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* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to his kit [[RandomEffectSpell inflicting random debuffs]], Ring Yi Sang became a terror literally overnight due to how well his kit worked in practice. His specialty is inflicting a deluge of debuffs and scaling his abilities off of how much Bleed and other negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy for teammates to trigger them, or automatically if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power. All his skills synergize with this by having multiple coins and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but easier to use and having the advantage of being a S2 with 2 copies. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other SP-hungry Identities that attack frequently while inflicting debuffs. Because he can inflict every status and mostly focuses on Count instead of Potency (a problem that particularly plagues Bleed teams), he can fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.
** His slew of status effects also came with an [[GoodBadBugs unintentional side effect]] on his release, where due to technically being affiliated with every status archetype bar Poise and Charge, he was considered to be such for the purposes of E.G.O. gifts, making him synergize with ''way'' more gifts than he normally should (which is already a lot), such as the Tier IV fusion gifts that need a certain number of their archetype to function. The developers initially announced a patch to make him only count for Bleed while also nerfing the ease with which he could trigger his debuff-reliant conditionals, but later backtracked on it and only sought to fix the unintentional interactions, suggesting that his reign of terror is only beginning.



* [''W Corp. L3 Cleanup Agent''] Ryoshu - Boasts a similar skillset to the already powerful W Corp. Don Quixote, combining powerful clashes, efficient Charge generation, insanely damaging attacks that each have 3 coins at minimum and conditional damage multipliers, a bit of utility from the Charge Barriers she can set up for herself and allies, and an Uptie 4 that gives her major boosts to her already impressive clashing and damage. Her second skill at Uptie 4 can roll up to ''23'' (rivaling most third skills or weaker E.G.O.) at 15 Charge, and with 10+ Charge also inflicts 20% Slash Fragility on the first hit, making the next two hit even harder and setting up for any upcoming Slash attacks. Meanwhile, her third skill is a nearly unclashable nuke in the vein of Rip Space, albeit requiring a higher 15 Charge (to avoid [[CastFromHitpoints harming herself]]) in exchange for comparable or ''even higher'' damage potential.[[note]]It also rolls up to a 31, but has a slightly lower total power due to having 1 less coin, offset by having a higher Offense Level and the last coin having multiplicative damage buffs.[[/note]] But if Ryoshu has some HP to burn, she can fire her third skill as early as ''7 Charge,'' and unlike Don will retain the full power of the skill if she can take the self damage, which can be negligible if you have healing items or E.G.O. at your disposal.



* [''W Corp. L3 Cleanup Agent''] Ryoshu - Boasts a similar skillset to the already powerful W Corp. Don Quixote, combining powerful clashes, efficient Charge generation, insanely damaging attacks that each have 3 coins at minimum and conditional damage multipliers, a bit of utility from the Charge Barriers she can set up for herself and allies, and an Uptie 4 that gives her major boosts to her already impressive clashing and damage. Her second skill at Uptie 4 can roll up to ''23'' (rivaling most third skills or weaker E.G.O.) at 15 Charge, and with 10+ Charge also inflicts 20% Slash Fragility on the first hit, making the next two hit even harder and setting up for any upcoming Slash attacks. Meanwhile, her third skill is a nearly unclashable nuke in the vein of Rip Space, albeit requiring a higher 15 Charge (to avoid [[CastFromHitpoints harming herself]]) in exchange for comparable or ''even higher'' damage potential.[[note]]It also rolls up to a 31, but has a slightly lower total power due to having 1 less coin, offset by having a higher Offense Level and the last coin having multiplicative damage buffs.[[/note]] But if Ryoshu has some HP to burn, she can fire her third skill as early as ''7 Charge,'' and unlike Don will retain the full power of the skill if she can take the self damage, which can be negligible if you have healing items or E.G.O. at your disposal.



