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Basic |
Deals 120% ATK to a single target. |
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Ultimate |
Deals 800% (Ultra-Ultimate: 1100%) ATK DMG of direct damage to enemies within the cross range, 100% chance to add [Lock] to all enemies for 2 rounds. |
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Passive |
Gain 60% (Extreme Passive: 70%) (Awakened Passive: 80%) Non-CRIT Dmg Free.
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Awaken Passive |
At the beginning, all allies gain a [Specialized Resilience] effect equal to 100% (Awakened 2: 150%) of their own MAX HP. |
Grants 100% Max HP Toughness Shield to all allies at battle start (Awakened Passive), significantly increasing team durability.
100% Lock to all enemies with Ultimate, preventing follow-up chains (Follow-up, Linked, Continuous, Stun, etc.)—devastating in both PVP and PVE.
Reduces enemy [Specialized Toughness Absorb] and increases his own, allowing his shield to be more effective while weakening enemy ones.
Ultimate deals up to 1100% ATK with scaling upgrades.
[Lock] adds 200% ATK Continuous DMG that cannot be dodged, and affects every round.
[Specialized Corrode] applies a 3000% ATK total across 10 hits, and spreads to other enemies if the target is defeated.
Ultra-Ultimate massively boosts DMG and shield manipulations.
Awakened 2 makes Lock even more oppressive, adding another round of 100% ATK Lock and changing follow-up True DMG from 4 random enemies → ALL enemies.
Reduces Continuous Explosion DMG taken by the entire team up to 80% (with 5P).
Reduces Non-Crit DMG taken up to 80% as well.
Lock shuts down a lot of meta follow-up and stun-based combos.
High shielding and damage negation makes him a nightmare to remove early.
True DMG bypasses most defensive setups.
Although his kit provides strong True/Corrode/Lock DMG over time, he lacks a burst kill potential compared to nukers like UR FF or Carnage Kabuto.
Without Awakened Passive, he’s missing the key Toughness Shield, which is vital for team defense.
Without Awakened 2, the Lock duration and scaling are more manageable by opponents.
Enemies immune to Lock or with cleanse mechanics (e.g., Gouketsu KS, CE core, DK shields) can greatly reduce his utility.
Cannot Lock if enemies have debuff resistance or immunity rounds (common in top-tier comps).
Doesn’t provide energy, core, or healing; must be built into teams already optimized for utility/tank.
May be less effective in full DPS rush teams where speed matters more than control.
Needs Awakened 1 and 2 + Ultra-Ult to be at full power, meaning high BT and RC cost.
Less useful at low star or 0 Awakened unless just used as an off-tank.