 첫 번째 피해의 강인성 감소 수치가 추가로 100% 증가한다
신용 포인트16000
천상의 소절4
운명의 발자취1
별을 갉아먹고 재앙을 낳는 구악1
격파 강화격파 강화 (격파 특수효과)
캐릭터를 회 승급해야 합니다 4
격파 특수효과 8% 증가
신용 포인트16000
천상의 소절4
변조된 야망3
피해 강화•허수피해 강화•허수 (허수 속성 피해 증가)
캐릭터를 회 승급해야 합니다 5
허수 속성 피해 4.8% 증가
신용 포인트36000
천외의 악장2
짓밟힌 의지2
극장의 모자극장의 모자
캐릭터를 회 승급해야 합니다 6
아군이 약점 격파를 가한 후 추가로 적의 행동 게이지가 30% 감소한다
신용 포인트128K
천외의 악장6
운명의 발자취1
별을 갉아먹고 재앙을 낳는 구악1
효과 저항 강화효과 저항 강화 (효과 저항)
캐릭터를 회 승급해야 합니다 6
효과 저항 6% 증가
신용 포인트128K
천외의 악장6
짓밟힌 의지6
피해 강화•허수피해 강화•허수 (허수 속성 피해 증가)
캐릭터 레벨 Lv.을(를) 달성해야 합니다 75
허수 속성 피해 6.4% 증가
신용 포인트128K
천외의 악장6
짓밟힌 의지6
격파 강화격파 강화 (격파 특수효과)
캐릭터 레벨 Lv.을(를) 달성해야 합니다 80
격파 특수효과 10.7% 증가
신용 포인트128K
천외의 악장6
짓밟힌 의지6
격파 강화격파 강화 (격파 특수효과)
격파 특수효과 5.3% 증가
신용 포인트2000
약탈의 본능2
효과 저항 강화효과 저항 강화 (효과 저항)
캐릭터를 회 승급해야 합니다 3
효과 저항 4% 증가
신용 포인트8000
천상의 소절2
변조된 야망2
격파 강화격파 강화 (격파 특수효과)
캐릭터를 회 승급해야 합니다 5
격파 특수효과 8% 증가
신용 포인트36000
천외의 악장2
짓밟힌 의지2

성혼

최고의 관중석최고의 관중석최고의 관중석
처음으로 전투 스킬을 발동한 후 즉시 전투 스킬 포인트를 1pt 회복한다
탈옥의 레인보우 스텝탈옥의 레인보우 스텝탈옥의 레인보우 스텝
전투 시작 시 개척자의 에너지 회복효율이 25% 증가한다. 지속 시간: 3
쉼표의 요양원쉼표의 요양원쉼표의 요양원
전투 스킬 레벨+2, 최대 Lv.15. 특성 레벨+2, 최대 Lv.15
비둘기를 감춘 모자비둘기를 감춘 모자비둘기를 감춘 모자
개척자가 필드에 있을 시, 자신을 제외한 동료의 격파 특수효과를 개척자의 격파 특수효과의 15%만큼 증가시킨다
오래된 리듬을 간직한 시오래된 리듬을 간직한 시오래된 리듬을 간직한 시
필살기 레벨+2, 최대 Lv.15. 일반 공격 레벨+1, 최대 Lv.10
내일은 스포트라이트 아래서 휴식을내일은 스포트라이트 아래서 휴식을내일은 스포트라이트 아래서 휴식을
전투 스킬의 피해 횟수가 추가로 2회 증가한다

