Liino
Traits
Attribute
Traits
Attribute
Großzügige Verstärkungseffekte
FP-Generierung
Vielseitig einsetzbar durch ihre Kampffertigkeit
Einfach zu spielen, ohne komplexe Mechaniken
Stark von ihrer Signature-Waffe abhängig, um die maximalen Verstärkungseffekte herauszuholen
Golden Age (BP) ist eine gute, aber deutlich schwächere und bei den Verstärkungseffekten die einzig wirklich sinnvolle Alternative zur Signature-Waffe
Liino ist eine 6★-Electric-Supporterin mit Polearm. Ihre Fertigkeiten kombinieren Gruppenheilung, ANG-Verstärkung und Elektro-/Natur-Amps.
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 51 | — | 500 | — |
| Will [L] | Will +20 | 1/3 | Will +156 | 9/9 |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/3 | Treatment Efficiency +46.4% | 9/9 |
| Medicant: Shimmering Curtain | Main attribute +16.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +3.5% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. | 1/4 | Main attribute +44.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +9.8% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. | 9/9 |
| — | Will [L] | Treatment Efficiency [L] | Medicant: Shimmering Curtain |
|---|---|---|---|
| RANK 1 | Will +20 | Treatment Efficiency +6.0% | Main attribute +16.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +3.5% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 2 | Will +36 | Treatment Efficiency +10.7% | Main attribute +19.2%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.2% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 3 | Will +52 | Treatment Efficiency +15.5% | Main attribute +22.4%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.9% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 4 | Will +68 | Treatment Efficiency +20.2% | Main attribute +25.6%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +5.6% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 5 | Will +84 | Treatment Efficiency +25.0% | Main attribute +28.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +6.3% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 6 | Will +100 | Treatment Efficiency +29.8% | Main attribute +32.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +7.0% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 7 | Will +116 | Treatment Efficiency +34.5% | Main attribute +35.2%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +7.7% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 8 | Will +132 | Treatment Efficiency +39.3% | Main attribute +38.4%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +8.4% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 9 | Will +156 | Treatment Efficiency +46.4% | Main attribute +44.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +9.8% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 51 | — | None |
| Will [L] | Will +20 | 1/3 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 146 | — | 146 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Will [L] | Will +20 | 1/3 | Will +36 | 2/5 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/3 | Treatment Efficiency +6.0% | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 247 | — | 247 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Will [L] | Will +36 | 2/5 | Will +36 | 2/6 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/4 | Treatment Efficiency +10.7% | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 348 | — | 348 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Will [L] | Will +36 | 2/6 | Will +52 | 3/8 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7% | 2/6 | Treatment Efficiency +10.7% | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 449 | — | 449 | — | [item:124 x30][item:111 x16][item:1050 x8][item:642 x90000] |
| Will [L] | Will +52 | 3/8 | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7% | 2/7 | Treatment Efficiency +15.5% | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 500 | — | None |
| Will [L] | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +15.5% | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 49 | — | 485 | — |
| Will [L] | Will +20 | 1/3 | Will +156 | 9/9 |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/3 | Treatment Efficiency +46.4%. | 9/9 |
| Pursuit: Great Hero | Electric DMG Dealt +6.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +5.0% for 20s. Effects of the same name cannot stack. | 1/4 | Electric DMG Dealt +16.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +11.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +14.0% for 20s. Effects of the same name cannot stack. | 9/9 |
| — | Will [L] | Treatment Efficiency [L] | Pursuit: Great Hero |
|---|---|---|---|
| RANK 1 | Will +20 | Treatment Efficiency +6.0%. | Electric DMG Dealt +6.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +5.0% for 20s. Effects of the same name cannot stack. |
| RANK 2 | Will +36 | Treatment Efficiency +10.7%. | Electric DMG Dealt +7.2%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.8% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +6.0% for 20s. Effects of the same name cannot stack. |
| RANK 3 | Will +52 | Treatment Efficiency +15.5%. | Electric DMG Dealt +8.4%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +5.6% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +7.0% for 20s. Effects of the same name cannot stack. |
| RANK 4 | Will +68 | Treatment Efficiency +20.2%. | Electric DMG Dealt +9.6%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +6.4% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +8.0% for 20s. Effects of the same name cannot stack. |
| RANK 5 | Will +84 | Treatment Efficiency +25.0%. | Electric DMG Dealt +10.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +7.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +9.0% for 20s. Effects of the same name cannot stack. |
| RANK 6 | Will +100 | Treatment Efficiency +29.8%. | Electric DMG Dealt +12.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +8.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +10.0% for 20s. Effects of the same name cannot stack. |
| RANK 7 | Will +116 | Treatment Efficiency +34.5%. | Electric DMG Dealt +13.2%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +8.8% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +11.0% for 20s. Effects of the same name cannot stack. |
| RANK 8 | Will +132 | Treatment Efficiency +39.3%. | Electric DMG Dealt +14.4%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +9.6% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +12.0% for 20s. Effects of the same name cannot stack. |
| RANK 9 | Will +156 | Treatment Efficiency +46.4%. | Electric DMG Dealt +16.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +11.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +14.0% for 20s. Effects of the same name cannot stack. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 49 | — | None |
| Will [L] | Will +20 | 1/3 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 142 | — | 142 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Will [L] | Will +20 | 1/3 | Will +36 | 2/5 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/3 | Treatment Efficiency +6.0%. | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 240 | — | 240 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Will [L] | Will +36 | 2/5 | Will +36 | 2/6 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/4 | Treatment Efficiency +10.7%. | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 338 | — | 338 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Will [L] | Will +36 | 2/6 | Will +52 | 3/8 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7%. | 2/6 | Treatment Efficiency +10.7%. | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 436 | — | 436 | — | [item:124 x30][item:104 x16][item:115 x8][item:642 x90000] |
| Will [L] | Will +52 | 3/8 | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7%. | 2/7 | Treatment Efficiency +15.5%. | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 485 | — | None |
| Will [L] | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +15.5%. | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 51 | — | 500 | — |
| Main Attribute [L] | Main attribute +17 | 1/3 | Main attribute +132 | 9/9 |
| ATK [L] | ATK +5% | 1/3 | ATK +39% | 9/9 |
| Suppression: Astrophysics | Arts DMG Dealt +12.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +12.0% for 15.00s. When the wielder casts a combo skill, Arts DMG Dealt +12% for 15s. The two effects apply separately and do not stack with themselves. | 1/4 | Arts DMG Dealt +33.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +33.6% for 15.00s. When the wielder casts a combo skill, Arts DMG Dealt +33.6% for 15s. The two effects apply separately and do not stack with themselves. | 9/9 |
| — | Main Attribute [L] | ATK [L] | Suppression: Astrophysics |
|---|---|---|---|
| RANK 1 | Main attribute +17 | ATK +5% | Arts DMG Dealt +12.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +12.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +12.0% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 2 | Main attribute +30 | ATK +9% | Arts DMG Dealt +14.4%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +14.4% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +14.4% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 3 | Main attribute +44 | ATK +13% | Arts DMG Dealt +16.8%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +16.8% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +16.8% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 4 | Main attribute +57 | ATK +17% | Arts DMG Dealt +19.2%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +19.2% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +19.2% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 5 | Main attribute +71 | ATK +21% | Arts DMG Dealt +21.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +21.6% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +21.6% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 6 | Main attribute +85 | ATK +25% | Arts DMG Dealt +24.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +24.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +24.0% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 7 | Main attribute +98 | ATK +29% | Arts DMG Dealt +26.4%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +26.4% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +26.4% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 8 | Main attribute +112 | ATK +33% | Arts DMG Dealt +28.8%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +28.8% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +28.8% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 9 | Main attribute +132 | ATK +39% | Arts DMG Dealt +33.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +33.6% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +33.6% for 15s. The two effects apply separately and do not stack with themselves. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 51 | — | None |
| Main Attribute [L] | Main attribute +17 | 1/3 | — |
| ATK [L] | ATK +5% | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 146 | — | 146 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Main Attribute [L] | Main attribute +17 | 1/3 | Main attribute +30 | 2/5 | — |
| ATK [L] | ATK +5% | 1/3 | ATK +5% | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 247 | — | 247 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Main Attribute [L] | Main attribute +30 | 2/5 | Main attribute +30 | 2/6 | — |
| ATK [L] | ATK +5% | 1/4 | ATK +9% | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 348 | — | 348 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Main Attribute [L] | Main attribute +30 | 2/6 | Main attribute +44 | 3/8 | — |
| ATK [L] | ATK +9% | 2/6 | ATK +9% | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 449 | — | 449 | — | [item:124 x30][item:104 x16][item:115 x8][item:642 x90000] |
| Main Attribute [L] | Main attribute +44 | 3/8 | Main attribute +44 | 3/9 | — |
| ATK [L] | ATK +9% | 2/7 | ATK +13% | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 500 | — | None |
| Main Attribute [L] | Main attribute +44 | 3/9 | — |
| ATK [L] | ATK +13% | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 42 | — | 411 | — |
| Will [M] | Will +16 | 1/3 | Will +124 | 9/9 |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/3 | Electric DMG Dealt +34.7% | 9/9 |
| Suppression: Concentric Circles | Combo Skill DMG Dealt +10.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +10.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. | 1/4 | Combo Skill DMG Dealt +28.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +28.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. | 9/9 |
| — | Will [M] | Electric DMG [M] | Suppression: Concentric Circles |
|---|---|---|---|
| RANK 1 | Will +16 | Electric DMG Dealt +4.4% | Combo Skill DMG Dealt +10.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +10.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 2 | Will +28 | Electric DMG Dealt +8.0% | Combo Skill DMG Dealt +12.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +12.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 3 | Will +41 | Electric DMG Dealt +11.6% | Combo Skill DMG Dealt +14.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +14.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 4 | Will +54 | Electric DMG Dealt +15.1% | Combo Skill DMG Dealt +16.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +16.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 5 | Will +67 | Electric DMG Dealt +18.7% | Combo Skill DMG Dealt +18.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +18.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 6 | Will +80 | Electric DMG Dealt +22.2% | Combo Skill DMG Dealt +20.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +20.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 7 | Will +92 | Electric DMG Dealt +25.8% | Combo Skill DMG Dealt +22.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +22.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 8 | Will +105 | Electric DMG Dealt +29.3% | Combo Skill DMG Dealt +24.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +24.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 9 | Will +124 | Electric DMG Dealt +34.7% | Combo Skill DMG Dealt +28.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +28.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 42 | — | None |
| Will [M] | Will +16 | 1/3 | — |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 120 | — | 120 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Will [M] | Will +16 | 1/3 | Will +28 | 2/5 | — |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/3 | Electric DMG Dealt +4.4% | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 203 | — | 203 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Will [M] | Will +28 | 2/5 | Will +28 | 2/6 | — |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/4 | Electric DMG Dealt +8.0% | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 286 | — | 286 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Will [M] | Will +28 | 2/6 | Will +41 | 3/8 | — |
| Electric DMG [M] | Electric DMG Dealt +8.0% | 2/6 | Electric DMG Dealt +8.0% | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 369 | — | 369 | — | [item:124 x30][item:112 x16][item:115 x8][item:642 x90000] |
| Will [M] | Will +41 | 3/8 | Will +41 | 3/9 | — |
| Electric DMG [M] | Electric DMG Dealt +8.0% | 2/7 | Electric DMG Dealt +11.6% | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 411 | — | None |
| Will [M] | Will +41 | 3/9 | — |
| Electric DMG [M] | Electric DMG Dealt +11.6% | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +56 |
| Will | +110 |
| Ultimate Gain Efficiency | +12.3% |
3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +110 | +121 | +132 | +143 |
| Special Artificing Progress | None | 12 | 24 | 40 |
| Ultimate Gain Efficiency | +12.3% | +13.6% | +14.8% | +16.0% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +42 |
| Will | +65 |
| Agility | +43 |
| Ultimate Gain Efficiency | +20.5% |
3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +65 | +71 | +78 | +84 |
| Agility | +43 | +47 | +51 | +55 |
| Ultimate Gain Efficiency | +20.5% | +22.6% | +24.6% | +26.7% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +21 |
| Will | +32 |
| Agility | +21 |
| ULT Efficiency | +24.6% |
3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +32 | +35 | +38 | +41 |
| Agility | +21 | +23 | +25 | +27 |
| ULT Efficiency | +24.6% | +27.1% | +29.6% | +32.0% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +21 |
| Will | +32 |
| Intellect | +21 |
| Main Attribute | +20.7% |
3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +32 | +35 | +38 | +41 |
| Intellect | +21 | +23 | +25 | +27 |
| Main Attribute | +20.7% | +22.8% | +24.8% | +26.9% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15




Weitere Partner und Teamkombinationen findest du unterTeams.
