HakazumiBot (talk | contribs) m (clean up) |
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|core_strengths = Fire DMG, Ignite, Time Mastery |
|core_strengths = Fire DMG, Ignite, Time Mastery |
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|profile = Melee DPS. |
|profile = Melee DPS. |
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− | |||
Deals Fire DMG at specific timing. |
Deals Fire DMG at specific timing. |
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− | |||
High sustainability. |
High sustainability. |
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|unlock_cost = {{currency|Flame Sakitama Soul|40}} |
|unlock_cost = {{currency|Flame Sakitama Soul|40}} |
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Line 23: | Line 21: | ||
{{Battlesuit Skills |
{{Battlesuit Skills |
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|shared = Valkyrie Bladestrike |
|shared = Valkyrie Bladestrike |
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+ | |||
|leader = Eternal Cycle |
|leader = Eternal Cycle |
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− | |leaderEffect = Team gains 25% DEF in battle. BIO-type characters gain 6% Max HP. |
+ | |leaderEffect = Team gains '''25%''' DEF in battle. BIO-type characters gain '''6%''' Max HP. |
|leaderMiddle = Eternal Cycle |
|leaderMiddle = Eternal Cycle |
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|leaderMiddleEffect = Team gains <span class="inc">40%</span> DEF in battle. BIO-type characters gain <span class="inc">9%</span> Max HP. |
|leaderMiddleEffect = Team gains <span class="inc">40%</span> DEF in battle. BIO-type characters gain <span class="inc">9%</span> Max HP. |
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Line 30: | Line 29: | ||
|leaderMiddleShared = yes |
|leaderMiddleShared = yes |
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|leaderMiddleImage = Survival 1 |
|leaderMiddleImage = Survival 1 |
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+ | |||
|special = Combo: Firewind |
|special = Combo: Firewind |
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− | |specialEffect = |
+ | |specialEffect = Leaping Slash ATK with both blades drawn. |
⚫ | |||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | |||
⚫ | |||
− | |||
⚫ | |||
|specialTop = Asura |
|specialTop = Asura |
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− | |specialTopEffect = Combo follow-up attacks increase Fire DMG by <span class="inc">25%</span> and Ice and Lightning DMG by 10% for |
+ | |specialTopEffect = Combo follow-up attacks increase Fire DMG by <span class="inc">25%</span> and Ice and Lightning DMG by '''10%''' for '''15s'''. |
|specialTopImage = Damage 2 |
|specialTopImage = Damage 2 |
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|specialMiddle = QTE: Backfire |
|specialMiddle = QTE: Backfire |
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− | |specialMiddleEffect = Triggers QTE when enemy is paralyzed, dealing <span class="inc">50.0%</span> ATK x [ATK] button tap count (up to 12) + 100% ATK of Fire DMG. |
+ | |specialMiddleEffect = Triggers QTE when enemy is paralyzed, dealing <span class="inc">50.0%</span> ATK x [ATK] button tap count (up to '''12''') + '''100%''' ATK of Fire DMG. |
|specialMiddleImage = Switch 1 |
|specialMiddleImage = Switch 1 |
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|specialBottom = Crimson Sunset |
|specialBottom = Crimson Sunset |
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− | |specialBottomEffect = Switch entry triggers a <span class="inc">3. |
+ | |specialBottomEffect = Switch entry triggers a <span class="inc">3.1s</span> Time Fracture. CD: '''32s'''. This effect can only be activated '''10s''' after the stage begins. |
|specialBottomUnlock = S |
|specialBottomUnlock = S |
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|specialBottomImage = Enhance 3 |
|specialBottomImage = Enhance 3 |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
After certain moves (4th hit of Basic ATK or Combo ATK), tap the [ATK] button when a flashing circle appears on the character to trigger follow-up attacks, dealing massive Fire DMG. |