* [''Cinq Association South Section 4 Director''] Sinclair - While [''The One Who Shall Grip''] Sinclair is the Sinclair Identity most will be familiar with, Cinq Sinclair proves to be an immensely powerful alternative whenever Pierce damage is needed or if N Corp. Sinclair's negative-SP mechanics either work to his detriment or aren't worth the hassle. Cinq Sinclair is blisteringly fast, clashes amazingly, and is a superb damage dealer by merit of his kit's usage of Poise and Speed-based buffs. His already high Speed of 4-8 can increase its maximum the more Poise count he has, up to a whopping +6 Speed at 15 count, and his first and second skills grant him Haste and Poise Count respectively. This allows him to both outspeed enemies by a wide margin and grant all his skills a Coin Power boost based on the difference between his and the target's speeds, enhancing his clashing power and damage potential across the board, particularly in the case of his second skill, which can clash and then strike for a fantastic 22 power total if he's faster than the opponent by 4+ Speed. Of particular note, however is his third skill, which has three coins, a Declared Duel debuff that gives him Clash Power and Haste, and most notably can exchange his Poise count (which he'll have obtained through his second skill) for potency to deliver a incredible damage on a crit if he wins the clash. The amount of potency gained only increases if his target has Declared Duel, and when accounting for a potential Fragile debuff if Sinclair wins the clash and is the only one attacking that slot, AND the third coin doing +50% damage on a crit, Sinclair's damage potential skyrockets, especially since he's near-certain to win his clash to begin with due to it potentially hitting a maximum of 26 power.



* [''Cinq Association South Section 4 Director''] Sinclair - While [''The One Who Shall Grip''] Sinclair is the Sinclair Identity most will be familiar with, Cinq Sinclair proves to be an immensely powerful alternative whenever Pierce damage is needed or if N Corp. Sinclair's negative-SP mechanics either work to his detriment or aren't worth the hassle. Cinq Sinclair is blisteringly fast, clashes amazingly, and is a superb damage dealer by merit of his kit's usage of Poise and Speed-based buffs. His already high Speed of 4-8 can increase its maximum the more Poise count he has, up to a whopping +6 Speed at 15 count, and his first and second skills grant him Haste and Poise Count respectively. This allows him to both outspeed enemies by a wide margin and grant all his skills a Coin Power boost based on the difference between his and the target's speeds, enhancing his clashing power and damage potential across the board, particularly in the case of his second skill, which can clash and then strike for a fantastic 22 power total if he's faster than the opponent by 4+ Speed. Of particular note, however is his third skill, which has three coins, a Declared Duel debuff that gives him Clash Power and Haste, and most notably can exchange his Poise count (which he'll have obtained through his second skill) for potency to deliver a incredible damage on a crit if he wins the clash. The amount of potency gained only increases if his target has Declared Duel, and when accounting for a potential Fragile debuff if Sinclair wins the clash and is the only one attacking that slot, AND the third coin doing +50% damage on a crit, Sinclair's damage potential skyrockets, especially since he's near-certain to win his clash to begin with due to it potentially hitting a maximum of 26 power.
* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to his kit [[RandomEffectSpell inflicting random debuffs]], Ring Yi Sang became a terror literally overnight due to how well his kit worked in practice. His specialty is inflicting a deluge of debuffs and scaling his abilities off of how much Bleed and other negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy for teammates to trigger them, or automatically if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power. All his skills synergize with this by having multiple coins and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but easier to use and having the advantage of being a S2 with 2 copies. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other SP-hungry Identities that attack frequently while inflicting debuffs. Because he can inflict every status and mostly focuses on Count instead of Potency (a problem that particularly plagues Bleed teams), he can fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.
** His slew of status effects also came with an [[GoodBadBugs unintentional side effect]] on his release, where due to technically being affiliated with every status archetype bar Poise and Charge, he was considered to be such for the purposes of E.G.O. gifts, making him synergize with ''way'' more gifts than he normally should (which is already a lot), such as the Tier IV fusion gifts that need a certain number of their archetype to function. The developers initially announced a patch to make him only count for Bleed while also nerfing the ease with which he could trigger his debuff-reliant conditionals, but later backtracked on it and only sought to fix the unintentional interactions, suggesting that his reign of terror is only beginning.