Liino unterstützt ihr Team über zwei aufeinander aufbauende Haltungen. Mit ihrer Kampffertigkeit Dazzling Focus (25 FP) aktiviert sie für bis zu 60 Sekunden die Vocalist Stance. Währenddessen erhält das gesamte Team einen ANG-Bonus (auf M3 10 %); Operatoren in Reichweite werden im Kampf regelmäßig geheilt. Befinden sich Gegner in der Nähe, verursacht Liino außerdem in festen Abständen zusätzlichen Elektroschaden. Wird während dieser Haltung eine Arts-Reaktion auf einen Gegner aufgetragen oder verbraucht, kann Liino mit Delightful Harmonics ihre Kombofertigkeit einsetzen: Sie heilt den aktuell gesteuerten Operator, gewinnt 20 Ultimate-Energie und behält ihre Vocalist Stance bei. Nach der Kombo kann über das Kampftalent Starry Boost of 1st Magnitude die nächste Elektro- oder Natur-Kampffertigkeit innerhalb von 30 Sekunden auf höchster Talentstufe bis zu 10 FP zurückerhalten. Für 160 Ultimate-Energie aktiviert Dawnstar Concerto für 15 Sekunden die stärkere Cosmovoice Stance: Das Team erhält einen ANG-Bonus sowie Elektro- und Naturverstärkung, die zusätzlich mit Liinos Wille skaliert. Gleichzeitig heilt Liino Verbündete im Wirkungsbereich und greift Gegner mit Elektroschaden an. Das Ultimate erzwingt zudem Elektrifizierung in einem großen Bereich. Setze dieses Zeitfenster möglichst dann ein, wenn dein Team seinen entscheidenden Schaden verursacht. Wichtig: Eine erneute Kampffertigkeit beendet die aktive Haltung vorzeitig. Bei der Cosmovoice Stance entfällt dadurch auch der reguläre Abschluss mit dreifachem Beat-Schaden und dreifacher Beat-Heilung.
Originalwerte der englischen SKPORT-Wiki für die dort angegebenen Levelstufen. Dies sind keine Ausrüstungslevel.
| Attribut | LV.1 | LV.20 | LV.40 | LV.60 | LV.80 | LV.90 |
|---|---|---|---|---|---|---|
| Strength | 9 | 26 | 44 | 62 | 80 | 89 |
| Agility ☆ | 14 | 37 | 61 | 85 | 109 | 121 |
| Intellect | 9 | 26 | 45 | 64 | 82 | 91 |
| Will ★ | 21 | 55 | 90 | 125 | 160 | 177 |
| Base ATK | 30 | 90 | 152 | 215 | 277 | 309 |
| Base HP | 500 | 1566 | 2689 | 3811 | 4934 | 5495 |
| Operator-Level | Materialien laut Wiki |
|---|---|
| LV.1 | – |
| LV.20 | |
| LV.40 | |
| LV.60 | |
| LV.80 | |
| LV.90 |
Promotion und Outfitting sind unterschiedliche Freischaltungen. Die Levelangaben entsprechen den offiziellen Operator-Meilensteinen.
| Aufstieg | Freischaltung | Voraussetzung | Materialien |
|---|---|---|---|
| Aufstieg I | Erhöht das maximale Operator-Level auf 40. | Operator-Level 20 | |
| Ausrüstungsfreischaltung I | Erlaubt dem Operator, Ausrüstung blauer Qualität anzulegen. | Freischaltung ab Aufstieg E1 | |
| Aufstieg II | Erhöht das maximale Operator-Level auf 60. | Operator-Level 40 | |
| Ausrüstungsfreischaltung II | Erlaubt dem Operator, Ausrüstung violetter Qualität anzulegen. | Freischaltung ab Aufstieg E2 | |
| Aufstieg III | Erhöht das maximale Operator-Level auf 80. | Operator-Level 60 | |
| Ausrüstungsfreischaltung III | Erlaubt dem Operator, Ausrüstung goldener Qualität anzulegen. | Freischaltung ab Aufstieg E3 | |
| Aufstieg IV | Erhöht das maximale Operator-Level auf 90. | Operator-Level 80 |





SKPORT Wiki · Quelle: SKPORT-Wiki · Datenstand 2026-10-15 · Original: EN · German editorial translation
Bewertung
Auf Stufe 1 belassen. Liino übernimmt hier die Rolle einer Supporterin; zusätzliche Level im Basisangriff bringen ihrer Teamverstärkung, FP-Rückerstattung und Ultimate-Rotation keinen wesentlichen Nutzen.
| Skillstufe | Basisangriff – Treffer 1 | Basisangriff – Treffer 2 | Basisangriff – Treffer 3 | Basisangriff – Treffer 4 | Basisangriff – Treffer 5 | Finisher-Schadensmultiplikator | Sturzangriff-Multiplikator |
|---|---|---|---|---|---|---|---|
| RANK 1 | 19% | 27% | 27% | 36% | 45% | 400% | 80% |
| RANK 2 | 21% | 29% | 29% | 40% | 49% | 440% | 88% |
| RANK 3 | 22% | 32% | 32% | 43% | 53% | 480% | 96% |
| RANK 4 | 24% | 35% | 35% | 47% | 58% | 520% | 104% |
| RANK 5 | 26% | 37% | 37% | 50% | 62% | 560% | 112% |
| RANK 6 | 28% | 40% | 40% | 54% | 67% | 600% | 120% |
| RANK 7 | 30% | 43% | 43% | 58% | 71% | 640% | 128% |
| RANK 8 | 32% | 45% | 45% | 61% | 76% | 680% | 136% |
| RANK 9 | 34% | 48% | 48% | 65% | 80% | 720% | 144% |
| Mastery I | 36% | 51% | 51% | 69% | 86% | 770% | 154% |
| Mastery II | 39% | 56% | 56% | 75% | 92% | 830% | 166% |
| Mastery III | 42% | 60% | 60% | 81% | 100% | 900% | 180% |
| Skillstufe | Materialien |
|---|---|
| RANK 1 | – |
| RANK 2 | |
| RANK 3 | |
| RANK 4 | |
| RANK 5 | |
| RANK 6 | |
| RANK 7 | |
| RANK 8 | |
| RANK 9 | |
| Mastery I | |
| Mastery II | |
| Mastery III |
Quelle: SKPORT-Wiki. Einzelkosten je Stufe, keine aufsummierten Kosten.

SKPORT Wiki · Quelle: SKPORT-Wiki · Datenstand 2026-10-15 · Original: EN · German editorial translation
Bewertung
M3 ist das Ziel, denn die Kampffertigkeit gewährt damit 10 % ANG-Bonus für das Team. Ihre Verstärkungswerte steigen mit den Skillstufen. Zwischen dieser Fertigkeit und der Kombofertigkeit ist die Investitionsreihenfolge flexibel, da beide auf M3 angestrebt werden.
| Skillstufe | SP-Kosten | Erster Angriff – Schadensmultiplikator | Zusatzangriff – Schadensmultiplikator | Intervall der Zusatzangriffe (Sek.) | Beat-Intervall (Sek.) | Dauer der Sängerinnenhaltung (Sek.) | ANG-Bonus | Basis-Heilung | Zusätzliche Heilung pro Beweglichkeit | Taumelschaden (Stagger) |
|---|---|---|---|---|---|---|---|---|---|---|
| RANK 1 | 25 | 107% | 53% | 10 | 3 | 60 | 6% | 18 | 0.04 | 3 |
| RANK 2 | 25 | 117% | 59% | 10 | 3 | 60 | 6% | 22 | 0.05 | 3 |
| RANK 3 | 25 | 128% | 64% | 10 | 3 | 60 | 6% | 25 | 0.06 | 3 |
| RANK 4 | 25 | 139% | 69% | 10 | 3 | 60 | 7% | 29 | 0.07 | 3 |
| RANK 5 | 25 | 149% | 75% | 10 | 3 | 60 | 7% | 31 | 0.07 | 3 |
| RANK 6 | 25 | 160% | 80% | 10 | 3 | 60 | 7% | 32 | 0.08 | 3 |
| RANK 7 | 25 | 170% | 85% | 10 | 3 | 60 | 8% | 34 | 0.08 | 3 |
| RANK 8 | 25 | 181% | 91% | 10 | 3 | 60 | 8% | 36 | 0.08 | 3 |
| RANK 9 | 25 | 192% | 96% | 10 | 3 | 60 | 8% | 38 | 0.09 | 3 |
| Mastery I | 25 | 205% | 103% | 10 | 3 | 60 | 9% | 39 | 0.09 | 3 |
| Mastery II | 25 | 221% | 111% | 10 | 3 | 60 | 9% | 40 | 0.09 | 3 |
| Mastery III | 25 | 240% | 120% | 10 | 3 | 60 | 10% | 41 | 0.09 | 3 |
| Skillstufe | Materialien |
|---|---|
| RANK 1 | – |
| RANK 2 | |
| RANK 3 | |
| RANK 4 | |
| RANK 5 | |
| RANK 6 | |
| RANK 7 | |
| RANK 8 | |
| RANK 9 | |
| Mastery I | |
| Mastery II | |
| Mastery III |
Quelle: SKPORT-Wiki. Einzelkosten je Stufe, keine aufsummierten Kosten.

