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Basic |
Deals 120% ATK to a single target. |
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Ultimate |
A three-hit combo deals Direct DMG equal to 105% of Max HP, with each hit adding 110% of the original Max HP as [True Damage]. Ultra-Ultimate: |
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Passive |
Gain 60% Non-Crit DMG Free at the start. Extreme Passive: Awakened Passive: |
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Awaken Passive |
Gain [Revenge] at the start |
Ultimate hits a column 3 times with True DMG (scales with his Max HP).
True DMG ignores DMG Rate, DMG Free, Evasion, DMG Sharing — making it nearly impossible to reduce or avoid.
Can bypass defensive stacking strategies, even against tanks or dodge-based teams.
Each Ultimate strike triggers Specialized Breakthrough, removing DMG Ignoration (e.g., Taunt, Unyielding, etc.).
Strong counter to heroes or monsters that rely on damage nullification mechanics.
60–80% Non-Crit DMG Free, reduces most non-crit-based incoming damage.
Immune to co-existing with Agility, meaning he’s built for face-tanking damage reliably.
Gains up to 5 revives (with 5★), reviving at 80–100% HP.
On revive, triggers Vengeance Follow-up (150–200% of Ultimate DMG) without using energy.
Becomes more dangerous every time someone dies, scaling revival count with battle progression.
Follow-up from Vengeance costs zero energy, offering high burst potential even in energy-starved rounds.
Scales well with A2, 5★, and Ultra-Ultimate:
+30% Ultimate damage
+35% True DMG scaling
+20% Non-Crit DMG Free
+1 Extra Revival
+50% more Follow-up DMG after revive
+20% Revive HP
Can benefit from Tech emblems (Undying, Amplifier, etc.)
Fits well with speed, control, or burst comps due to flexible role.
Needs high HP build to scale True DMG output effectively.
Needs SPD investment if you want him to strike early or capitalize on turn order.
Not plug-and-play — gear, breakthrough, and positioning all matter.
Does not synergize with Crit builds or Agility-based defensive comps.
Lacks synergy with Crit-oriented lineups, especially if you’re building around Crit DMG/Crit Rate.
His power scales over time as allies/enemies fall — not ideal for short, fast-paced battles where he may not even get a chance to revive.
Longer battles = stronger, but that also means he's weaker early on.
Doesn’t revive immediately on death — only after an enemy acts (similar to TTM), which can lead to timing issues or being ignored in certain comps.
Aside from damage and personal survivability, he doesn’t provide buffs, shields, or Tenacity to allies.
Can be considered selfish compared to utility-focused heroes.
Faces stiff competition in Hi-Tech and Hero slots, especially with the rise of:
UR Flashy Flash (SPD/Assassin)
UR Genos (AoE Burst)
UR Hellfire Flame
UR CE (Core unit)
May not fit into every comp if you’re already committed to those builds.
You already have or plan to build around S.Shatter / Breakthrough comps
You want a durable, True DMG DPS for PvP counterplay
You can gear him with HP% and survivability
You need early-game carry units
You're saving BTs for UR CE, UR Genos, or UR Gouketsu
You don’t like long fights or revival-based mechanics