광추

명사희귀도운명의 길공격력방어력HP전투 스킬n/a
합창
합창3
RarstrRarstrRarstr
harmony-class317.52264.6846.72전투 진입 후 모든 아군의 공격력이 8% 증가한다. 같은 유형의 스킬 효과는 중복 적용되지 않는다
별들의 악장
철위대 훈장
맞물린 톱니
맞물린 톱니3
RarstrRarstrRarstr
harmony-class317.52264.6846.72장착한 캐릭터가 공격 발동 혹은 피격 후 추가로 에너지를 4pt 회복한다. 해당 효과는 단일 턴 내 중복 발동되지 않는다
별들의 악장
철위대 훈장
어울림
어울림3
RarstrRarstrRarstr
harmony-class317.52264.6846.72전투 진입 시, 모든 아군의 속도가 12pt 증가한다. 지속 시간: 1턴
별들의 악장
꿈틀대는 코어
기억 속 모습
기억 속 모습4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56장착한 캐릭터의 격파 특수효과가 28% 증가한다. 장착한 캐릭터가 공격 발동 후 추가로 에너지가 4pt 증가한다. 해당 효과는 단일 턴 내 중복 발동되지 않는다
별들의 악장
철위대 훈장
행성과의 만남
행성과의 만남4
RarstrRarstrRarstrRarstr
harmony-class423.36330.751058.4전투 진입 후 아군이 장착한 캐릭터와 동일한 속성의 피해를 가할 시 가하는 피해가 12% 증가한다
별들의 악장
짓밟힌 의지
댄스! 댄스! 댄스!
댄스! 댄스! 댄스!4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56장착한 캐릭터가 필살기 발동 후 모든 아군의 행동 게이지가 16% 증가한다
별들의 악장
공조 환류 심장
누월재운의 뜻
누월재운의 뜻4
RarstrRarstrRarstrRarstr
harmony-class476.28330.75952.56전투 시작 시 및 장착한 캐릭터 턴 시작 시 랜덤으로 1개의 효과가 적용된다. 해당 효과 적용 시 이전 효과를 대체하며 이전과 중복되지 않는다. 효과 종류: 모든 아군의 공격력 10% 증가/모든 아군의 치명타 피해 12% 증가/모든 아군의 에너지 회복효율 6% 증가. 같은 유형의 효과는 중첩되지 않으며 장착한 캐릭터가 전투 불능 상태에 빠지면 해제된다
별들의 악장
짓밟힌 의지
아직 전투는 끝나지 않았다
아직 전투는 끝나지 않았다5
RarstrRarstrRarstrRarstrRarstr
harmony-class529.2463.051164.24장착한 캐릭터의 에너지 회복효율이 10% 증가하고, 아군에게 필살기 발동 시 전투 스킬 포인트를 1pt 회복한다. 해당 효과는 필살기를 2회 발동할 때마다 1회 발동할 수 있다. 장착한 캐릭터가 전투 스킬 발동 후 다음에 행동하는 다른 아군이 가하는 피해가 30% 증가한다. 지속 시간: 1턴
별들의 악장
철위대 훈장
과거와 미래
과거와 미래4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56장착한 캐릭터가 전투 스킬 발동 후 다음에 행동하는 다른 아군이 가하는 피해가 16% 증가한다. 지속 시간: 1턴
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RarstrRarstrRarstrRarstrRarstr
harmony-class529.2529.21058.4장착한 캐릭터의 격파 특수효과가 60% 증가한다. 장착한 캐릭터는 필살기 발동 후 모든 아군이 가하는 피해를 3턴 동안 24% 증가시키며, 장착한 캐릭터의 격파 특수효과가 150% 이상일 경우 전투 스킬 포인트를 1pt 회복한다.
웨이브가 시작될 때마다 모든 아군은 즉시 에너지를 10pt 회복한다. 같은 유형의 스킬 효과는 중복 적용되지 않는다
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93 responses to “개척자”

  1. wonder if its better to use ER rope or just use Break Effect rope for max dmg, since his ult last 3 turns and theres energy from passive + the cocolia LC

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  2. Why are there YouTube guides saying he has a break effect cap of 150%? I don’t see this being indicated anywhere here.

      
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    • sounds like it might be a case of rushing their guides to be the first released. So they got something wrong or there is some part of their kit that was only reveal to them.

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    • The closest value to 150 in the HTB’s kit is the toughness damage of their skill.

      By default you get 30 + 15 * 4 toughness damage.

      With A4 you now have 60 + 15 * 4 toughness damage.

      With E6 you now have 60 + 15 * 6 toughness damage.

      Assuming every hit lands on a same enemy you deal a total of 150 toughness damage to it.

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  3. Real talk: do we even bother leveling his skill? Like how often will its damage actually matter? It’s mostly for the toughness right?

      
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    • Just don’t. It really is just for toughness breaking. Save your resources, unless you really want to level it up for some reason.

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    • Doing so you only gain some attack multiplier that adds a neglectible amount to HTB’s damage output. The core value of their skill is the 42 energy gain and a total of 150 toughness damage and both are not scaled by skill level, meaning any leveling beyond level 1 is a waste of materials.

      However I’ve already got the materials to max trace the HTB because it would be unfashionable to have someone in my team not fully traced while everyone else are.

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    • All break effect, no contest. The ult is actually a VERY significant chunk of damage if your team can take advantage of it, and more break on them allows your entire team to do more damage with it.

      The skill does have high multipliers due to the number of bounces, but the ultimate’s “super break” is actually crazy amounts of damage for the build cost of “throw as much break effect as you can on your relics.”

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  4. can someone explain to me what his Ascension 4 actually does? is it increase his damage by 100% or is it for anyone who’s attacking

      
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    • So when TB uses his skill he does 30 toughness DMG then 4 bounce attacks with 30 toughness DMG each.
      What A4 actually does is instead of 30, he will deal 60 toughness DMG the first time he uses his skill in battle, after that he goes back to doing 30 toughness DMG for the rest of the battle.

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    • You know how most enemies take 2 basic attacks to break their weakness bar?
      It basically makes it so the first time his skill hits an Imaginary-weak enemy in the battle, it removes as much of the bar as 2 basic attacks would.

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    • you know that attacks reduce toughness bar right? ascension 4 means the 1st skill does double the amount of toughness break, meaning the first skill breaks a lot faster

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    • It seems like they will. It would be way too late to make huge adjustments. Maybe a few touches within the upcoming weeks, but I doubt he’ll be especially different by release (or maybe he’ll be slightly improved who knows).

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