After certain moves (4th hit of Basic ATK or Combo ATK), tap the [ATK] button when a flashing circle appears on the character to trigger follow-up attacks, dealing massive Fire DMG. |
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|passiveImage = Yae Sakura Passive |
|passiveImage = Yae Sakura Passive |
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|passiveTop = Ancient Dream |
|passiveTop = Ancient Dream |
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− | |passiveTopEffect = Ignores combo interruption once. Can be triggered once every <span class="inc"> |
+ | |passiveTopEffect = Ignores combo interruption once. Can be triggered once every <span class="inc">30s</span>. Applies for the whole team. |
|passiveTopShared = yes |
|passiveTopShared = yes |
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|passiveTopUnlock = S |
|passiveTopUnlock = S |
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|passiveTopImage = Enhance 2 |
|passiveTopImage = Enhance 2 |
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|passiveMiddle = Artful Blade |
|passiveMiddle = Artful Blade |
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− | |passiveMiddleEffect = Basic follow-up attacks increase character's Zanshin by <span class="inc">225</span> upon hitting a target. For every 200 Zanshin, gain 17% (up to 68%) Total DMG Multiplier. When the character is deployed, consume 30 Zanshin per second. |
+ | |passiveMiddleEffect = Basic follow-up attacks increase character's Zanshin by <span class="inc">225</span> upon hitting a target. For every '''200''' Zanshin, gain '''17%''' (up to '''68%''') Total DMG Multiplier. When the character is deployed, consume '''30''' Zanshin per second. |
|passiveMiddleShared = yes |
|passiveMiddleShared = yes |
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|passiveMiddleUnlock = SS |
|passiveMiddleUnlock = SS |
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|passiveBottomShared = yes |
|passiveBottomShared = yes |
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|passiveBottomImage = Damage 2 |
|passiveBottomImage = Damage 2 |
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+ | |||
|ultimate = Yae's Inferno |
|ultimate = Yae's Inferno |
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− | |ultimateEffect = |
+ | |ultimateEffect = Attacks a random enemy multiple times and inflicts Time Lock to enemies within a large AOE. |
⚫ | |||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | |||
⚫ | |||
− | |||
⚫ | |||
|ultTop = Surya's Burn |
|ultTop = Surya's Burn |
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|ultTopEffect = Each hit of the Ultimate combo strike deals an additional <span class="inc">200%</span> ATK of Fire DMG. |
|ultTopEffect = Each hit of the Ultimate combo strike deals an additional <span class="inc">200%</span> ATK of Fire DMG. |
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|ultTopImage = Damage 3 |
|ultTopImage = Damage 3 |
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|ultMiddle = Red Cloud |
|ultMiddle = Red Cloud |
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− | |ultMiddleEffect = For 10s after casting Ultimate, character attacks gain <span class="inc">19%</span> Total DMG Multiplier. |
+ | |ultMiddleEffect = For '''10s''' after casting Ultimate, character attacks gain <span class="inc">19%</span> Total DMG Multiplier. |
|ultMiddleUnlock = S |
|ultMiddleUnlock = S |
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|ultMiddleImage = Damage 2 |
|ultMiddleImage = Damage 2 |
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|ultBottomUnlock = SSS |
|ultBottomUnlock = SSS |
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|ultBottomImage = Damage 2 |
|ultBottomImage = Damage 2 |
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+ | |||
|evasion = Blazing Dance |
|evasion = Blazing Dance |
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− | |evasionEffect = |
+ | |evasionEffect = Quickly cartwheels away to evade enemy attacks. |
⚫ | |||
− | |||
⚫ | |||
|evasionTop = Hazy Moon |
|evasionTop = Hazy Moon |
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− | |evasionTopEffect = Upon triggering an Ultimate Evasion, gains Ignore Interrupt and <span class="inc">30.0%</span> Total DMG Multiplier for 4s. |