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* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to his kit [[RandomEffectSpell inflicting random debuffs]], Ring Yi Sang became a terror literally overnight due to how well his kit worked in practice. His specialty is inflicting a deluge of debuffs and scaling his abilities off of how much Bleed and other negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy for teammates to trigger them, or automatically if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power. All his skills synergize with this by having multiple coins and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but easier to use and having the advantage of being a S2 with 2 copies. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other SP-hungry Identities that attack frequently while inflicting debuffs. Because he can inflict every status and mostly focuses on Count instead of Potency (a problem that particularly plagues Bleed teams), he can fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.
** His slew of status effects also came with an [[GoodBadBugs unintentional side effect]] on his release, where due to technically being affiliated with every status archetype bar Poise and Charge, he was considered to be such for the purposes of E.G.O. gifts, making him synergize with ''way'' more gifts than he normally should (which is already a lot), such as the Tier IV fusion gifts that need a certain number of their archetype to function. The developers initially announced a patch to make him only count for Bleed while also nerfing the ease with which he could trigger his debuff-reliant conditionals, but later backtracked on it and only sought to fix the unintentional interactions, suggesting that his reign of terror is only beginning.



* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to his kit [[RandomEffectSpell inflicting random debuffs]], Ring Yi Sang became a terror literally overnight due to how well his kit worked in practice. His specialty is inflicting a deluge of debuffs and scaling his abilities off of how much Bleed and other negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy for teammates to trigger them, or automatically if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power. All his skills synergize with this by having multiple coins and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but easier to use and having the advantage of being a S2 with 2 copies. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other SP-hungry Identities that attack frequently while inflicting debuffs. Because he can inflict every status and mostly focuses on Count instead of Potency (a problem that particularly plagues Bleed teams), he can fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.
** His slew of status effects also came with an [[GoodBadBugs unintentional side effect]] on his release, where due to technically being affiliated with every status archetype bar Poise and Charge, he was considered to be such for the purposes of E.G.O. gifts, making him synergize with ''way'' more gifts than he normally should (which is already a lot), such as the Tier IV fusion gifts that need a certain number of their archetype to function. The developers initially announced a patch to make him only count for Bleed while also nerfing the ease with which he could trigger his debuff-reliant conditionals, but later backtracked on it and only sought to fix the unintentional interactions, suggesting that his reign of terror is only beginning.
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** His third skill rolls a high 18-22 and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, it gets replaced by his signature move from ''Ruina'', Blazing Strike, likened to an E.G.O. attack on a regular skill. It has a staggering base roll of and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting a hefty 10 Burn and spreading Burn to other enemies if he stacks Resonance, it has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use (and 30 more if it loses), but it's a small price to pay - and you'd be hard pressed to have it lose.

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** His third skill rolls a high 18-22 and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, it gets replaced by his signature move from ''Ruina'', Blazing Strike, likened to an E.G.O. attack on a regular skill. It has a staggering base roll of and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting a hefty 10 Burn and spreading Burn to other enemies if he stacks Resonance, it has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use (and 30 more if it loses), but it's a small price to pay - and you'd be hard pressed to have it lose.



* [''Lobotomy E.G.O. - Magic Bullet''] Outis - A damage-based Identity that, for every skill, applies a special version of Burn onto enemies known as Dark Flame that lowers defense levels as well as doing Pride damage based on the amount of Burn on the enemy. But where she really shines is when she begins using her second and third skill to increase her Magic Bullet counter, which increases both the attack weight and power of the third skill, Magic Bullet Fire. As demonstrated in the Dawn of Green event that's practically tailor-made for her, this translates to an Identity who has decent clashing potential and can eventually dish out one '''40 power''' coin that can hit up to 7 enemies, all without using an actual E.G.O. skill! The only real downside is that Magic Bullet Fire becomes [[UnfriendlyFire indiscriminate]] if Outis is at 15 SP or less, but that obstacle is easy enough for most players to get around anyway. Dark Flame is also a godsend for Burn teams as it functions as a much-needed multiplier to Burn damage, letting them bypass the 99 cap and deal several times more damage than they would have, with sufficient Burn and Dark Flame stacking sometimes incinerating enemies instantly.