SKPORT Wiki · Quelle: SKPORT-Wiki · Datenstand 2026-10-15 · Original: EN · German editorial translation
Bewertung
Ebenfalls auf M3 bringen. Der Cooldown sinkt laut offiziellen Fertigkeitsdaten von 10 auf 8 Sekunden. Je häufiger Liino ihre Kombofertigkeit durch passende Arts-Reaktionen auslösen kann, desto öfter erhält sie die konstanten 20 Ultimate-Energie und desto häufiger kann ihr Kampftalent nach der Kombo eine folgende Elektro- oder Natur-Kampffertigkeit mit bis zu 10 FP erstatten. Die FP stammen aus dem Talent, nicht unmittelbar aus der Kombo selbst.
| Skillstufe | Abklingzeit | Schadensmultiplikator | Taumelschaden (Stagger) | Erhaltene Ultimate-Energie | Basis-Heilung | Zusätzliche Heilung pro Beweglichkeit |
|---|---|---|---|---|---|---|
| RANK 1 | 10s | 160% | 5 | 20 | 72 | 0.17 |
| RANK 2 | 10s | 176% | 5 | 20 | 86 | 0.2 |
| RANK 3 | 10s | 192% | 5 | 20 | 101 | 0.24 |
| RANK 4 | 10s | 208% | 5 | 20 | 115 | 0.27 |
| RANK 5 | 10s | 224% | 5 | 20 | 122 | 0.29 |
| RANK 6 | 10s | 240% | 5 | 20 | 130 | 0.3 |
| RANK 7 | 10s | 256% | 5 | 20 | 137 | 0.32 |
| RANK 8 | 10s | 272% | 5 | 20 | 144 | 0.34 |
| RANK 9 | 9s | 288% | 5 | 20 | 151 | 0.35 |
| Mastery I | 9s | 308% | 5 | 20 | 155 | 0.36 |
| Mastery II | 9s | 332% | 5 | 20 | 158 | 0.37 |
| Mastery III | 8s | 360% | 5 | 20 | 162 | 0.38 |
| Skillstufe | Materialien |
|---|---|
| RANK 1 | – |
| RANK 2 | |
| RANK 3 | |
| RANK 4 | |
| RANK 5 | |
| RANK 6 | |
| RANK 7 | |
| RANK 8 | |
| RANK 9 | |
| Mastery I | |
| Mastery II | |
| Mastery III |
Quelle: SKPORT-Wiki. Einzelkosten je Stufe, keine aufsummierten Kosten.

SKPORT Wiki · Quelle: SKPORT-Wiki · Datenstand 2026-10-15 · Original: EN · German editorial translation
Bewertung
Höchste Priorität, M3. Liinos stärkster Teamnutzen ist die Wille-skalierende Elektro-/Natur-Verstärkung des Ultimate. Auf M3 erreicht der zusätzliche Amp laut offiziellen Skilldaten 0,04 % pro Willepunkt, mit einem ausgewiesenen Maximalbeitrag von 60 % aus Wille. Die tatsächlich erreichte Verstärkung hängt vom Willewert ab.
| Skillstufe | Ultimate-Energiekosten | Bühnenpyrotechnik – Schadensmultiplikator | Electrifying Extravaganza – Schadensmultiplikator | ANG-Bonus | Verstärkungszuwachs pro Wille | Maximale Verstärkung durch Wille | Basis-Heilung beim ersten Heileffekt | Zusätzliche Heilung pro Beweglichkeit | Schadensmultiplikator pro Beat | Basis-Heilung pro Beat | Zusätzliche Heilung pro Beweglichkeit | Beat-Intervall (Sek.) | Dauer der Kosmostimmenhaltung (Sek.) | Electrifying Extravaganza – Taumelschaden |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| RANK 1 | 160 | 142% | 284% | 10% | 0.018% | 40% | 324 | 0.76 | 27% | 36 | 0.08 | 1.5 | 15 | 20 |
| RANK 2 | 160 | 156% | 313% | 10% | 0.02% | 40% | 389 | 0.91 | 29% | 43 | 0.1 | 1.5 | 15 | 20 |
| RANK 3 | 160 | 171% | 341% | 10% | 0.021% | 40% | 454 | 1.06 | 32% | 50 | 0.12 | 1.5 | 15 | 20 |
| RANK 4 | 160 | 185% | 370% | 10% | 0.023% | 40% | 518 | 1.21 | 35% | 58 | 0.13 | 1.5 | 15 | 20 |
| RANK 5 | 160 | 199% | 398% | 10% | 0.025% | 45% | 551 | 1.29 | 37% | 61 | 0.14 | 1.5 | 15 | 20 |
| RANK 6 | 160 | 213% | 427% | 10% | 0.027% | 45% | 583 | 1.36 | 40% | 65 | 0.15 | 1.5 | 15 | 20 |
| RANK 7 | 160 | 228% | 455% | 10% | 0.028% | 45% | 616 | 1.44 | 42% | 68 | 0.16 | 1.5 | 15 | 20 |
| RANK 8 | 160 | 242% | 483% | 10% | 0.03% | 45% | 648 | 1.51 | 45% | 72 | 0.17 | 1.5 | 15 | 20 |
| RANK 9 | 160 | 256% | 512% | 10% | 0.032% | 45% | 680 | 1.59 | 48% | 76 | 0.18 | 1.5 | 15 | 20 |
| Mastery I | 160 | 274% | 547% | 10% | 0.034% | 50% | 697 | 1.63 | 51% | 77 | 0.18 | 1.5 | 15 | 20 |
| Mastery II | 160 | 295% | 590% | 10% | 0.037% | 55% | 713 | 1.66 | 55% | 79 | 0.18 | 1.5 | 15 | 20 |
| Mastery III | 160 | 320% | 640% | 10% | 0.04% | 60% | 729 | 1.7 | 60% | 81 | 0.19 | 1.5 | 15 | 20 |
| Skillstufe | Materialien |
|---|---|
| RANK 1 | – |
| RANK 2 | |
| RANK 3 | |
| RANK 4 | |
| RANK 5 | |
| RANK 6 | |
| RANK 7 | |
| RANK 8 | |
| RANK 9 | |
| Mastery I | |
| Mastery II | |
| Mastery III |
Quelle: SKPORT-Wiki. Einzelkosten je Stufe, keine aufsummierten Kosten.
SKPORT · deutsche Übersetzung
Wille des Operators +20
| Stufe | Offizieller Effekt | Voraussetzungen | Materialien |
|---|---|---|---|
| Stalwart 1 | Wille des Operators +10 | 20 % Vertrauen mit dem Operator · Freischaltung ab Aufstieg E1 | |
| Stalwart 2 | Wille des Operators +15 | 50 % Vertrauen mit dem Operator · Freischaltung ab Aufstieg E2 | |
| Stalwart 3 | Wille des Operators +15 | 100 % Vertrauen mit dem Operator · Freischaltung ab Aufstieg E3 | |
| Stalwart 4 | Wille des Operators +20 | 100 % Vertrauen mit dem Operator · Freischaltung ab Aufstieg E4 |
SKPORT · deutsche Übersetzung
Während Vocalist Stance oder Cosmovoice Stance aktiv ist, erhalten Operatoren im Wirkungsbereich +20 % erhaltene Heilung und erleiden 20 % weniger Schaden. Die Effekte bleiben nach Verlassen des Bereichs 3 Sekunden bestehen.
| Stufe | Offizieller Effekt | Voraussetzungen | Materialien |
|---|---|---|---|
| Idol Zone 1 | Während Vocalist Stance oder Cosmovoice Stance aktiv ist, erhalten Operatoren im Wirkungsbereich +10 % erhaltene Heilung und erleiden 10 % weniger Schaden. Die Effekte bleiben nach Verlassen des Bereichs 3 Sekunden bestehen. | Freischaltung ab Aufstieg E1 | |
| Idol Zone 2 | Während Vocalist Stance oder Cosmovoice Stance aktiv ist, erhalten Operatoren im Wirkungsbereich +20 % erhaltene Heilung und erleiden 20 % weniger Schaden. Die Effekte bleiben nach Verlassen des Bereichs 3 Sekunden bestehen. | Freischaltung ab Aufstieg E2 |
SKPORT · deutsche Übersetzung
Wird innerhalb von 30 Sekunden nach „Delightful Harmonics“ die Kampffertigkeit eines Elektro- oder Natur-Operators eingesetzt, werden 10 SP zurückerstattet. Der Effekt ist nicht stapelbar und endet nach der Auslösung.
| Stufe | Offizieller Effekt | Voraussetzungen | Materialien |
|---|---|---|---|
| Starry Boost of 1st Magnitude 1 | Wird innerhalb von 30 Sekunden nach „Delightful Harmonics“ die Kampffertigkeit eines Elektro- oder Natur-Operators eingesetzt, werden 5 SP zurückerstattet. Der Effekt ist nicht stapelbar und endet nach der Auslösung. | Freischaltung ab Aufstieg E2 | |
| Starry Boost of 1st Magnitude 2 | Wird innerhalb von 30 Sekunden nach „Delightful Harmonics“ die Kampffertigkeit eines Elektro- oder Natur-Operators eingesetzt, werden 10 SP zurückerstattet. Der Effekt ist nicht stapelbar und endet nach der Auslösung. | Freischaltung ab Aufstieg E3 |
SKPORT · deutsche Übersetzung
Bei Zuweisung zum Empfangsraum sinkt die Stimmung aller dort eingesetzten Operatoren 18 % langsamer.
| Stufe | Offizieller Effekt | Voraussetzungen | Materialien |
|---|---|---|---|
| Idol Passion β | Bei Zuweisung zum Empfangsraum sinkt die Stimmung aller dort eingesetzten Operatoren 14 % langsamer. | Freischaltung ab Aufstieg E1 | |
| Idol Passion γ | Bei Zuweisung zum Empfangsraum sinkt die Stimmung aller dort eingesetzten Operatoren 18 % langsamer. | Freischaltung ab Aufstieg E3 |
SKPORT · deutsche Übersetzung
Bei Zuweisung zur Kontrollzentrale erhalten alle Operatoren +16 % Stimmungsregeneration.
| Stufe | Offizieller Effekt | Voraussetzungen | Materialien |
|---|---|---|---|
| Stage Vibe That Lingers β | Bei Zuweisung zur Kontrollzentrale erhalten alle Operatoren +12 % Stimmungsregeneration. | Freischaltung ab Aufstieg E2 | |
| Stage Vibe That Lingers γ | Bei Zuweisung zur Kontrollzentrale erhalten alle Operatoren +16 % Stimmungsregeneration. | Freischaltung ab Aufstieg E4 |
[Offizielle Talente folgen]
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 51 | — | 500 | — |
| Will [L] | Will +20 | 1/3 | Will +156 | 9/9 |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/3 | Treatment Efficiency +46.4% | 9/9 |
| Medicant: Shimmering Curtain | Main attribute +16.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +3.5% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. | 1/4 | Main attribute +44.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +9.8% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. | 9/9 |
| — | Will [L] | Treatment Efficiency [L] | Medicant: Shimmering Curtain |
|---|---|---|---|
| RANK 1 | Will +20 | Treatment Efficiency +6.0% | Main attribute +16.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +3.5% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 2 | Will +36 | Treatment Efficiency +10.7% | Main attribute +19.2%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.2% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 3 | Will +52 | Treatment Efficiency +15.5% | Main attribute +22.4%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.9% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 4 | Will +68 | Treatment Efficiency +20.2% | Main attribute +25.6%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +5.6% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 5 | Will +84 | Treatment Efficiency +25.0% | Main attribute +28.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +6.3% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 6 | Will +100 | Treatment Efficiency +29.8% | Main attribute +32.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +7.0% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 7 | Will +116 | Treatment Efficiency +34.5% | Main attribute +35.2%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +7.7% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 8 | Will +132 | Treatment Efficiency +39.3% | Main attribute +38.4%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +8.4% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 9 | Will +156 | Treatment Efficiency +46.4% | Main attribute +44.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +9.8% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 51 | — | None |
| Will [L] | Will +20 | 1/3 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 146 | — | 146 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Will [L] | Will +20 | 1/3 | Will +36 | 2/5 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/3 | Treatment Efficiency +6.0% | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 247 | — | 247 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Will [L] | Will +36 | 2/5 | Will +36 | 2/6 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/4 | Treatment Efficiency +10.7% | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 348 | — | 348 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Will [L] | Will +36 | 2/6 | Will +52 | 3/8 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7% | 2/6 | Treatment Efficiency +10.7% | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 449 | — | 449 | — | [item:124 x30][item:111 x16][item:1050 x8][item:642 x90000] |
| Will [L] | Will +52 | 3/8 | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7% | 2/7 | Treatment Efficiency +15.5% | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 500 | — | None |
| Will [L] | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +15.5% | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Liinos Best-in-Slot-Stangenwaffe. Bedazzling Night Debut kombiniert Wille für ihren Ultimate-Amp mit einer zusätzlichen ANG-Verstärkung für von Liino behandelte Teammitglieder.