+ | |evasionTopEffect = Upon triggering an Ultimate Evasion, gains Ignore Interrupt and <span class="inc">30.0%</span> Total DMG Multiplier for '''4s'''. |
|evasionTopImage = Survival 3 |
|evasionTopImage = Survival 3 |
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|evasionMiddle = Shokudai Kiri |
|evasionMiddle = Shokudai Kiri |
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− | |evasionMiddleEffect = Shortens CD of Time Fracture by <span class="inc">2. |
+ | |evasionMiddleEffect = Shortens CD of Time Fracture by <span class="inc">2.5s</span>. |
|evasionMiddleShared = yes |
|evasionMiddleShared = yes |
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|evasionMiddleImage = Survival 1 |
|evasionMiddleImage = Survival 1 |
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+ | |||
|basic = Ryuka Blade |
|basic = Ryuka Blade |
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− | |basicEffect = |
+ | |basicEffect = Quick 5-sequence slash. Evading during the first 3 sequence will not break the sequence. |
⚫ | |||
− | |||
− | + | 4th Sequence: '''150%''' ATK of Physical DMG. |
|
⚫ | |||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | |||
⚫ | |||
− | |||
⚫ | |||
⚫ | |||
|basicTop = Transcendent Realms |
|basicTop = Transcendent Realms |
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− | |basicTopEffect = When Combo Hit Counts reach 30 and 50, each sequence of the Basic ATK deals another <span class="inc">30.0%</span> and <span class="inc">50.0%</span> Fire DMG, respectively. Character also gains Ignore Interrupt during Basic ATKs. |
+ | |basicTopEffect = When Combo Hit Counts reach '''30''' and '''50''', each sequence of the Basic ATK deals another <span class="inc">30.0%</span> and <span class="inc">50.0%</span> Fire DMG, respectively. Character also gains Ignore Interrupt during Basic ATKs. |
|basicTopImage = Survival 2 |
|basicTopImage = Survival 2 |
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|basicMiddle = Imperial Tachi |
|basicMiddle = Imperial Tachi |
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− | |basicMiddleEffect = First 4 sequences of the Basic ATK gain <span class="inc">30%</span> Attack Speed. For the 4th sequence, gain 80% Total DMG Reduction and greatly increased Ignore Interrupt. |
+ | |basicMiddleEffect = First 4 sequences of the Basic ATK gain <span class="inc">30%</span> Attack Speed. For the 4th sequence, gain '''80%''' Total DMG Reduction and greatly increased Ignore Interrupt. |
|basicMiddleShared = yes |
|basicMiddleShared = yes |
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|basicMiddleImage = Damage 1 |
|basicMiddleImage = Damage 1 |
Revision as of 22:13, 16 May 2022
Yae Sakura battlesuit added in Version 2.2.3.
Melee DPS.
Deals Fire DMG at specific timing.
High sustainability.
Flame Sakitama (Japanese: 真炎幸魂 Shinen Sakitama; Chinese: 真炎幸魂 Zhēn Yán Xìng Hún) is a playable battlesuit in Honkai Impact 3rd.
Skills
Leader Bonus: Team gains 25% DEF in battle. BIO-type characters gain 6% Max HP.
Passive bonuses apply automatically.
After certain moves (4th hit of Basic ATK or Combo ATK), tap the [ATK] button when a flashing circle appears on the character to trigger follow-up attacks, dealing massive Fire DMG.
Quickly cartwheels away to evade enemy attacks.
Time Fracture: Triggers Time Fracture upon an Ultimate Evasion, slowing all enemies for 3s. CD: 15s.
Quick 5-sequence slash. Evading during the first 3 sequence will not break the sequence.
1st to 3rd Sequences: 100% + 100% + 150% ATK of Physical DMG.
4th Sequence: 150% ATK of Physical DMG.
5th Sequence: 150% ATK of Physical DMG.
Basic Follow-up ATK: After the 4th Sequence, wait for a flashing circle to appear and then immediately tap [ATK].
Basic Follow-up ATK deals 650% ATK of Fire DMG and Ignites the target to further deal 50 Fire DMG per 0.5s for 10s.
Attacks a random enemy multiple times and inflicts Time Lock to enemies within a large AOE.
Guren Lotus: Attacks a random enemy 8 times, with each time dealing 200% ATK of Fire DMG.
Karmic Flame: 400% ATK of Fire DMG to enemies in a large area and inflicts Time Slow for 4.5s.