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* [''Lobotomy E.G.O. - Magic Bullet''] Outis - A damage-based Identity that, for every skill, applies a special version of Burn onto enemies known as Dark Flame that lowers defense levels as well as doing Pride damage based on the amount of Burn on the enemy. But where she really shines is when she begins using her second and third skill to increase her Magic Bullet counter, which not only buffs the amount of Dark Flame she inflicts, but increases both the attack weight and power of the third skill, Magic Bullet Fire. As demonstrated in the Dawn of Green event that's practically tailor-made for her, this translates to an Identity who has decent clashing potential and can eventually dish out one '''40 power''' coin that can hit up to 7 enemies, all without using an actual E.G.O. skill! The only real downside is that Magic Bullet Fire becomes [[UnfriendlyFire indiscriminate]] if Outis is at 15 SP or less, but that obstacle is easy enough for most players to get around anyway. Dark Flame is also a godsend for Burn teams as it functions as a much-needed multiplier to Burn damage, letting them bypass the 99 cap and deal several times more damage than they would have, with sufficient Burn and Dark Flame stacking sometimes incinerating enemies instantly.
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* [''W Corp. Cleanup Agent''] Don Quixote w/ ''Telepole'' E.G.O. – Doesn't stand out in short battles but truly becomes a GameBreaker in drawn-out battles such as the Refraction Railway or bosses with multiple phases to them [[GatheringSteam where she has more turns to build up Charge]] and spam Rip Space, a ''5-coin skill with a maximum power of 31.'' Her second skill is one of the most reliable charge-generation skills while also having very good clash power and Fragile infliction, while Telepole also helps her build Charge and can generate almost enough charge for an instant use of Rip Space. She was borderline essential in order to keep a low turn count on Refraction Railway 1, and remains one of the premium units for speed clearing due to Rip Space's almost unmatched damage output. She also gets a major power boost from Uptie 4, as it grants her S1 and already strong S2 bonus coin power at high Charge to boost her clashing power, while an Uptie 4 Telepole also becomes an [=AoE=] to let her do even more damage.

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* [''W Corp. Cleanup Agent''] Don Quixote w/ ''Telepole'' E.G.O. – Doesn't stand out in short battles but truly becomes a GameBreaker in drawn-out battles such as the Refraction Railway or bosses with multiple phases to them [[GatheringSteam where she has more turns to build up Charge]] and spam Rip Space, a ''5-coin 5-coin skill with a maximum power of 31.that clashes up to ''31'' and hits for ''95.'' Her second skill is one of the most reliable charge-generation skills while also having very good clash power and Fragile infliction, while Telepole also helps her build Charge and can generate almost enough charge for an instant use of Rip Space. She was borderline essential in order to keep a low turn count on Refraction Railway 1, and remains one of the premium units for speed clearing due to Rip Space's almost unmatched damage output. She also gets a major power boost from Uptie 4, as it grants her S1 and already strong S2 bonus coin power at high Charge to boost her clashing power, while an Uptie 4 Telepole also becomes an [=AoE=] to let her do even more damage.



* [''W Corp. L3 Cleanup Agent''] Ryoshu - Boasts a similar skillset to the already powerful W Corp. Don Quixote, combining powerful clashes, efficient Charge generation, insanely damaging attacks that each have 3 coins at minimum and conditional damage multipliers, a bit of utility from the Charge Barriers she can set up for herself and allies, and an Uptie 4 that gives her major boosts to her already impressive clashing and damage. Her second skill at Uptie 4 can roll up to ''23'' (rivaling most third skills or weaker E.G.O.) at 15 Charge, and with 10+ Charge also inflicts 20% Slash Fragility on the first hit, making the next two hit even harder and setting up for any upcoming Slash attacks. Meanwhile, her third skill is a nearly unclashable nuke in the vein of Rip Space, albeit requiring a higher 15 Charge (to avoid [[CastFromHitpoints harming herself]]) in exchange for comparable or ''even higher'' damage potential. But if Ryoshu has some HP to burn, she can fire her third skill as early as ''7 Charge,'' and unlike Don will retain the full power of the skill if she can take the self damage.

