Makiatto
HP
1819
ATK
844
DEF
504
Stability
9 points
Mobility
4 tiles
Weakness
Burn
Burn
Weapon Type
Sniper Rifle
Ammo Type
Heavy Ammo
Heavy Ammo
Signature Weapon
Combat Skills
Lone Wolf Territory
Ammo: Heavy Ammo
Stability Dmg: 2
Cooldown: 0 turns
Cost: 0
Range: 9 tiles
Area: Target
Selects 1 enemy target within 9 tiles and deals Physical damage equal to 80% of attack to them.
Cold Precision Shot
Ammo: Heavy Ammo
Stability Dmg: 1
Cooldown: 0 turns
Cost: 2
Range: 9 tiles
Area: Target
Lv.1 · Base skill
Selects 1 enemy target within 9 tiles and deals Freeze damage equal to 160% of attack. Increases the critical damage of this attack by 30%. Gains 1 stack of Cold Conviction for each instance of damage dealt.
Changes from fortification; read alongside the base skill and earlier upgrades.
Lv.2 · Fortification 1
Perform two attacks, critical damage will no longer increase, and the damage dealt is decreased to 100% of attack. If the first attack crits, the critical rate of the second attack is increased by 100%, and the critical damage is increased by 80%.
View fortification 1
Professional Tactics
Ammo: Heavy Ammo
Stability Dmg: 2
Cooldown: 3 turns
Cost: 0
Range: 9 tiles
Area: Target
Lv.1 · Base skill
Selects 1 enemy target within 9 tiles of self, deal Physical damage equal to 130% of attack, gain 4 points of Confectance Index, and gain 2 stacks of Standard Approach.
Changes from fortification; read alongside the base skill and earlier upgrades.
Lv.2 · Fortification 4
Change Standard Approach to Emergency Plan.
View fortification 4
Absolute Mental Defense
Stability Dmg: 0
Cooldown: 3 turns
Cost: 0
Range: 9 tiles
Area: Target
Lv.1 · Base skill
Gains Frost Barier and Alert for 2 turns. The absorption amount of Frost Barrier is equal to 65% of the initial attack, but cannot exceed 60% of max HP.
Changes from fortification; read alongside the base skill and earlier upgrades.
Lv.2 · Fortification 2
The absorption amount of Frost Barrier is increased to 80% of this unit's initial attack, and the cap is increased to 80% of max HP. The number of Interception triggered is increased by 1 time per turn.
View fortification 2
Lv.3 · Fortification 6
After using Absolute Mental Defense, gains 2 points of Confectance Index at the end of the action. This effect can be triggered 2 times.
Interception can be triggered once more each turn. If the Interception deals a critical hit, gains Rapture for 1 turn.
View fortification 6
Battlefield Insight
Stability Dmg: 0
Cooldown: 0 turns
Cost: 0
Range: Self tiles
Area: Target
Lv.1 · Base skill
Increases critical rate by 40% and reduces critical damage by 10%.
At the start of the turn, if this unit's HP exceeds 80%, gains Insight and Steady Progress until the next turn. When attacking a target with Frozen, ignores 4 points of Stability Index and increases damage dealt to them by 20%. When attacking a target with Frigid, ignores 6 points of Stability Index and increases damage dealt to them by 30%. These effects cannot stack.
Changes from fortification; read alongside the base skill and earlier upgrades.
Lv.2 · Fortification 3
When dealing Freeze damage to an enemy target with Frozen, increases the Stability Index ignored to 6 points. When dealing Freeze damage to an enemy target with Frigid, increases the stability index ignored to 10 points.
View fortification 3
Lv.3 · Fortification 5
When dealing Freeze damage to an enemy target with Frozen or Frigid, increases the Stability Index ignored to 10 points and damage dealt by 30%.
View fortification 5
Fortification (Vertebrae Upgrades)
| Tier | Target Skill | Level | Upgrade Effect |
|---|---|---|---|
| Tier 1 |
|
2 | Perform two attacks, critical damage will no longer increase, and the damage dealt is decreased to 100% of attack. If the first attack crits, the critical rate of the second attack is increased by 100%, and the critical damage is increased by 80%. |
| Tier 2 |
|
2 | The absorption amount of Frost Barrier is increased to 80% of this unit's initial attack, and the cap is increased to 80% of max HP. The number of Interception triggered is increased by 1 time per turn. |
| Tier 3 |
|
2 | When dealing Freeze damage to an enemy target with Frozen, increases the Stability Index ignored to 6 points. When dealing Freeze damage to an enemy target with Frigid, increases the stability index ignored to 10 points. |
| Tier 4 |
|
2 | Change Standard Approach to Emergency Plan. |
| Tier 5 |
|
3 | When dealing Freeze damage to an enemy target with Frozen or Frigid, increases the Stability Index ignored to 10 points and damage dealt by 30%. |
| Tier 6 |
|
3 | After using Absolute Mental Defense, gains 2 points of Confectance Index at the end of the action. This effect can be triggered 2 times. Interception can be triggered once more each turn. If the Interception deals a critical hit, gains Rapture for 1 turn. |
Helix Keys
| Key | Req. Level | Key Effect |
|---|---|---|
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20 | When the active skill Cold Precision Shot results in a kill, gains 1 point of Confectance Index. |
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20 | Gains 3 points of Confectance Index at the start of the battle. |
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30 | After using the active skill Professional Tactics, if there are no other allied units within 3 tiles, gains 1 stack of Lone Wolf. |
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30 | When using Lone Wolf Territory, Cold Precision Shot, or Professional Tactics on a Freeze tile, cleanses all Freeze debuffs from self and gains 3 tiles of Additional Movement. |
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40 | At the start of the battle, applies Murderous Intent to the enemy unit with the highest HP. |
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40 | Increases attack by 10% at the start of the battle. This effect lasts until HP drops below 100% for the first time. |
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- | ATK +3%, HP +3%, CRIT DMG +3% |
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40 | ATK +5.0% / At the start of the action, if own HP is greater than 80%, reduces Stability Damage taken from attacks by 2 points. This can trigger at most once per turn. |
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60 | Critical damage of Interceptions is increased by 30%. When Absolute Mental Defence is active, gains Extra Command and refunds Confectance Index consumed by the attack with said Extra Command. If the target of extra attacks is a Boss unit, before the attack, inflicts Sugar Overdose for 2 turns. |
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60 | At the start of the battle, increases own ATK by 30% and ignores 30% of enemy target's DEF when attacking; additionally creates 1 high ground on the nearest empty tile. While on high ground, damage dealt increases by 80% and critical damage increases by 30%. When Ambush hits a target, summons 1 Ice Construct nearby. When Ice Construct spawns and at the end its action, if inflicts Taunt on all enemy targets within 3-tile radius (targets that are ambushed and recieve Taunt will not have it take effect immediately), lasting 2 turns. |