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 49 | — | 485 | — |
| Will [L] | Will +20 | 1/3 | Will +156 | 9/9 |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/3 | Treatment Efficiency +46.4%. | 9/9 |
| Pursuit: Great Hero | Electric DMG Dealt +6.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +5.0% for 20s. Effects of the same name cannot stack. | 1/4 | Electric DMG Dealt +16.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +11.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +14.0% for 20s. Effects of the same name cannot stack. | 9/9 |
| — | Will [L] | Treatment Efficiency [L] | Pursuit: Great Hero |
|---|---|---|---|
| RANK 1 | Will +20 | Treatment Efficiency +6.0%. | Electric DMG Dealt +6.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +5.0% for 20s. Effects of the same name cannot stack. |
| RANK 2 | Will +36 | Treatment Efficiency +10.7%. | Electric DMG Dealt +7.2%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.8% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +6.0% for 20s. Effects of the same name cannot stack. |
| RANK 3 | Will +52 | Treatment Efficiency +15.5%. | Electric DMG Dealt +8.4%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +5.6% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +7.0% for 20s. Effects of the same name cannot stack. |
| RANK 4 | Will +68 | Treatment Efficiency +20.2%. | Electric DMG Dealt +9.6%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +6.4% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +8.0% for 20s. Effects of the same name cannot stack. |
| RANK 5 | Will +84 | Treatment Efficiency +25.0%. | Electric DMG Dealt +10.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +7.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +9.0% for 20s. Effects of the same name cannot stack. |
| RANK 6 | Will +100 | Treatment Efficiency +29.8%. | Electric DMG Dealt +12.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +8.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +10.0% for 20s. Effects of the same name cannot stack. |
| RANK 7 | Will +116 | Treatment Efficiency +34.5%. | Electric DMG Dealt +13.2%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +8.8% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +11.0% for 20s. Effects of the same name cannot stack. |
| RANK 8 | Will +132 | Treatment Efficiency +39.3%. | Electric DMG Dealt +14.4%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +9.6% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +12.0% for 20s. Effects of the same name cannot stack. |
| RANK 9 | Will +156 | Treatment Efficiency +46.4%. | Electric DMG Dealt +16.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +11.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +14.0% for 20s. Effects of the same name cannot stack. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 49 | — | None |
| Will [L] | Will +20 | 1/3 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 142 | — | 142 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Will [L] | Will +20 | 1/3 | Will +36 | 2/5 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/3 | Treatment Efficiency +6.0%. | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 240 | — | 240 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Will [L] | Will +36 | 2/5 | Will +36 | 2/6 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/4 | Treatment Efficiency +10.7%. | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 338 | — | 338 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Will [L] | Will +36 | 2/6 | Will +52 | 3/8 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7%. | 2/6 | Treatment Efficiency +10.7%. | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 436 | — | 436 | — | [item:124 x30][item:104 x16][item:115 x8][item:642 x90000] |
| Will [L] | Will +52 | 3/8 | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7%. | 2/7 | Treatment Efficiency +15.5%. | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 485 | — | None |
| Will [L] | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +15.5%. | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Golden Age ist die Battle-Pass-Option. Sie liefert Wille sowie eine Arts-Schadensverstärkung durch Liinos heilende Kombofertigkeit. Ihre modellierte Leistung hängt vom Team ab.
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 51 | — | 500 | — |
| Main Attribute [L] | Main attribute +17 | 1/3 | Main attribute +132 | 9/9 |
| ATK [L] | ATK +5% | 1/3 | ATK +39% | 9/9 |
| Suppression: Astrophysics | Arts DMG Dealt +12.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +12.0% for 15.00s. When the wielder casts a combo skill, Arts DMG Dealt +12% for 15s. The two effects apply separately and do not stack with themselves. | 1/4 | Arts DMG Dealt +33.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +33.6% for 15.00s. When the wielder casts a combo skill, Arts DMG Dealt +33.6% for 15s. The two effects apply separately and do not stack with themselves. | 9/9 |
| — | Main Attribute [L] | ATK [L] | Suppression: Astrophysics |
|---|---|---|---|
| RANK 1 | Main attribute +17 | ATK +5% | Arts DMG Dealt +12.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +12.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +12.0% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 2 | Main attribute +30 | ATK +9% | Arts DMG Dealt +14.4%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +14.4% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +14.4% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 3 | Main attribute +44 | ATK +13% | Arts DMG Dealt +16.8%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +16.8% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +16.8% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 4 | Main attribute +57 | ATK +17% | Arts DMG Dealt +19.2%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +19.2% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +19.2% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 5 | Main attribute +71 | ATK +21% | Arts DMG Dealt +21.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +21.6% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +21.6% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 6 | Main attribute +85 | ATK +25% | Arts DMG Dealt +24.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +24.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +24.0% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 7 | Main attribute +98 | ATK +29% | Arts DMG Dealt +26.4%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +26.4% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +26.4% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 8 | Main attribute +112 | ATK +33% | Arts DMG Dealt +28.8%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +28.8% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +28.8% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 9 | Main attribute +132 | ATK +39% | Arts DMG Dealt +33.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +33.6% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +33.6% for 15s. The two effects apply separately and do not stack with themselves. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 51 | — | None |
| Main Attribute [L] | Main attribute +17 | 1/3 | — |
| ATK [L] | ATK +5% | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 146 | — | 146 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Main Attribute [L] | Main attribute +17 | 1/3 | Main attribute +30 | 2/5 | — |
| ATK [L] | ATK +5% | 1/3 | ATK +5% | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 247 | — | 247 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Main Attribute [L] | Main attribute +30 | 2/5 | Main attribute +30 | 2/6 | — |
| ATK [L] | ATK +5% | 1/4 | ATK +9% | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 348 | — | 348 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Main Attribute [L] | Main attribute +30 | 2/6 | Main attribute +44 | 3/8 | — |
| ATK [L] | ATK +9% | 2/6 | ATK +9% | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 449 | — | 449 | — | [item:124 x30][item:104 x16][item:115 x8][item:642 x90000] |
| Main Attribute [L] | Main attribute +44 | 3/8 | Main attribute +44 | 3/9 | — |
| ATK [L] | ATK +9% | 2/7 | ATK +13% | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 500 | — | None |
| Main Attribute [L] | Main attribute +44 | 3/9 | — |
| ATK [L] | ATK +13% | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
JET ist die alternative Stangenwaffe für Liino. Sie liefert eigene Schadens- und Attributseffekte, statt den spezifischen Team-ANG-Effekt ihrer BiS-Waffe zu ersetzen.
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 42 | — | 411 | — |
| Will [M] | Will +16 | 1/3 | Will +124 | 9/9 |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/3 | Electric DMG Dealt +34.7% | 9/9 |
| Suppression: Concentric Circles | Combo Skill DMG Dealt +10.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +10.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. | 1/4 | Combo Skill DMG Dealt +28.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +28.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. | 9/9 |
| — | Will [M] | Electric DMG [M] | Suppression: Concentric Circles |
|---|---|---|---|
| RANK 1 | Will +16 | Electric DMG Dealt +4.4% | Combo Skill DMG Dealt +10.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +10.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 2 | Will +28 | Electric DMG Dealt +8.0% | Combo Skill DMG Dealt +12.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +12.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 3 | Will +41 | Electric DMG Dealt +11.6% | Combo Skill DMG Dealt +14.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +14.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 4 | Will +54 | Electric DMG Dealt +15.1% | Combo Skill DMG Dealt +16.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +16.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 5 | Will +67 | Electric DMG Dealt +18.7% | Combo Skill DMG Dealt +18.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +18.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 6 | Will +80 | Electric DMG Dealt +22.2% | Combo Skill DMG Dealt +20.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +20.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 7 | Will +92 | Electric DMG Dealt +25.8% | Combo Skill DMG Dealt +22.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +22.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 8 | Will +105 | Electric DMG Dealt +29.3% | Combo Skill DMG Dealt +24.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +24.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 9 | Will +124 | Electric DMG Dealt +34.7% | Combo Skill DMG Dealt +28.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +28.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 42 | — | None |
| Will [M] | Will +16 | 1/3 | — |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 120 | — | 120 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Will [M] | Will +16 | 1/3 | Will +28 | 2/5 | — |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/3 | Electric DMG Dealt +4.4% | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 203 | — | 203 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Will [M] | Will +28 | 2/5 | Will +28 | 2/6 | — |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/4 | Electric DMG Dealt +8.0% | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 286 | — | 286 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Will [M] | Will +28 | 2/6 | Will +41 | 3/8 | — |
| Electric DMG [M] | Electric DMG Dealt +8.0% | 2/6 | Electric DMG Dealt +8.0% | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 369 | — | 369 | — | [item:124 x30][item:112 x16][item:115 x8][item:642 x90000] |
| Will [M] | Will +41 | 3/8 | Will +41 | 3/9 | — |
| Electric DMG [M] | Electric DMG Dealt +8.0% | 2/7 | Electric DMG Dealt +11.6% | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 411 | — | None |
| Will [M] | Will +41 | 3/9 | — |
| Electric DMG [M] | Electric DMG Dealt +11.6% | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Cohesive Traction ist die F2P-Option. Sie besitzt passende Willewerte, ihr Waffeneffekt ist jedoch eher auf eigene Elektro-/Kombofertigkeitsschäden als auf zusätzliche direkte Teamverstärkung ausgerichtet.
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 51 | — | 500 | — |
| Will [L] | Will +20 | 1/3 | Will +156 | 9/9 |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/3 | Treatment Efficiency +46.4% | 9/9 |
| Medicant: Shimmering Curtain | Main attribute +16.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +3.5% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. | 1/4 | Main attribute +44.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +9.8% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. | 9/9 |
| — | Will [L] | Treatment Efficiency [L] | Medicant: Shimmering Curtain |
|---|---|---|---|
| RANK 1 | Will +20 | Treatment Efficiency +6.0% | Main attribute +16.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +3.5% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 2 | Will +36 | Treatment Efficiency +10.7% | Main attribute +19.2%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.2% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 3 | Will +52 | Treatment Efficiency +15.5% | Main attribute +22.4%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.9% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 4 | Will +68 | Treatment Efficiency +20.2% | Main attribute +25.6%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +5.6% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 5 | Will +84 | Treatment Efficiency +25.0% | Main attribute +28.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +6.3% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 6 | Will +100 | Treatment Efficiency +29.8% | Main attribute +32.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +7.0% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 7 | Will +116 | Treatment Efficiency +34.5% | Main attribute +35.2%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +7.7% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 8 | Will +132 | Treatment Efficiency +39.3% | Main attribute +38.4%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +8.4% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 9 | Will +156 | Treatment Efficiency +46.4% | Main attribute +44.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +9.8% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 51 | — | None |
| Will [L] | Will +20 | 1/3 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 146 | — | 146 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Will [L] | Will +20 | 1/3 | Will +36 | 2/5 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/3 | Treatment Efficiency +6.0% | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 247 | — | 247 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Will [L] | Will +36 | 2/5 | Will +36 | 2/6 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0% | 1/4 | Treatment Efficiency +10.7% | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 348 | — | 348 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Will [L] | Will +36 | 2/6 | Will +52 | 3/8 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7% | 2/6 | Treatment Efficiency +10.7% | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 449 | — | 449 | — | [item:124 x30][item:111 x16][item:1050 x8][item:642 x90000] |
| Will [L] | Will +52 | 3/8 | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7% | 2/7 | Treatment Efficiency +15.5% | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 500 | — | None |
| Will [L] | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +15.5% | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Attribut | Startwert | Maximalwert |
|---|---|---|
| Base ATK | 51 | 500 |
| Will [L] | Will +201/3 | Will +1569/9 |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%1/3 | Treatment Efficiency +46.4%9/9 |
Main attribute +16.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +3.5% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s.