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* [''W Corp. L3 Cleanup Agent''] Ryoshu - Boasts a similar skillset to the already powerful W Corp. Don Quixote, combining powerful clashes, efficient Charge generation, insanely damaging attacks that each have 3 coins at minimum and conditional damage multipliers, a bit of utility from the Charge Barriers she can set up for herself and allies, and an Uptie 4 that gives her major boosts to her already impressive clashing and damage. Her second skill at Uptie 4 can roll up to ''23'' (rivaling most third skills or weaker E.G.O.) at 15 Charge, and with 10+ Charge also inflicts 20% Slash Fragility on the first hit, making the next two hit even harder and setting up for any upcoming Slash attacks. Meanwhile, her third skill is a nearly unclashable nuke in the vein of Rip Space, albeit requiring a higher 15 Charge (to avoid [[CastFromHitpoints harming herself]]) in exchange for comparable or ''even higher'' damage potential. [[note]]It also rolls up to a 31, but has a slightly lower total power due to having 1 less coin, offset by having a higher Offense Level and the last coin having multiplicative damage buffs.[[/note]] But if Ryoshu has some HP to burn, she can fire her third skill as early as ''7 Charge,'' and unlike Don will retain the full power of the skill if she can take the self damage.damage, which can be negligible if you have healing items or E.G.O. at your disposal.
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* '''Charge-type Gloves''' grants an unconditional 5 Charge at the start of the battle while also increasing the Charge cap from 20 to 30. This has all of the strength of the Lightning Rod along with the increase in Charge cap allowing Charge users to be much more liberal with their Charge consumption, such as by using a powerful Charge-consuming skill and still having enough left over to keep any conditional buffs granted at high Charge, if not just ''firing a second instance of that skill''.
* The '''Employee Card''' blows all other items out of the water when it comes to Charge generation, granting +3 Charge to ''all Sinners'' at the start of the turn whenever any Sinner uses a Charge-generating skill (or triggers Wrath A-Res). Unlike the Lightning Rod of Charge-type Gloves, this can trigger ''every turn'' instead of just once at the start of combat, and it most likely will considering that Charge-based units will generally want to be using as many generation skills as possible, especially if you have multiple. If you're running an entire Charge team, the Employee Card will essentially turn Charge stacking into a non-issue, as every team member will be generating so much that they'll be able to consume as much as they want and still never run out.

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* '''Charge-type Gloves''' grants an unconditional 5 Charge at the start of the battle (+2 at the start of the turn starting from Mirror of the Wuthering) while also increasing the Charge cap from 20 to 30. This has all of the strength of the Lightning Rod along with the increase in Charge cap allowing Charge users to be much more liberal with their Charge consumption, such as by using a powerful Charge-consuming skill and still having enough left over to keep any conditional buffs granted at high Charge, if not just ''firing a second instance of that skill''.
* The '''Employee Card''' blows all other items out of the water when it comes to Charge generation, granting +3 Charge to ''all Sinners'' at the start of the turn whenever any Sinner uses a Charge-generating skill (or triggers Wrath A-Res). A-Res/Res). Unlike the Lightning Rod of or pre-buff Charge-type Gloves, this can trigger ''every turn'' instead of just once at the start of combat, and it most likely will considering that Charge-based units will generally want to be using as many generation skills as possible, especially if you have multiple. If you're running an entire Charge team, the Employee Card will essentially turn Charge stacking into a non-issue, as every team member will be generating so much that they'll be able to consume as much as they want and still never run out.
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* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), Ring Yi Sang became a terror literally overnight due to how well his kit works in practice compared to on paper. Most of his kit works by scaling his abilities off of how much Bleed his target has, augmented by how many negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy to trigger them on any status-focused team or just by himself if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. All his skills synergize with this by having multiple skills and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other SP-hungry Identities that attack frequently while inflicting debuffs. Because he can inflict every status and notably also is a semi-consistent source of status Count instead of Potency (a problem that particularly plagues Bleed teams), he can fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.
** His slew of status effects also came with an [[GoodBadBugs unintentional side effect]] on his release, where due to technically being affiliated with every status archetype bar Poise and Charge, he was considered to be such for the purposes of E.G.O. gifts, making him synergize with ''way'' more gifts than he normally should (which is already a lot), such as the Tier IV fusion gifts that need a certain number of their archetype to function. The developers initially announced a patch to fix this oversight while also nerfing the ease with which he could trigger his debuff-reliant conditionals, but later backtracked on it and only sought to fix the unintentional interactions, suggesting that his reign of terror is only beginning.

to:

* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills kit [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), debuffs]], Ring Yi Sang became a terror literally overnight due to how well his kit works worked in practice compared to on paper. Most practice. His specialty is inflicting a deluge of his kit works by debuffs and scaling his abilities off of how much Bleed his target has, augmented by how many and other negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy for teammates to trigger them on any status-focused team them, or just by himself automatically if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. power. All his skills synergize with this by having multiple skills coins and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but easier to use and having the advantage of being a S2 with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1.copies. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other SP-hungry Identities that attack frequently while inflicting debuffs. Because he can inflict every status and notably also is a semi-consistent source of status mostly focuses on Count instead of Potency (a problem that particularly plagues Bleed teams), he can fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.
** His slew of status effects also came with an [[GoodBadBugs unintentional side effect]] on his release, where due to technically being affiliated with every status archetype bar Poise and Charge, he was considered to be such for the purposes of E.G.O. gifts, making him synergize with ''way'' more gifts than he normally should (which is already a lot), such as the Tier IV fusion gifts that need a certain number of their archetype to function. The developers initially announced a patch to fix this oversight make him only count for Bleed while also nerfing the ease with which he could trigger his debuff-reliant conditionals, but later backtracked on it and only sought to fix the unintentional interactions, suggesting that his reign of terror is only beginning.
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* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), Ring Yi Sang became a terror literally overnight due to how well his kit works in practice compared to on paper. Most of his kit works by scaling his abilities off of how much Bleed his target has, augmented by how many negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy to trigger them on any status-heavy team or just by himself if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. All his skills synergize with this by having multiple skills and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other Identities that attack frequently while inflicting debuffs. Because he can inflict every status and notably also is a semi-consistent source of status Count instead of Potency (a problem that particularly plagues Bleed teams), he can fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.

to:

* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), Ring Yi Sang became a terror literally overnight due to how well his kit works in practice compared to on paper. Most of his kit works by scaling his abilities off of how much Bleed his target has, augmented by how many negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy to trigger them on any status-heavy status-focused team or just by himself if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. All his skills synergize with this by having multiple skills and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other SP-hungry Identities that attack frequently while inflicting debuffs. Because he can inflict every status and notably also is a semi-consistent source of status Count instead of Potency (a problem that particularly plagues Bleed teams), he can fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.



** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, it gets replaced by his signature move from ''Ruina'', Blazing Strike, likened to an E.G.O. attack on a regular skill. It has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting a hefty 10 Burn and spreading Burn to other enemies if he stacks Resonance, it has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use (and 30 more if it loses), but it's a small price to pay - and you'd be hard pressed to have it lose.
** Sinclair's Guard also deserves a mention due to the skill in E.G.O. state rolling up to ''40'' or higher if the target has enough Burn, enough to soak up non-most non-Blunt attacks, and as a homage to Feather Shield from his original fight, if he has a Guard slotted in at the start of combat in the E.G.O. state, he'll also inflict Burn to anyone that dares hit him that turn.
** Of course, there are drawbacks: ''everything he does'' is entirely dependent on manifesting E.G.O. right away and maintaining it as long as possible, with a base form Sinclair being almost deadweight in comparison, and the SP drain ramps up to a point where you generally have to build and operate a team around him to ensure he's fed SP from kills, clash wins, or passives, lest he lose his SuperMode and be left a sitting duck. Having to start from 20 SP after manifesting E.G.O. can also put him in a bad spot if he gets unlucky with coinflips due to the reduced odds, which can be fatal as he's a GlassCannon through and through. However, all of these can be mitigated or worked around using teambuilding or manipulation of his naturally accelerated SP gain, with none of these downsides reducing his absolutely monstrous potential once he hits his stride.

