Andoris
HP
2288
ATK
591
DEF
642
Stability
12 points
Mobility
6 tiles
Weakness
Corrosion
Corrosion
Weapon Type
Assault Rifle
Ammo Type
Medium Ammo
Medium Ammo
Signature Weapon
Combat Skills
Practice Shot
Ammo: Medium Ammo
Stability Dmg: 4
Cooldown: 0 turns
Cost: 0
Range: 7 tiles
Area: Target
Selects an enemy target within a 7 tile radius and deals Physical damage equivalent to 80% ATK to it
Gentle Offensive
Stability Dmg: 0
Cooldown: 0 turns
Cost: 3
Range: 3 tiles
Area: Target
Lv.1 · Base skill
Selects an empty tile within a 3 tile radius and summons an Auto-Turret. 2 Auto-Turret may exist on the field at the same time. When the number of Auto-Turret exceeds 2, the earliest summoned Auto Turret is automatically destroyed. When Auto Turret is destroyed, increases Confectance Index by 1 point
After skill usage, this skill can be used again
Changes from fortification; read alongside the base skill and earlier upgrades.
Lv.2 · Fortification 1
Increases the summon range of Auto-Turret by 3 tiles. Increases the attack range of Auto-Turret by 1 tile
New effect is added for Crash Mimicry - Increases Electric damage dealt by 30% for self
Added a new passive En Passant to Auto-Turret
View fortification 1
Lv.3 · Fortification 6
3 Auto-Turret may exist on the field at the same time. Decreases the Confectance Index cost to activate this skill by 1 point. After skill usage, Andoris gains Extra Command instead of only being able to use Gentle Offensive
New effect is added - For each Auto-Turret on the field, when an ally deals Electric damage, increases ATK by 10% for that attack
View fortification 6
Streamlined Tactics
Ammo: Medium Ammo
Stability Dmg: 3
Cooldown: 0 turns
Cost: 0
Range: 7 tiles
Area: Target
Lv.1 · Base skill
Selects an enemy target within a 7 tile radius, applies Electro-Charge before attacking for 2 turns, then deals Electric damage equivalent to 110% ATK to it
Changes from fortification; read alongside the base skill and earlier upgrades.
Lv.2 · Fortification 5
New effect is added for Electro-Charge - when holders of Electro-Charge end their action, applies Electro-Charge to all allies without Electro-Charge within a 3 tile radius for 2 turns. When taking Electric damage, increases damage received by 15%
View fortification 5
Fortification Protocol
Stability Dmg: 0
Cooldown: 2 turns
Cost: 0
Range: Self tiles
Area: Entire Map
Lv.1 · Base skill
Restores 8 Stability and gains Fortified Stance for self for 2 rounds (Duration decreases at the end of the current round). Applies 2 stacks of Shelter and 3 turns of Positive Charge for all allies
Changes from fortification; read alongside the base skill and earlier upgrades.
Lv.2 · Fortification 2
New effect is added - Fully restores Stability for self, restores HP equivalent to 20% of self's max HP, and cleanses all debuffs from self
When Andoris is on the field, applies Movement Up II and Damage Up II for all allies with Positive Charge
View fortification 2
Delayed Response
Stability Dmg: 0
Cooldown: 0 turns
Cost: 0
Range: Self tiles
Area: Target
Lv.1 · Base skill
At the start of the battle, gains Self-Diagnosis. This effect can be reactivated again after 3 rounds
When allies with Positive Charge receives damage, Andoris shares 45% of the Initial Damage. When using an active attack against an enemy with Negative Charge, Andoris restores HP equivalent to 20% of self's max HP
When receiving damage, restores HP equivalent to 5% of self's max HP, increases Confectance Index by 1 point, and applies 1 stack of Blunted Nerves for self and all Auto-Turret on the field. If Andoris is not under the protection of Cover, decreases Confectance Index by 1 point and decreases damage received by 20%
Changes from fortification; read alongside the base skill and earlier upgrades.
Lv.2 · Fortification 3
New effect is added - Decreases Stability damage received by 1 point. At the start of the battle, increases ATK for self and Auto-Turret by 30% of Andoris' initial DEF. Blunted Nerves is also applied when Auto-Turret receives damage
New effect is added for Blunted Nerves - Increases DEF by 20% instead, and increases the maximum number of stacks by 3
View fortification 3
Lv.3 · Fortification 4
At the start of the battle, increases the maximum amount of Stability by 6 points
Enhances the effect of Self-Diagnosis - When receiving fatal damage, restores HP equivalent to 60% of max HP, restores Stability to full, and gains Fortified Stance (Duration decreases at the end of the current round) for 2 rounds
View fortification 4
Entity Summons
Auto-Turret
Summoned Unit
Auto-Turret cannot move, and has the ability to apply Negative Charge. It automatically attacks at the end of Andoris' turn.