Main attribute +44.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +9.8% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s.
Einordnung
Liinos Best-in-Slot-Stangenwaffe. Bedazzling Night Debut kombiniert Wille für ihren Ultimate-Amp mit einer zusätzlichen ANG-Verstärkung für von Liino behandelte Teammitglieder.
| Stufe | Basis-ANG | Will [L] | Treatment Efficiency [L] | Materialien |
|---|---|---|---|---|
| Ausgangswert | 51 | Will +20 · 1/3 | Treatment Efficiency +6.0% · 1/3 | – |
| Tuning 1 | 146 → 146 | Will +20 · 1/3 → Will +36 · 2/5 | Treatment Efficiency +6.0% · 1/3 → Treatment Efficiency +6.0% · 1/4 | |
| Tuning 2 | 247 → 247 | Will +36 · 2/5 → Will +36 · 2/6 | Treatment Efficiency +6.0% · 1/4 → Treatment Efficiency +10.7% · 2/6 | |
| Tuning 3 | 348 → 348 | Will +36 · 2/6 → Will +52 · 3/8 | Treatment Efficiency +10.7% · 2/6 → Treatment Efficiency +10.7% · 2/7 | |
| Tuning 4 | 449 → 449 | Will +52 · 3/8 → Will +52 · 3/9 | Treatment Efficiency +10.7% · 2/7 → Treatment Efficiency +15.5% · 3/9 | |
| Maximalwert | 500 | Will +52 · 3/9 | Treatment Efficiency +15.5% · 3/9 | – |
Materialien gelten für den Übergang auf die jeweilige Tuning-Stufe. Die Anfangs- und Endwert-Zeilen haben keine separaten Tuning-Kosten.
| Waffenrang | Will [L] | Treatment Efficiency [L] | Medicant: Shimmering Curtain |
|---|---|---|---|
| RANK 1 | Will +20 | Treatment Efficiency +6.0% | Main attribute +16.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +3.5% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 2 | Will +36 | Treatment Efficiency +10.7% | Main attribute +19.2%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.2% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 3 | Will +52 | Treatment Efficiency +15.5% | Main attribute +22.4%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.9% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 4 | Will +68 | Treatment Efficiency +20.2% | Main attribute +25.6%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +5.6% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 5 | Will +84 | Treatment Efficiency +25.0% | Main attribute +28.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +6.3% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 6 | Will +100 | Treatment Efficiency +29.8% | Main attribute +32.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +7.0% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 7 | Will +116 | Treatment Efficiency +34.5% | Main attribute +35.2%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +7.7% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 8 | Will +132 | Treatment Efficiency +39.3% | Main attribute +38.4%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +8.4% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| RANK 9 | Will +156 | Treatment Efficiency +46.4% | Main attribute +44.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +9.8% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| Potenzial | Base/Max | Medicant: Shimmering Curtain |
|---|---|---|
| Potential 1 | 1/4 | Main attribute +16.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +3.5% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| Potential 2 | 2/5 | Main attribute +19.2%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.2% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| Potential 3 | 3/6 | Main attribute +22.4%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +4.9% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| Potential 4 | 4/7 | Main attribute +25.6%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +5.6% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| Potential 5 | 5/8 | Main attribute +28.8%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +6.3% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
| Potential 6 | 6/9 | Main attribute +32.0%. When the wielder's skill grants HP Treatment to other operators in the team, the operator receiving the wielder's treatment also gains ATK +7.0% for 20s. Max stacks for effects of the same name: 4. Duration of each stack is counted separately. Each operator can gain this effect at most once every 0.1s. |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 49 | — | 485 | — |
| Will [L] | Will +20 | 1/3 | Will +156 | 9/9 |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/3 | Treatment Efficiency +46.4%. | 9/9 |
| Pursuit: Great Hero | Electric DMG Dealt +6.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +5.0% for 20s. Effects of the same name cannot stack. | 1/4 | Electric DMG Dealt +16.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +11.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +14.0% for 20s. Effects of the same name cannot stack. | 9/9 |
| — | Will [L] | Treatment Efficiency [L] | Pursuit: Great Hero |
|---|---|---|---|
| RANK 1 | Will +20 | Treatment Efficiency +6.0%. | Electric DMG Dealt +6.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +5.0% for 20s. Effects of the same name cannot stack. |
| RANK 2 | Will +36 | Treatment Efficiency +10.7%. | Electric DMG Dealt +7.2%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.8% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +6.0% for 20s. Effects of the same name cannot stack. |
| RANK 3 | Will +52 | Treatment Efficiency +15.5%. | Electric DMG Dealt +8.4%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +5.6% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +7.0% for 20s. Effects of the same name cannot stack. |
| RANK 4 | Will +68 | Treatment Efficiency +20.2%. | Electric DMG Dealt +9.6%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +6.4% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +8.0% for 20s. Effects of the same name cannot stack. |
| RANK 5 | Will +84 | Treatment Efficiency +25.0%. | Electric DMG Dealt +10.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +7.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +9.0% for 20s. Effects of the same name cannot stack. |
| RANK 6 | Will +100 | Treatment Efficiency +29.8%. | Electric DMG Dealt +12.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +8.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +10.0% for 20s. Effects of the same name cannot stack. |
| RANK 7 | Will +116 | Treatment Efficiency +34.5%. | Electric DMG Dealt +13.2%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +8.8% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +11.0% for 20s. Effects of the same name cannot stack. |
| RANK 8 | Will +132 | Treatment Efficiency +39.3%. | Electric DMG Dealt +14.4%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +9.6% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +12.0% for 20s. Effects of the same name cannot stack. |
| RANK 9 | Will +156 | Treatment Efficiency +46.4%. | Electric DMG Dealt +16.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +11.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +14.0% for 20s. Effects of the same name cannot stack. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 49 | — | None |
| Will [L] | Will +20 | 1/3 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 142 | — | 142 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Will [L] | Will +20 | 1/3 | Will +36 | 2/5 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/3 | Treatment Efficiency +6.0%. | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 240 | — | 240 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Will [L] | Will +36 | 2/5 | Will +36 | 2/6 | — |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%. | 1/4 | Treatment Efficiency +10.7%. | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 338 | — | 338 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Will [L] | Will +36 | 2/6 | Will +52 | 3/8 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7%. | 2/6 | Treatment Efficiency +10.7%. | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 436 | — | 436 | — | [item:124 x30][item:104 x16][item:115 x8][item:642 x90000] |
| Will [L] | Will +52 | 3/8 | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +10.7%. | 2/7 | Treatment Efficiency +15.5%. | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 485 | — | None |
| Will [L] | Will +52 | 3/9 | — |
| Treatment Efficiency [L] | Treatment Efficiency +15.5%. | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Attribut | Startwert | Maximalwert |
|---|---|---|
| Base ATK | 49 | 485 |
| Will [L] | Will +201/3 | Will +1569/9 |
| Treatment Efficiency [L] | Treatment Efficiency +6.0%.1/3 | Treatment Efficiency +46.4%.9/9 |
Electric DMG Dealt +6.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +5.0% for 20s. Effects of the same name cannot stack.
Electric DMG Dealt +16.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +11.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +14.0% for 20s. Effects of the same name cannot stack.
Einordnung
Golden Age ist die Battle-Pass-Option. Sie liefert Wille sowie eine Arts-Schadensverstärkung durch Liinos heilende Kombofertigkeit. Ihre modellierte Leistung hängt vom Team ab.
| Stufe | Basis-ANG | Will [L] | Treatment Efficiency [L] | Materialien |
|---|---|---|---|---|
| Ausgangswert | 49 | Will +20 · 1/3 | Treatment Efficiency +6.0%. · 1/3 | – |
| Tuning 1 | 142 → 142 | Will +20 · 1/3 → Will +36 · 2/5 | Treatment Efficiency +6.0%. · 1/3 → Treatment Efficiency +6.0%. · 1/4 | |
| Tuning 2 | 240 → 240 | Will +36 · 2/5 → Will +36 · 2/6 | Treatment Efficiency +6.0%. · 1/4 → Treatment Efficiency +10.7%. · 2/6 | |
| Tuning 3 | 338 → 338 | Will +36 · 2/6 → Will +52 · 3/8 | Treatment Efficiency +10.7%. · 2/6 → Treatment Efficiency +10.7%. · 2/7 | |
| Tuning 4 | 436 → 436 | Will +52 · 3/8 → Will +52 · 3/9 | Treatment Efficiency +10.7%. · 2/7 → Treatment Efficiency +15.5%. · 3/9 | |
| Maximalwert | 485 | Will +52 · 3/9 | Treatment Efficiency +15.5%. · 3/9 | – |
Materialien gelten für den Übergang auf die jeweilige Tuning-Stufe. Die Anfangs- und Endwert-Zeilen haben keine separaten Tuning-Kosten.