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** His third skill rolls up to 18 that can be buffed to 22 if the target has enough Burn, inflicts 3 Burn per coin, a high 18-22 and heals him for 10 SP on Clash Win (albeit also making him lose 10 SP if he loses), which combined with his naturally increased SP gain can get him his transformation in as little as one use. If he's in the E.G.O. state however, it gets replaced by his signature move from ''Ruina'', Blazing Strike, likened to an E.G.O. attack on a regular skill. It has a staggering base roll of ''13+15'' and can gain up to ''8'' Coin Power based on the sum of Burn on all enemies, which at peak performance with his E.G.O. buffs can let it roll up to a '''40''' without any external buffs, helped by it still restoring +10 SP when winning clashes to maximize the chances of landing that juicy head flip. In addition to inflicting a hefty 10 Burn and spreading Burn to other enemies if he stacks Resonance, it has enormous stacking damage multipliers scaling on both Wrath Resonance and the amount of Burn on his target, which combined with the gigantic roll means that the target will more often than not be staggered or nuked out of existence, with the Burn Potency on the target also being redistributed evenly between all enemies if the hit kills the target. It does consume 15 SP after use (and 30 more if it loses), but it's a small price to pay - and you'd be hard pressed to have it lose.
** Sinclair's Guard also deserves a mention due to the skill in E.G.O. state rolling up to ''40'' or higher if the target has enough Burn, enough to soak up non-most non-Blunt attacks, and as a homage to Feather Shield from his original fight, if he has a Guard slotted in at the start of combat in the E.G.O. state, he'll also inflict Burn to anyone that dares hit him that turn.
** Of course, there are drawbacks: ''everything he does'' is entirely dependent on manifesting E.G.O. right away and maintaining it as long as possible, with a base form Sinclair being almost deadweight in comparison, and the SP drain ramps up to a point where you generally have to build and operate a team around him to ensure he's fed SP from kills, clash wins, or passives, lest he lose his SuperMode and be left a sitting duck. Having to start from 20 SP after manifesting E.G.O. can also put him in a bad spot if he gets unlucky with coinflips due to the reduced odds, which can be fatal as he's a GlassCannon through and through. However, all of these can be mitigated or worked around using teambuilding or manipulation of his naturally accelerated SP gain, or simply killing all the enemies before the cost ramps up, with none of these downsides reducing his absolutely monstrous potential once he hits his stride.
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** Hitting 45 SP or having [[MythologyGag two of his allies are killed in a turn]] will set him to 20 SP next turn and power him up into a SuperMode that massively buffs all of his abilities, while causing him to inflict 1 Burn on every hit and gain +1 Power if the target has Burn. This E.G.O. comes at the price of draining 5 SP on turn end which ramps up by 5 each turn it's been active for, instantly ending if he goes below 0, although he also gains much more sanity on clash wins or enemy kills to help him sustain it or just get it back if he doesn't have it currently. His second passive activates if he has 5 or more Wrath resources, causing his skills to inflict +1 Burn Potency and Count (up to 6 times per turn), while giving him up to +3 Coin Power based on his current SP if he's transformed, which allows him to practically drown his enemies in Burn while stacking enough power to overwhelm enemies in his transformation.

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** Hitting 45 SP or having [[MythologyGag two of his allies are killed in a turn]] will set him to consume 20 SP next turn and power him up into a SuperMode that massively buffs all of his abilities, while causing him to inflict 1 Burn on every hit and gain +1 Power if the target has Burn. This E.G.O. comes at the price of draining 5 SP on turn end which ramps up by 5 each turn it's been active for, instantly ending if he goes below 0, although he also gains much more sanity on clash wins or enemy kills to help him sustain it or just get it back if he doesn't have it currently. His second passive activates if he has 5 or more Wrath resources, causing his skills to inflict +1 Burn Potency and Count (up to 6 times per turn), while giving him up to +3 Coin Power based on his current SP if he's transformed, which allows him to practically drown his enemies in Burn while stacking enough power to overwhelm enemies in his transformation.
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* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), Ring Yi Sang became a terror literally overnight due to how well his kit works in practice compared to on paper. Most of his kit works by scaling his abilities off of how much Bleed his target has, augmented by how many negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy to trigger them on any status-heavy team or just by himself if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. All his skills synergize with this by having multiple skills and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other Identities that attack frequently while inflicting debuffs. Because he can inflict every status and notably also is a semi-consistent source of status Count instead of Potency, he can also fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.
** His slew of status effects also came with an [[GoodBadBugs unintentional side effect]] on his release, where due to technically being affiliated with every status archetype bar Poise and Charge, he was considered to be such for the purposes of E.G.O. gifts, making him synergize with ''way'' more gifts than he normally should (which is already a lot), such as the Tier IV fusion gifts that need a certain number of their archetype to function. The developers initially announced a patch to fix this oversight while also nerfing the ease with which he could trigger his debuff-reliant conditionals, but later backtracked on it and only sought to fix the unintentional interactions, suggesting that his reign of terror will continue for some time.

to:

* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), Ring Yi Sang became a terror literally overnight due to how well his kit works in practice compared to on paper. Most of his kit works by scaling his abilities off of how much Bleed his target has, augmented by how many negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy to trigger them on any status-heavy team or just by himself if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. All his skills synergize with this by having multiple skills and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other Identities that attack frequently while inflicting debuffs. Because he can inflict every status and notably also is a semi-consistent source of status Count instead of Potency, Potency (a problem that particularly plagues Bleed teams), he can also fit into both Bleed teams and other status/mixed teams teams with a bit of luck and work.
** His slew of status effects also came with an [[GoodBadBugs unintentional side effect]] on his release, where due to technically being affiliated with every status archetype bar Poise and Charge, he was considered to be such for the purposes of E.G.O. gifts, making him synergize with ''way'' more gifts than he normally should (which is already a lot), such as the Tier IV fusion gifts that need a certain number of their archetype to function. The developers initially announced a patch to fix this oversight while also nerfing the ease with which he could trigger his debuff-reliant conditionals, but later backtracked on it and only sought to fix the unintentional interactions, suggesting that his reign of terror will continue for some time.is only beginning.
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* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), Ring Yi Sang became a terror literally overnight due to how well his kit works in practice compared to on paper. Most of his kit works by scaling his abilities off of how much Bleed his target has, augmented by how many negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy to trigger them on any status-heavy team or just by himself if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. All his skills synergize with this by having multiple skills and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other Identities that attack frequently while inflicting debuffs. Because he can inflict every status, he also fits into a lot of different teams, albeit with some luck involved.

to:

* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), Ring Yi Sang became a terror literally overnight due to how well his kit works in practice compared to on paper. Most of his kit works by scaling his abilities off of how much Bleed his target has, augmented by how many negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy to trigger them on any status-heavy team or just by himself if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. All his skills synergize with this by having multiple skills and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael and other Identities that attack frequently while inflicting debuffs. Because he can inflict every status, he status and notably also fits is a semi-consistent source of status Count instead of Potency, he can also fit into a lot of different teams, albeit both Bleed teams and other status/mixed teams teams with some a bit of luck involved.and work.
Is there an issue? Send a MessageReason:
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* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), Ring Yi Sang became a terror literally overnight due to how well his kit works in practice compared to on paper. Most of his kit works by scaling his abilities off of how much Bleed his target has, augmented by how many negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy to trigger them on any status-heavy team or just by himself if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. All his skills synergize with this by having multiple skills and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael. Because he can inflict every status, he also fits into a lot of different teams, albeit with some luck involved.

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* [''The Ring Pointillist Student''] Yi Sang - Initially regarded with skepticism due to all of his skills [[RandomEffectSpell inflicting random debuffs]] (which has historically been a poor skillset), Ring Yi Sang became a terror literally overnight due to how well his kit works in practice compared to on paper. Most of his kit works by scaling his abilities off of how much Bleed his target has, augmented by how many negative effects they have - but negative effects encompasses ''[[ExactWords all debuffs]]'', from common ones like Burn or Bleed to more unconventional ones like Nails or Offense Down, making it deceptively easy to trigger them on any status-heavy team or just by himself if he triggers his random debuffs enough. His passive lets him heal SP when hitting targets with 4+ Bleed (increased if they have more negative effects), letting him snowball and recover from E.G.O. quickly, but if his SP is already full, it instead gives +2 Offense Level, up to ''8'', jacking up his damage and clashing power if he procs it multiple times. All his skills synergize with this by having multiple skills and conditional power buffs based on Bleed, with his most infamous being his S2, an unassuming single-coin skill which gains Clash/Coin Power per 3 Bleed Potency/Count on the target respectively (up to 2), and more importantly can ''reroll'' up to 2 more times at a 20% chance that increases by 20% for every negative effect on the target. Combine that with the ease of inflicting negative effects, and you have a skill that optimally clashes a high 20, but when hitting can roll up to a ''38'' with a total of ''84'' power if all 3 coins land heads, almost as much as Self-Destructive Purge but with far more ease of use, and on a skill 2 which Yi Sang has 2 copies of instead of 1. Meanwhile, his third skill carries the same conditional buffs of his S2 but with four coins that clash up to 25, and deals a crazy amount of damage on hit while dousing enemies in both Bleed and random debuffs, especially since the last coin deals up to ''+125%'' damage if the target has 5 types of negative effects. On top of that, he's not even that squishy to offset his monstrous damage output, and has a useful support passive that lets his allies also heal considerable amounts of SP when hitting Bleeding or debuffed targets, which in particular synergizes with [Wingbeat] Ishmael.Ishmael and other Identities that attack frequently while inflicting debuffs. Because he can inflict every status, he also fits into a lot of different teams, albeit with some luck involved.

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