Quickly slashes an enemy continuously, dealing damage.
Deals 50% of ATK and MATK as [Extra Damage].
Upon using "Skill I," the number of instances of [Extra Damage] increases. (Max 4 time(s))
Lv. 2: Skill ATK +5%, Skill MATK +5%
Lv. 3: Skill ATK +5%, Skill MATK +5%
Lv. 4: Skill ATK +5%, Skill MATK +5%
Lv. 5: Skill ATK +5%, Skill MATK +5%
Performs a whirling strike with a sword, dealing damage to all enemies.
Attacks after removing [Counterattack] from an enemy.
If an enemy is taking continuous [Bleed] damage, inflicts a [Stun] status ailment on them for 1 turn.
If an enemy is not taking continuous [Bleed] damage, inflicts continuous [Bleed] damage on them for 2 turn(s).
Lv. 2: Skill ATK +7%, Skill MATK +7%
Lv. 3: Skill ATK +7%, Skill MATK +7%
Lv. 4: Skill ATK +7%, Skill MATK +7%
Lv. 5: Skill ATK +7%, Skill MATK +7%
Target will be disabled and will lose their turn.
Takes damage equal to 5% of maximum HP at the start of the turn. (Stacks up to 1 time)
Unleashes a powerful strike that can even slash dimensions, dealing damage to an enemy.
Grants self 100% of ATK as a [Barrier] for 2 turn(s).
Removes all instances of [Continuous Damage] from self.
When the instances of extra damage of "Skill I" are at its max, attacks after granting a [DEF PEN Lv. 5] buff.
When the instances of extra damage of "Skill I" are at its max, attacks after granting a 300% [Increased DMG Dealt] buff.
When the instances of extra damage of "Skill I" are at its max, the instances of extra damage is reset.
Lv. 2: Skill ATK +13%, Skill MATK +13%
Lv. 3: Skill ATK +13%, Skill MATK +13%
Lv. 4: Skill ATK +13%, Skill MATK +13%
Lv. 5: Skill ATK +13%, Skill MATK +13%
Creates a barrier that blocks a fixed amount of damage.
Attacks while ignoring 50% of the target's DEF.
Increases damage done.
Performs a combined attack with your partner, dealing damage to an enemy.
Attacks after removing [Counterattack] from an enemy.
Lv. 2: Skill ATK +5%, Skill MATK +5%
Lv. 3: Skill ATK +5%, Skill MATK +5%
Lv. 4: Skill ATK +5%, Skill MATK +5%
Lv. 5: Skill ATK +5%, Skill MATK +5%
LR+2: At the start of a turn, grants a [Barrier] equal to 100% of ATK for 1 turn(s) if SP is equal to 8.
LR+5: At the start of a turn, grants a [Barrier] equal to 100% of ATK for 1 turn(s) if SP is equal to 8. Apply 30% [Damage Reduction] on yourself if SP is equal to 8.
Grants 30% [Increased DMG Dealt] when attacking a [Defender].
Transcendence is a new system introduced in the anniversary patch in KR/JPN. It increases the level cap from 125 and every 5 levels you will unlock a new passive. Big thanks to alicanli09 who gathered the information, translated it and shared it with us.
Celebrating his second alt, Yami joins the Sense roster as a very powerful damage dealer specialized in strong single-target attacks.
His skill 1 will inflict an [Extra Attack] equal to 50% of his Atk and Matk - with every cast, it will increase the number of extra attacks by one, up to a maximum of 4. If you have Yami's skill page, it will also grant an [Incrased SPD] buff.
His skill 2 is an area attack, that will remove [Counterattack] from the target before hitting. If the enemy is inflicted with [Bleed], it will stun the target for 1 turn. If it's not suffering from [Bleed], then it will inflict Bleed on the enemy for two turns.
His special attack will grant Yami 100% of his ATK as a Barrier before attacking. He will also remove all instances of [Continuous damage], like Bleed, Poison, etc. If Yami capped the instances of [Extra Attack] from his Skill 1, he will add himself a [DEF Pen] buff before attacking, as well as a 300% [Increased DMG] buff. That's a lot of damage. His combined attack will remove [Counterattack] from the enemy before hitting.
Lastly, his LR Passive will grant Yami 30% [Increased DMG] when hitting a defender class enemy. All in all, Yami has a strong kit against bosses that will make him a great addition to players that didn't get Rhya yet.
However, he is very frail unless heavily invested and his damage, while impressive, needs a few turns to be setup, something he just can't afford in the current meta. Considering the high investment needed and overall mediocre performance, it's unfortunately safe to skip this Yami unless you are a newer player. Dupes
Yami gains a barrier based on 100% of his ATK at the start of the turn if his SP is equal or above 8 at LR2. At LR5, he also gains a 30% [DMG Reduction] buff when he triggers his barrier. This is obviously to help Yami spam his S1 over and over while he gets stacks for his Special attack, giving him some extra layers of protection. Overall the effect is strong, but not really worth the investment.
His skill page grants a 55/100% chance to grant the owner a 10/50% [Increased DMG Dealt] buff before attacking, when using Skill 1.
A very strong effect on Yami himself considering how his kit works, but unfortunately it's not a good generic skill card that can be used on other characters as well. You can replace it with any generic attacker skill page, like Leo's - especially if you have dupes on Yami to ensure he won't fall below the HP% treshold.
Yami can work decently in mono Sense teams, where S5 Charlotte can protect him from harm while he stacks his S1. You can also pair him with characters that can give Counterattack, like William or S6 Luck.
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