| Waffenrang | Will [L] | Treatment Efficiency [L] | Pursuit: Great Hero |
|---|---|---|---|
| RANK 1 | Will +20 | Treatment Efficiency +6.0%. | Electric DMG Dealt +6.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +5.0% for 20s. Effects of the same name cannot stack. |
| RANK 2 | Will +36 | Treatment Efficiency +10.7%. | Electric DMG Dealt +7.2%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.8% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +6.0% for 20s. Effects of the same name cannot stack. |
| RANK 3 | Will +52 | Treatment Efficiency +15.5%. | Electric DMG Dealt +8.4%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +5.6% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +7.0% for 20s. Effects of the same name cannot stack. |
| RANK 4 | Will +68 | Treatment Efficiency +20.2%. | Electric DMG Dealt +9.6%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +6.4% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +8.0% for 20s. Effects of the same name cannot stack. |
| RANK 5 | Will +84 | Treatment Efficiency +25.0%. | Electric DMG Dealt +10.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +7.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +9.0% for 20s. Effects of the same name cannot stack. |
| RANK 6 | Will +100 | Treatment Efficiency +29.8%. | Electric DMG Dealt +12.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +8.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +10.0% for 20s. Effects of the same name cannot stack. |
| RANK 7 | Will +116 | Treatment Efficiency +34.5%. | Electric DMG Dealt +13.2%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +8.8% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +11.0% for 20s. Effects of the same name cannot stack. |
| RANK 8 | Will +132 | Treatment Efficiency +39.3%. | Electric DMG Dealt +14.4%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +9.6% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +12.0% for 20s. Effects of the same name cannot stack. |
| RANK 9 | Will +156 | Treatment Efficiency +46.4%. | Electric DMG Dealt +16.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +11.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +14.0% for 20s. Effects of the same name cannot stack. |
| Potenzial | Base/Max | Pursuit: Great Hero |
|---|---|---|
| Potential 1 | 1/4 | Electric DMG Dealt +6.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +5.0% for 20s. Effects of the same name cannot stack. |
| Potential 2 | 2/5 | Electric DMG Dealt +7.2%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +4.8% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +6.0% for 20s. Effects of the same name cannot stack. |
| Potential 3 | 3/6 | Electric DMG Dealt +8.4%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +5.6% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +7.0% for 20s. Effects of the same name cannot stack. |
| Potential 4 | 4/7 | Electric DMG Dealt +9.6%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +6.4% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +8.0% for 20s. Effects of the same name cannot stack. |
| Potential 5 | 5/8 | Electric DMG Dealt +10.8%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +7.2% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +9.0% for 20s. Effects of the same name cannot stack. |
| Potential 6 | 6/9 | Electric DMG Dealt +12.0%. When the wielder's combo skill deals DMG, the wielder gains Treatment Efficiency +8.0% for 15s. When the wielder's combo skill grants HP Treatment to other operators in the team, the entire team gains Arts DMG Dealt +10.0% for 20s. Effects of the same name cannot stack. |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 51 | — | 500 | — |
| Main Attribute [L] | Main attribute +17 | 1/3 | Main attribute +132 | 9/9 |
| ATK [L] | ATK +5% | 1/3 | ATK +39% | 9/9 |
| Suppression: Astrophysics | Arts DMG Dealt +12.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +12.0% for 15.00s. When the wielder casts a combo skill, Arts DMG Dealt +12% for 15s. The two effects apply separately and do not stack with themselves. | 1/4 | Arts DMG Dealt +33.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +33.6% for 15.00s. When the wielder casts a combo skill, Arts DMG Dealt +33.6% for 15s. The two effects apply separately and do not stack with themselves. | 9/9 |
| — | Main Attribute [L] | ATK [L] | Suppression: Astrophysics |
|---|---|---|---|
| RANK 1 | Main attribute +17 | ATK +5% | Arts DMG Dealt +12.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +12.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +12.0% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 2 | Main attribute +30 | ATK +9% | Arts DMG Dealt +14.4%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +14.4% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +14.4% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 3 | Main attribute +44 | ATK +13% | Arts DMG Dealt +16.8%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +16.8% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +16.8% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 4 | Main attribute +57 | ATK +17% | Arts DMG Dealt +19.2%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +19.2% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +19.2% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 5 | Main attribute +71 | ATK +21% | Arts DMG Dealt +21.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +21.6% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +21.6% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 6 | Main attribute +85 | ATK +25% | Arts DMG Dealt +24.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +24.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +24.0% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 7 | Main attribute +98 | ATK +29% | Arts DMG Dealt +26.4%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +26.4% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +26.4% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 8 | Main attribute +112 | ATK +33% | Arts DMG Dealt +28.8%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +28.8% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +28.8% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 9 | Main attribute +132 | ATK +39% | Arts DMG Dealt +33.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +33.6% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +33.6% for 15s. The two effects apply separately and do not stack with themselves. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 51 | — | None |
| Main Attribute [L] | Main attribute +17 | 1/3 | — |
| ATK [L] | ATK +5% | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 146 | — | 146 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Main Attribute [L] | Main attribute +17 | 1/3 | Main attribute +30 | 2/5 | — |
| ATK [L] | ATK +5% | 1/3 | ATK +5% | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 247 | — | 247 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Main Attribute [L] | Main attribute +30 | 2/5 | Main attribute +30 | 2/6 | — |
| ATK [L] | ATK +5% | 1/4 | ATK +9% | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 348 | — | 348 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Main Attribute [L] | Main attribute +30 | 2/6 | Main attribute +44 | 3/8 | — |
| ATK [L] | ATK +9% | 2/6 | ATK +9% | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 449 | — | 449 | — | [item:124 x30][item:104 x16][item:115 x8][item:642 x90000] |
| Main Attribute [L] | Main attribute +44 | 3/8 | Main attribute +44 | 3/9 | — |
| ATK [L] | ATK +9% | 2/7 | ATK +13% | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 500 | — | None |
| Main Attribute [L] | Main attribute +44 | 3/9 | — |
| ATK [L] | ATK +13% | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Attribut | Startwert | Maximalwert |
|---|---|---|
| Base ATK | 51 | 500 |
| Main Attribute [L] | Main attribute +171/3 | Main attribute +1329/9 |
| ATK [L] | ATK +5%1/3 | ATK +39%9/9 |
Arts DMG Dealt +12.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +12.0% for 15.00s. When the wielder casts a combo skill, Arts DMG Dealt +12% for 15s. The two effects apply separately and do not stack with themselves.
Arts DMG Dealt +33.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +33.6% for 15.00s. When the wielder casts a combo skill, Arts DMG Dealt +33.6% for 15s. The two effects apply separately and do not stack with themselves.
Einordnung
JET ist die alternative Stangenwaffe für Liino. Sie liefert eigene Schadens- und Attributseffekte, statt den spezifischen Team-ANG-Effekt ihrer BiS-Waffe zu ersetzen.
| Stufe | Basis-ANG | Main Attribute [L] | ATK [L] | Materialien |
|---|---|---|---|---|
| Ausgangswert | 51 | Main attribute +17 · 1/3 | ATK +5% · 1/3 | – |
| Tuning 1 | 146 → 146 | Main attribute +17 · 1/3 → Main attribute +30 · 2/5 | ATK +5% · 1/3 → ATK +5% · 1/4 | |
| Tuning 2 | 247 → 247 | Main attribute +30 · 2/5 → Main attribute +30 · 2/6 | ATK +5% · 1/4 → ATK +9% · 2/6 | |
| Tuning 3 | 348 → 348 | Main attribute +30 · 2/6 → Main attribute +44 · 3/8 | ATK +9% · 2/6 → ATK +9% · 2/7 | |
| Tuning 4 | 449 → 449 | Main attribute +44 · 3/8 → Main attribute +44 · 3/9 | ATK +9% · 2/7 → ATK +13% · 3/9 | |
| Maximalwert | 500 | Main attribute +44 · 3/9 | ATK +13% · 3/9 | – |
Materialien gelten für den Übergang auf die jeweilige Tuning-Stufe. Die Anfangs- und Endwert-Zeilen haben keine separaten Tuning-Kosten.
| Waffenrang | Main Attribute [L] | ATK [L] | Suppression: Astrophysics |
|---|---|---|---|
| RANK 1 | Main attribute +17 | ATK +5% | Arts DMG Dealt +12.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +12.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +12.0% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 2 | Main attribute +30 | ATK +9% | Arts DMG Dealt +14.4%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +14.4% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +14.4% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 3 | Main attribute +44 | ATK +13% | Arts DMG Dealt +16.8%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +16.8% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +16.8% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 4 | Main attribute +57 | ATK +17% | Arts DMG Dealt +19.2%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +19.2% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +19.2% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 5 | Main attribute +71 | ATK +21% | Arts DMG Dealt +21.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +21.6% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +21.6% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 6 | Main attribute +85 | ATK +25% | Arts DMG Dealt +24.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +24.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +24.0% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 7 | Main attribute +98 | ATK +29% | Arts DMG Dealt +26.4%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +26.4% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +26.4% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 8 | Main attribute +112 | ATK +33% | Arts DMG Dealt +28.8%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +28.8% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +28.8% for 15s. The two effects apply separately and do not stack with themselves. |
| RANK 9 | Main attribute +132 | ATK +39% | Arts DMG Dealt +33.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +33.6% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +33.6% for 15s. The two effects apply separately and do not stack with themselves. |
| Potenzial | Base/Max | Suppression: Astrophysics |
|---|---|---|
| Potential 1 | 1/4 | Arts DMG Dealt +12.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +12.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +12.0% for 15s. The two effects apply separately and do not stack with themselves. |
| Potential 2 | 2/5 | Arts DMG Dealt +14.4%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +14.4% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +14.4% for 15s. The two effects apply separately and do not stack with themselves. |
| Potential 3 | 3/6 | Arts DMG Dealt +16.8%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +16.8% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +16.8% for 15s. The two effects apply separately and do not stack with themselves. |
| Potential 4 | 4/7 | Arts DMG Dealt +19.2%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +19.2% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +19.2% for 15s. The two effects apply separately and do not stack with themselves. |
| Potential 5 | 5/8 | Arts DMG Dealt +21.6%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +21.6% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +21.6% for 15s. The two effects apply separately and do not stack with themselves. |
| Potential 6 | 6/9 | Arts DMG Dealt +24.0%. When the wielder casts a battle skill, the wielder gains Arts DMG Dealt +24.0% for 15s. When the wielder casts a combo skill, Arts DMG Dealt +24.0% for 15s. The two effects apply separately and do not stack with themselves. |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| — | Initial Attributes (Base/Max) | — | Max Attributes (Base/Max) | — |
|---|---|---|---|---|
| Base ATK | 42 | — | 411 | — |
| Will [M] | Will +16 | 1/3 | Will +124 | 9/9 |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/3 | Electric DMG Dealt +34.7% | 9/9 |
| Suppression: Concentric Circles | Combo Skill DMG Dealt +10.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +10.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. | 1/4 | Combo Skill DMG Dealt +28.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +28.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. | 9/9 |
| — | Will [M] | Electric DMG [M] | Suppression: Concentric Circles |
|---|---|---|---|
| RANK 1 | Will +16 | Electric DMG Dealt +4.4% | Combo Skill DMG Dealt +10.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +10.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 2 | Will +28 | Electric DMG Dealt +8.0% | Combo Skill DMG Dealt +12.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +12.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 3 | Will +41 | Electric DMG Dealt +11.6% | Combo Skill DMG Dealt +14.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +14.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 4 | Will +54 | Electric DMG Dealt +15.1% | Combo Skill DMG Dealt +16.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +16.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 5 | Will +67 | Electric DMG Dealt +18.7% | Combo Skill DMG Dealt +18.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +18.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 6 | Will +80 | Electric DMG Dealt +22.2% | Combo Skill DMG Dealt +20.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +20.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 7 | Will +92 | Electric DMG Dealt +25.8% | Combo Skill DMG Dealt +22.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +22.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 8 | Will +105 | Electric DMG Dealt +29.3% | Combo Skill DMG Dealt +24.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +24.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 9 | Will +124 | Electric DMG Dealt +34.7% | Combo Skill DMG Dealt +28.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +28.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| — | Initial Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 42 | — | None |
| Will [M] | Will +16 | 1/3 | — |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/3 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 120 | — | 120 | — | [item:122 x5][item:145 x3][item:642 x2200] |
| Will [M] | Will +16 | 1/3 | Will +28 | 2/5 | — |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/3 | Electric DMG Dealt +4.4% | 1/4 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 203 | — | 203 | — | [item:122 x18][item:142 x5][item:642 x8500] |
| Will [M] | Will +28 | 2/5 | Will +28 | 2/6 | — |
| Electric DMG [M] | Electric DMG Dealt +4.4% | 1/4 | Electric DMG Dealt +8.0% | 2/6 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 286 | — | 286 | — | [item:124 x20][item:138 x5][item:642 x25000] |
| Will [M] | Will +28 | 2/6 | Will +41 | 3/8 | — |
| Electric DMG [M] | Electric DMG Dealt +8.0% | 2/6 | Electric DMG Dealt +8.0% | 2/7 | — |
| — | Before Tune (Base/Max) | — | After Tune (Base/Max) | — | Cost |
|---|---|---|---|---|---|
| Base ATK | 369 | — | 369 | — | [item:124 x30][item:112 x16][item:115 x8][item:642 x90000] |
| Will [M] | Will +41 | 3/8 | Will +41 | 3/9 | — |
| Electric DMG [M] | Electric DMG Dealt +8.0% | 2/7 | Electric DMG Dealt +11.6% | 3/9 | — |
| — | Max Attributes (Base/Max) | — | Cost |
|---|---|---|---|
| Base ATK | 411 | — | None |
| Will [M] | Will +41 | 3/9 | — |
| Electric DMG [M] | Electric DMG Dealt +11.6% | 3/9 | — |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Attribut | Startwert | Maximalwert |
|---|---|---|
| Base ATK | 42 | 411 |
| Will [M] | Will +161/3 | Will +1249/9 |
| Electric DMG [M] | Electric DMG Dealt +4.4%1/3 | Electric DMG Dealt +34.7%9/9 |
Combo Skill DMG Dealt +10.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +10.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately.