Blazing Tempo: Empowers character from Iron Body and faster attack for 9s. Follow-up attacks can be triggered without having to tap the [ATK] button at the precise time.
Leaping Slash ATK with both blades drawn.
Combo Slash: 150% ATK of Physical DMG.
Combo Follow-up ATK: Pause tapping [ATK] after Combo ATK and tap [ATK] again when the circle appears.
Combo Follow-up ATK deals 220% ATK of Fire DMG and ignites enemies hit to deal 50 Fire DMG per 10s.
Leader Bonus: Team gains 25% DEF in battle. BIO-type characters gain 6% Max HP.
Passive bonuses apply automatically.
After certain moves (4th hit of Basic ATK or Combo ATK), tap the [ATK] button when a flashing circle appears on the character to trigger follow-up attacks, dealing massive Fire DMG.
Quickly cartwheels away to evade enemy attacks.
Time Fracture: Triggers Time Fracture upon an Ultimate Evasion, slowing all enemies for 3s. CD: 15s.
Quick 5-sequence slash. Evading during the first 3 sequence will not break the sequence.
1st to 3rd Sequences: 100% + 100% + 150% ATK of Physical DMG.
4th Sequence: 150% ATK of Physical DMG.
5th Sequence: 150% ATK of Physical DMG.
Basic Follow-up ATK: After the 4th Sequence, wait for a flashing circle to appear and then immediately tap [ATK].
Basic Follow-up ATK deals 650% ATK of Fire DMG and Ignites the target to further deal 50 Fire DMG per 0.5s for 10s.
Attacks a random enemy multiple times and inflicts Time Lock to enemies within a large AOE.
Guren Lotus: Attacks a random enemy 8 times, with each time dealing 200% ATK of Fire DMG.
Karmic Flame: 400% ATK of Fire DMG to enemies in a large area and inflicts Time Slow for 4.5s.
Blazing Tempo: Empowers character from Iron Body and faster attack for 9s. Follow-up attacks can be triggered without having to tap the [ATK] button at the precise time.
Leaping Slash ATK with both blades drawn.
Combo Slash: 150% ATK of Physical DMG.
Combo Follow-up ATK: Pause tapping [ATK] after Combo ATK and tap [ATK] again when the circle appears.
Combo Follow-up ATK deals 220% ATK of Fire DMG and ignites enemies hit to deal 50 Fire DMG per 10s.
※Any numbers shown are for MAX level skills.
Guides
BBS Equipment Builds
BBS, an official Chinese equivalent to HoYoLAB for miHoYo games, has a Honkai Impact 3 wiki on which they present Captains with what is generally agreed on to be the best equipment builds available, aimed towards both the new and the veteran Captains. BBS separates gear recommendations by what we'll refer to as "tiers" and "criteria".
Tiers serve as means of separating all the different gear builds. Available tiers:
- Recommended Equipment: Equipment build suited for what the battlesuit does the best. A lot of the times it's unique to just one specific battlesuit.
- Auxiliary Equipment: Extra equipment build specifically for Supports, providing Captains with more alternatives.
- Universal Equipment: Equipment build that is interchangeable with other characters performing the same role, without many drawbacks, or the most popular alternative to recommend equipment.
- Transitional Equipment: Equipment build that can be used as a placeholder until a better gear is acquired. Easy to get since most if not all items are farmable. Good when starting out.
Criteria are visualized via meters that fill until they reach 100% - at which point the build fully meets the set criteria. Available criteria:
- Offensive Ability: How much does the build help the battlesuit deal more dmg?
- Functionality: How functional the build is when put together?
- Compatibility: How well does the build fit the battlesuit's role/kit?
Recommended Equipment | |
---|---|
Offensive Ability | 100% |
Functionality | 70% |
Compatibility | 80% |
Auxiliary Equipment | |
Offensive Ability | 20% |
Functionality | 80% |
Compatibility | 70% |
Universal Equipment | |
Offensive Ability | 60% |
Functionality | 50% |
Compatibility | 50% |
Transitional Equipment | |
Offensive Ability | 60% |
Functionality | 50% |
Compatibility | 50% |