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Basic |
Three hits on a single target causes 120% ATK DMG. |
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Ultimate |
Increases own [Instant Damage Hit Rate] and [Specialized Hit Rate] by 50% (Ultra-Ultimate: 70%). |
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Passive |
Grants self 60% (Extreme Passive: 70%) (Awakened Passive: 80%) [Non-Crit Damage Reduction].
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Awaken Passive |
Gains 2 (Awakened 2: 3) charges of [Momentum Return].
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Extremely High AoE Damage: His Ultimate deals up to 5400% ATK DMG to a row, one of the highest raw multipliers in the game. The Ultimate also includes 3-hit combos, each of which can trigger Specialized Breakthrough, making him a nightmare against defensive setups.
Berserk Mode Scaling: Enters a Berserk state that boosts ATK by up to 130%, dramatically enhancing his offensive pressure.
Massive Damage Penetration: Ignores up to 50% of Evasion, Specialized Evasion, and Non-Crit DMG Reduction, enabling him to punch through dodge-heavy or tanky enemies.
Disruption Utility: Reduces Regroup/Revenge revive counts by up to 7, which hard counters revive-heavy comps (e.g., CE or Carnage teams). Dispels Specialized Counter DMG effects — counters units like Amai Mask or others relying on reflect mechanics.
Frontline Immunity Support: Grants Fear, Stun, and Specialized Stun immunity to himself and same-column allies — good synergy with other frontliners or carries.
Defensive Layers: Up to 80% Non-Crit DMG Reduction + Suppression DMG Reduction (up to 170%) if his ATK is higher than the target — makes him surprisingly tanky for a DPS.
Clutch Survival Potential: [Momentum Return] revive (up to 200% HP) allows him to return to the field even after all allies fall. Excess HP becomes Max HP, helping in comebacks or endurance fights.
Simple Energy Cost: Only 2 Energy for his Ultimate, allowing for more flexible energy management in team comps.
Versatile Role: Can function as both a main DPS and a semi-tank disruptor, especially in mid-to-late-game PVP where revives and control are common.
Dependent on High ATK Stats: Several defensive mechanics (like Suppression DMG Reduction) only apply if his ATK is higher than the target’s, limiting effectiveness against tanky or buffed enemies.
Single-Row AoE: Despite the huge damage, his AoE is limited to one row, which can be less impactful against scattered or backline-focused comps.
Vulnerable if Crowd Controlled Early: While he has decent immunities, he can still be susceptible to debuffs like Weaken, Unyielding Disable, or Seal, unless protected.
Momentum Return is Conditional: He only revives after all allies are defeated, so it's not a standard revive like CE’s core. Not ideal in teams that rely on long-term synergy.
No Crit Protection: Compared to newer units like UR Garou or UR Sonic, he lacks Crit Resist or “No Crit No Death” effects, making him vulnerable to crit-heavy burst comps.
Energy Competition in Meta Teams: In teams that include other energy-demanding units, his Ult might get delayed or skipped, especially in round 1 when energy is limited.
No Scaling True DMG: Unlike some top-tier DPS like Garou or Sonic, he does not deal True DMG, meaning his damage can still be reduced by high DMG Reduction setups if not using Berserk.
No Team-Wide Buffs: Most of his buffs (immunity or Berserk) are self or column-limited, offering less utility compared to support-DPS hybrids like Sonic V2.