HP
50% of Andoris' initial HP
ATK
50% of Andoris' initial ATK
DEF
100% of Andoris' initial DEF
Stability
0 points
Mobility
0 tiles
Charged Shot
Selects an enemy target within a 6 tile radius, applies Negative Charge for 2 turns, and deals Electric damage equivalent to 100% ATK to it
Info Relay
At the end of the action, applies Negative Charge on 2 targets within a 6 tile radius for 2 turns
Crash Mimicry
Auto-Turret cannot be healed or have a Shield applied on it, but is immune to Crowd control effects
En Passant
When enemies within attack range receives single target Electric damage from allies' active attacks, Auto-Turret activates Action Support against the enemy first, dealing Electric damage equivalent to 100% ATK and 1 Stability Damage to it, and applies Negative Charge for 2 turns
This passive is only unlocked after reaching Vertebrae 1
Fortification (Vertebrae Upgrades)
| Tier | Target Skill | Level | Upgrade Effect |
|---|---|---|---|
| Tier 1 |
|
2 | Increases the summon range of Auto-Turret by 3 tiles. Increases the attack range of Auto-Turret by 1 tile New effect is added for Crash Mimicry - Increases Electric damage dealt by 30% for self Added a new passive En Passant to Auto-Turret |
| Tier 2 |
|
2 | New effect is added - Fully restores Stability for self, restores HP equivalent to 20% of self's max HP, and cleanses all debuffs from self When Andoris is on the field, applies Movement Up II and Damage Up II for all allies with Positive Charge |
| Tier 3 |
|
2 | New effect is added - Decreases Stability damage received by 1 point. At the start of the battle, increases ATK for self and Auto-Turret by 30% of Andoris' initial DEF. Blunted Nerves is also applied when Auto-Turret receives damage New effect is added for Blunted Nerves - Increases DEF by 20% instead, and increases the maximum number of stacks by 3 |
| Tier 4 |
|
3 | At the start of the battle, increases the maximum amount of Stability by 6 points Enhances the effect of Self-Diagnosis - When receiving fatal damage, restores HP equivalent to 60% of max HP, restores Stability to full, and gains Fortified Stance (Duration decreases at the end of the current round) for 2 rounds |
| Tier 5 |
|
2 | New effect is added for Electro-Charge - when holders of Electro-Charge end their action, applies Electro-Charge to all allies without Electro-Charge within a 3 tile radius for 2 turns. When taking Electric damage, increases damage received by 15% |
| Tier 6 |
|
3 | 3 Auto-Turret may exist on the field at the same time. Decreases the Confectance Index cost to activate this skill by 1 point. After skill usage, Andoris gains Extra Command instead of only being able to use Gentle Offensive New effect is added - For each Auto-Turret on the field, when an ally deals Electric damage, increases ATK by 10% for that attack |
Helix Keys
| Key | Req. Level | Key Effect |
|---|---|---|
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20 | At the start of the battle, increases Confectance Index by 3 points |
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20 | When dealing Electric damage, if the target is in Stability Break and has Electro-Charge, additionally deals fixed damage equivalent to 10% ATK to it |
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30 | When Andoris applies Positive Charge for allies, cleanses 2 debuffs from them and all Auto-Turret |
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30 | When Andoris is on the field, if an allied unit with Positive Charge ends their action within a 3 tile radius of another ally with Positive Charge, they gain 1 stack of Shelter |
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40 | At the start of the battle, applies Positive Charge for all allies for 3 turns |
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40 | At the start of the battle, applies Electro-Charge on the enemy with the highest HP for 2 turns |
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- | ATK +3%, DEF +3%, HP +3% |
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40 | DEF +5% / For each Electric type debuff present on the field, increases damage dealt by 5%, up to a maximum of 10%, which lasts till the end of the round |
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60 | At the end of an Auto-Turret action, if it did not dealt any damage, increases Confectance Index for Andoris by 2 points. Before Auto-Turret attacks a target with Negative Charge, increases ATK for self by 50% When allies with Positive Charge receives damage, Andoris shares 65% of the Intial Damage. After Andoris receives damage for an ally, for each stack of Blunted Nerves held by all allies, Andoris restores HP equivalent to 0.5% max HP At the end of Andoris' action, applies Positive Charge for the closest ally for 3 turns |