Combo Skill DMG Dealt +28.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +28.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately.
Einordnung
Cohesive Traction ist die F2P-Option. Sie besitzt passende Willewerte, ihr Waffeneffekt ist jedoch eher auf eigene Elektro-/Kombofertigkeitsschäden als auf zusätzliche direkte Teamverstärkung ausgerichtet.
| Stufe | Basis-ANG | Will [M] | Electric DMG [M] | Materialien |
|---|---|---|---|---|
| Ausgangswert | 42 | Will +16 · 1/3 | Electric DMG Dealt +4.4% · 1/3 | – |
| Tuning 1 | 120 → 120 | Will +16 · 1/3 → Will +28 · 2/5 | Electric DMG Dealt +4.4% · 1/3 → Electric DMG Dealt +4.4% · 1/4 | |
| Tuning 2 | 203 → 203 | Will +28 · 2/5 → Will +28 · 2/6 | Electric DMG Dealt +4.4% · 1/4 → Electric DMG Dealt +8.0% · 2/6 | |
| Tuning 3 | 286 → 286 | Will +28 · 2/6 → Will +41 · 3/8 | Electric DMG Dealt +8.0% · 2/6 → Electric DMG Dealt +8.0% · 2/7 | |
| Tuning 4 | 369 → 369 | Will +41 · 3/8 → Will +41 · 3/9 | Electric DMG Dealt +8.0% · 2/7 → Electric DMG Dealt +11.6% · 3/9 | |
| Maximalwert | 411 | Will +41 · 3/9 | Electric DMG Dealt +11.6% · 3/9 | – |
Materialien gelten für den Übergang auf die jeweilige Tuning-Stufe. Die Anfangs- und Endwert-Zeilen haben keine separaten Tuning-Kosten.
| Waffenrang | Will [M] | Electric DMG [M] | Suppression: Concentric Circles |
|---|---|---|---|
| RANK 1 | Will +16 | Electric DMG Dealt +4.4% | Combo Skill DMG Dealt +10.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +10.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 2 | Will +28 | Electric DMG Dealt +8.0% | Combo Skill DMG Dealt +12.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +12.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 3 | Will +41 | Electric DMG Dealt +11.6% | Combo Skill DMG Dealt +14.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +14.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 4 | Will +54 | Electric DMG Dealt +15.1% | Combo Skill DMG Dealt +16.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +16.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 5 | Will +67 | Electric DMG Dealt +18.7% | Combo Skill DMG Dealt +18.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +18.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 6 | Will +80 | Electric DMG Dealt +22.2% | Combo Skill DMG Dealt +20.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +20.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 7 | Will +92 | Electric DMG Dealt +25.8% | Combo Skill DMG Dealt +22.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +22.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 8 | Will +105 | Electric DMG Dealt +29.3% | Combo Skill DMG Dealt +24.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +24.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| RANK 9 | Will +124 | Electric DMG Dealt +34.7% | Combo Skill DMG Dealt +28.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +28.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| Potenzial | Base/Max | Suppression: Concentric Circles |
|---|---|---|
| Potential 1 | 1/4 | Combo Skill DMG Dealt +10.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +10.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| Potential 2 | 2/5 | Combo Skill DMG Dealt +12.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +12.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| Potential 3 | 3/6 | Combo Skill DMG Dealt +14.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +14.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| Potential 4 | 4/7 | Combo Skill DMG Dealt +16.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +16.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| Potential 5 | 5/8 | Combo Skill DMG Dealt +18.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +18.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
| Potential 6 | 6/9 | Combo Skill DMG Dealt +20.0%. When the wielder casts a combo skill, during the next battle skill cast within 30s, the wielder gains Electric DMG Dealt +20.0%. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. |
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Referenz: Bedazzling Night Debut R4 = 100,0 %
| Waffe | Rang | Relative Leistung |
|---|---|---|
| Bedazzling Night Debut | R9 | 112,1 % |
| Bedazzling Night Debut | R4 | 100,0 % |
| Golden Age | R9 | 85,0 % |
| JET | R9 | 84,7 % |
| JET | R4 | 83,5 % |
| Golden Age | R4 | 83,4 % |
| Cohesive Traction | R9 | 81,3 % |
Referenz: Bedazzling Night Debut R4 = 100,0 %
| Waffe | Rang | Relative Leistung |
|---|---|---|
| Bedazzling Night Debut | R9 | 110,3 % |
| Bedazzling Night Debut | R4 | 100,0 % |
| Golden Age | R9 | 91,6 % |
| Golden Age | R4 | 89,5 % |
| JET | R9 | 89,0 % |
| Cohesive Traction | R9 | 81,3 % |
Der Finder startet mit maximalem Fortschritt und allen verfügbaren Blaupausen als Vorauswahl. Passe Level, Fabrikkomponente, Region, Gebiete und Vorlagen an deinen tatsächlichen Spielstand an. Jede Auswahl ist unabhängig und kein automatischer Abgleich mit deinem Spielkonto.
Standardmäßig gelten für den Vergleich alle bekannten Gebiete als freigeschaltet. Deaktiviere die Gebiete, die du in deinem eigenen Spielstand noch nicht erreicht hast.
Die Maximal-Vorauswahl ist eine Annahme, kein Nachweis über Story-Quests oder Blaupausenkisten. Einzelne Gebiete können auch unabhängig vom Hauptkapitel freigeschaltet sein.
Maximalwerte werden nur als Startannahme gesetzt. Dein tatsächliches Autoritätslevel und deine Warenumverteilungsstufe können darunter liegen.
Prüfe vorhandene Guide-Builds …
Für neue Besucher gilt weiterhin dieMaximal-Vorauswahl: Alle hier angebotenen Gear-Blaupausen und Freischaltungen werden zum Vergleich als verfügbarangenommen, nicht als realer Besitz bestätigt. Mit der Minimal-Vorauswahl kannst du stattdessen bei null anfangen und nur deinen eigenen Fortschritt auswählen. Deine Einstellungen bleiben ausschließlich in diesem Browser gespeichert.
Doppelte Kit-IDs bedeuten zwei hergestellte Exemplare, aber nur eine freizuschaltende Blaupause. Level, Fabrikkomponente, Region, Gebiet und der tatsächlich bestätigte Vorlagenbesitz werden im Build-Finder unabhängig voneinander geprüft.
Kein Build ist für deine bisherigen Angaben vollständig verfügbar. Ändere den Fortschritt, bestätige die eigenen Blaupausen oder aktiviere die Anzeige gesperrter Builds.
| Level | 70 |
|---|---|
| Defense | +56 |
| Will | +110 |
| Ultimate Gain Efficiency | +12.3% |
3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +110 | +121 | +132 | +143 |
| Special Artificing Progress | None | 12 | 24 | 40 |
| Ultimate Gain Efficiency | +12.3% | +13.6% | +14.8% | +16.0% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +42 |
| Will | +65 |
| Agility | +43 |
| Ultimate Gain Efficiency | +20.5% |
3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +65 | +71 | +78 | +84 |
| Agility | +43 | +47 | +51 | +55 |
| Ultimate Gain Efficiency | +20.5% | +22.6% | +24.6% | +26.7% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +21 |
| Will | +32 |
| Agility | +21 |
| ULT Efficiency | +24.6% |
3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +32 | +35 | +38 | +41 |
| Agility | +21 | +23 | +25 | +27 |
| ULT Efficiency | +24.6% | +27.1% | +29.6% | +32.0% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +21 |
| Will | +32 |
| Intellect | +21 |
| Main Attribute | +20.7% |
3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +32 | +35 | +38 | +41 |
| Intellect | +21 | +23 | +25 | +27 |
| Main Attribute | +20.7% | +22.8% | +24.8% | +26.9% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Ab Level: 70
Benötigte Komponente:
Pyrrolit-Komponente
Story- und Blaupausenstatus wird geprüft …
Einsatzbereich: Für Rotationen, in denen Liino ihre Ultimate zuverlässig aufbauen und zur Teamverstärkung einsetzen soll.
Seteffekte: 3x Eternal Xiranite: Nach Anwendung eines Amp/Schutz-/Anfälligkeits-/ Schwächungseffekts +16 % verursachter Schaden für andere Teammitglieder (15 Sek., nicht stapelbar). 1x LYNX: kein LYNX-Setbonus.
Bewertung: Fokus auf Ultimate-Energiegewinn und Wille mit drei Teilen Eternal Xiranite und einer LYNX Slab. Der Eternal-Xiranite-Bonus verstärkt den Schaden der anderen Teammitglieder, sobald Liino über ihre Ultimate eine Verstärkung (Amp) gewährt. Die tatsächliche Energieverfügbarkeit hängt von der Anzahl ausgelöster Kombofertigkeiten und der Teamrotation ab.
| Ausrüstungsteil | Attribute | Materialien | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Eternal Xiranite Light Armor | Level 70 · Armor Defense: +56 Will: +110 Ultimate Gain Efficiency: +12.3% Eternal Xiranite – Setbonus3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Yinglung Pass Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Der konkrete Einzelteil-Fundort stammt aus einer Community-Quelle; der offizielle SKPORT-Kistenmarker ist noch nicht zugeordnet. Quelle / Kiste: Talos Wiki: Pass-Side Canal Veredelungswerte
| ||||||||||||||||||||||||||
| Eternal Xiranite Hands | Level 70 · Gloves Defense: +42 Will: +65 Agility: +43 Ultimate Gain Efficiency: +20.5% Eternal Xiranite – Setbonus3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Yinglung Pass Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Der konkrete Einzelteil-Fundort stammt aus einer Community-Quelle; der offizielle SKPORT-Kistenmarker ist noch nicht zugeordnet. Quelle / Kiste: Talos Wiki: Pass-Side Canal Veredelungswerte
| ||||||||||||||||||||||||||
| Eternal Xiranite Bracing Slab T1 | Level 70 · Kit Defense: +21 Will: +32 Agility: +21 ULT Efficiency: +24.6% Eternal Xiranite – Setbonus3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Snowy Forest Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Der konkrete Einzelteil-Fundort stammt aus einer Community-Quelle; der offizielle SKPORT-Kistenmarker ist noch nicht zugeordnet. Quelle / Kiste: Talos Wiki: Hoarfrost Woods Veredelungswerte
| ||||||||||||||||||||||||||
| LYNX Slab | Level 70 · Kit Defense: +21 Will: +32 Intellect: +21 Main Attribute: +20.7% LYNX – Setbonus3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Wuling-Stadt Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Beide Quellen nennen dieses konkrete Ausrüstungsteil für denselben recherchierten Fundort. Quelle / Kiste: Talos Wiki: Upper level, Institute of Materials Science Quelle / Kiste: Endfield Hub: Institute of Materials Science Quellen: Talos Wiki – konkrete Teile je Blaupausenkiste · Endfield Hub – Fundort des einzelnen Ausrüstungsteils Veredelungswerte
|
| Level | 70 |
|---|---|
| Defense | +56 |
| Will | +110 |
| Ultimate Gain Efficiency | +12.3% |
3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +110 | +121 | +132 | +143 |
| Special Artificing Progress | None | 12 | 24 | 40 |
| Ultimate Gain Efficiency | +12.3% | +13.6% | +14.8% | +16.0% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +42 |
| Will | +65 |
| Agility | +43 |
| Ultimate Gain Efficiency | +20.5% |
3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +65 | +71 | +78 | +84 |
| Agility | +43 | +47 | +51 | +55 |
| Ultimate Gain Efficiency | +20.5% | +22.6% | +24.6% | +26.7% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +21 |
| Will | +32 |
| Intellect | +21 |
| Main Attribute | +20.7% |
3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +32 | +35 | +38 | +41 |
| Intellect | +21 | +23 | +25 | +27 |
| Main Attribute | +20.7% | +22.8% | +24.8% | +26.9% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +21 |
| Will | +32 |
| Intellect | +21 |
| Main Attribute | +20.7% |
3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +32 | +35 | +38 | +41 |
| Intellect | +21 | +23 | +25 | +27 |
| Main Attribute | +20.7% | +22.8% | +24.8% | +26.9% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Ab Level: 70
Benötigte Komponente:
Pyrrolit-Komponente
Story- und Blaupausenstatus wird geprüft …
Einsatzbereich: Ausgewogene Teamunterstützung mit Schwerpunkt auf Heilung, Stabilität und Wille.
Seteffekte: 3x LYNX: +20 % Behandlungseffizienz; nach Heilung erhält das Ziel Schadensreduktion für 10 Sekunden (15 %, bei Überheilung 30 %; nicht stapelbar). 1x Eternal Xiranite: kein Eternal-Xiranite-Setbonus.
Bewertung: Die Balanced-Variante kombiniert drei LYNX-Teile mit Eternal Xiranite Light Armor als Off-Piece. Der LYNX-Setbonus verbessert die Heilungsleistung und reduziert nach Behandlung den erlittenen Schaden des behandelten Teammitglieds. Zwei LYNX Slabs liefern zusätzliche Hauptattributwerte; der Ultimate-Energiegewinn ist geringer als bei Build A und muss zur tatsächlichen Rotation passen.
| Ausrüstungsteil | Attribute | Materialien | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Eternal Xiranite Light Armor | Level 70 · Armor Defense: +56 Will: +110 Ultimate Gain Efficiency: +12.3% Eternal Xiranite – Setbonus3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Yinglung Pass Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Der konkrete Einzelteil-Fundort stammt aus einer Community-Quelle; der offizielle SKPORT-Kistenmarker ist noch nicht zugeordnet. Quelle / Kiste: Talos Wiki: Pass-Side Canal Veredelungswerte
| ||||||||||||||||||||||||||
| LYNX Gauntlets T1 | Level 70 · Gloves Defense: +42 Will: +65 Agility: +43 Ultimate Gain Efficiency: +20.5% LYNX – Setbonus3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Yinglung Pass Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Der konkrete Einzelteil-Fundort stammt aus einer Community-Quelle; der offizielle SKPORT-Kistenmarker ist noch nicht zugeordnet. Quelle / Kiste: Talos Wiki: Stonepond Cliff Veredelungswerte
| ||||||||||||||||||||||||||
| LYNX Slab | Level 70 · Kit Defense: +21 Will: +32 Intellect: +21 Main Attribute: +20.7% LYNX – Setbonus3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Wuling-Stadt Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Beide Quellen nennen dieses konkrete Ausrüstungsteil für denselben recherchierten Fundort. Quelle / Kiste: Talos Wiki: Upper level, Institute of Materials Science Quelle / Kiste: Endfield Hub: Institute of Materials Science Quellen: Talos Wiki – konkrete Teile je Blaupausenkiste · Endfield Hub – Fundort des einzelnen Ausrüstungsteils Veredelungswerte
| ||||||||||||||||||||||||||
| LYNX Slab | Level 70 · Kit Defense: +21 Will: +32 Intellect: +21 Main Attribute: +20.7% LYNX – Setbonus3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Wuling-Stadt Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Beide Quellen nennen dieses konkrete Ausrüstungsteil für denselben recherchierten Fundort. Quelle / Kiste: Talos Wiki: Upper level, Institute of Materials Science Quelle / Kiste: Endfield Hub: Institute of Materials Science Quellen: Talos Wiki – konkrete Teile je Blaupausenkiste · Endfield Hub – Fundort des einzelnen Ausrüstungsteils Veredelungswerte
|
| Level | 70 |
|---|---|
| Defense | +56 |
| Will | +115 |
| Treatment Bonus | +10.8% |
No Set Effects
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +115 | +126 | +138 | +149 |
| Special Artificing Progress | None | 12 | 24 | 40 |
| Treatment Bonus | +10.8% | +11.9% | +13.0% | +14.0% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +42 |
| Will | +86 |
| Battle Skill DMG Bonus | +36.0% |
No Set Effects
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +86 | +94 | +103 | +111 |
| Special Artificing Progress | None | 12 | 24 | 40 |
| Battle Skill DMG Bonus | +36.0% | +39.6% | +43.2% | +46.8% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +21 |
| Will | +32 |
| Intellect | +21 |
| Main Attribute | +20.7% |
3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +32 | +35 | +38 | +41 |
| Intellect | +21 | +23 | +25 | +27 |
| Main Attribute | +20.7% | +22.8% | +24.8% | +26.9% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 70 |
|---|---|
| Defense | +21 |
| Will | +32 |
| Intellect | +21 |
| Main Attribute | +20.7% |
3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Will | +32 | +35 | +38 | +41 |
| Intellect | +21 | +23 | +25 | +27 |
| Main Attribute | +20.7% | +22.8% | +24.8% | +26.9% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Ab Level: 70
Benötigte Komponente:
Pyrrolit-Komponente
Story- und Blaupausenstatus wird geprüft …
Einsatzbereich: Situativ, wenn Liino mit bereits aufgeladener Ultimate in den Kampf startet und innerhalb der vorgesehenen Rotation keine zweite Ultimate benötigt.
Seteffekte: 2x LYNX und zwei setfreie Rift-Trekker-Teile: kein 3er-Setbonus aktiv. Die individuellen Wille- und Hauptattributswerte stehen im Fokus.
Bewertung: Dieser Build maximiert Liinos Wille und damit ihre willenskraftabhängige Elektro-/Natur-Verstärkung durch die Ultimate. Rift Trekker Light Armor und Rift Trekker Hands liefern hohe direkte Willewerte; die beiden LYNX Slabs ergänzen Hauptattribut. Auf Ultimate-Energiegewinn und einen 3er-Setbonus wird bewusst verzichtet. Außerhalb des beschriebenen Einsatzfalls nicht als universell beste Rotation oder als zweiter-Ultimate-Build präsentieren.
| Ausrüstungsteil | Attribute | Materialien | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Rift Trekker Light Armor | Level 70 · Armor Defense: +56 Will: +115 Treatment Bonus: +10.8% Non-Set – SetbonusNo Set Effects Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · Set-Hinweis (Community)Nur Set-Hinweis: Die Fundorte sind noch nicht den konkreten Rüstungsteilen zugeordnet. Nur Set-Hinweis; die konkrete Ausrüstungsvariante ist noch nicht zugeordnet. Noch kein belastbarer Fundort; persönliche Überprüfung erforderlich. Veredelungswerte
| ||||||||||||||||||||||||||
| Rift Trekker Hands | Level 70 · Gloves Defense: +42 Will: +86 Battle Skill DMG Bonus: +36.0% Non-Set – SetbonusNo Set Effects Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · Set-Hinweis (Community)Nur Set-Hinweis: Die Fundorte sind noch nicht den konkreten Rüstungsteilen zugeordnet. Nur Set-Hinweis; die konkrete Ausrüstungsvariante ist noch nicht zugeordnet. Noch kein belastbarer Fundort; persönliche Überprüfung erforderlich. Veredelungswerte
| ||||||||||||||||||||||||||
| LYNX Slab | Level 70 · Kit Defense: +21 Will: +32 Intellect: +21 Main Attribute: +20.7% LYNX – Setbonus3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Wuling-Stadt Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Beide Quellen nennen dieses konkrete Ausrüstungsteil für denselben recherchierten Fundort. Quelle / Kiste: Talos Wiki: Upper level, Institute of Materials Science Quelle / Kiste: Endfield Hub: Institute of Materials Science Quellen: Talos Wiki – konkrete Teile je Blaupausenkiste · Endfield Hub – Fundort des einzelnen Ausrüstungsteils Veredelungswerte
| ||||||||||||||||||||||||||
| LYNX Slab | Level 70 · Kit Defense: +21 Will: +32 Intellect: +21 Main Attribute: +20.7% LYNX – Setbonus3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Offizielle Blaupausen-Erwerbsart: Gear Template Crate Blaupausen-Fundort · einzelnes Rüstungsteil (Community)Recherchiertes Fundgebiet: Wuling-Stadt Die Fundortangabe bezieht sich ausdrücklich auf dieses Rüstungsteil, nicht lediglich auf sein Set. Die genaue SKPORT-Marker-ID und ob du die Blaupause bereits besitzt, sind noch nicht bestätigt. Beide Quellen nennen dieses konkrete Ausrüstungsteil für denselben recherchierten Fundort. Quelle / Kiste: Talos Wiki: Upper level, Institute of Materials Science Quelle / Kiste: Endfield Hub: Institute of Materials Science Quellen: Talos Wiki – konkrete Teile je Blaupausenkiste · Endfield Hub – Fundort des einzelnen Ausrüstungsteils Veredelungswerte
|
| Level | 60 |
|---|---|
| Defense | +48 |
| Main Attribute | +74 |
| Secondary Attribute | +49 |
| Ultimate Gain Efficiency | +10.5% |
3-piece set effect: Wearer gains DMG Dealt +20% for all types of DMG, 10% DMG Reduction against all types of DMG, and Ultimate Gain Efficiency +10%.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Main Attribute | +74 | +81 | +88 | +96 |
| Secondary Attribute | +49 | +53 | +58 | +63 |
| Ultimate Gain Efficiency | +10.5% | +11.6% | +12.6% | +13.7% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 60 |
|---|---|
| Defense | +36 |
| Main Attribute | +55 |
| Secondary Attribute | +37 |
| Ultimate Gain Efficiency | +17.6% |
3-piece set effect: Wearer gains DMG Dealt +20% for all types of DMG, 10% DMG Reduction against all types of DMG, and Ultimate Gain Efficiency +10%.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Main Attribute | +55 | +60 | +66 | +71 |
| Secondary Attribute | +37 | +40 | +44 | +48 |
| Ultimate Gain Efficiency | +17.6% | +19.3% | +21.1% | +22.8% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 60 |
|---|---|
| Defense | +18 |
| Main Attribute | +27 |
| Secondary Attribute | +18 |
| Ultimate Gain Efficiency | +21.1% |
3-piece set effect: Wearer gains DMG Dealt +20% for all types of DMG, 10% DMG Reduction against all types of DMG, and Ultimate Gain Efficiency +10%.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Main Attribute | +27 | +29 | +32 | +35 |
| Secondary Attribute | +18 | +19 | +21 | +23 |
| Ultimate Gain Efficiency | +21.1% | +23.2% | +25.3% | +27.4% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 60 |
|---|---|
| Defense | +18 |
| Main Attribute | +27 |
| Secondary Attribute | +18 |
| Ultimate Gain Efficiency | +21.1% |
3-piece set effect: Wearer gains DMG Dealt +20% for all types of DMG, 10% DMG Reduction against all types of DMG, and Ultimate Gain Efficiency +10%.
| Stats | Default | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Main Attribute | +27 | +29 | +32 | +35 |
| Secondary Attribute | +18 | +19 | +21 | +23 |
| Ultimate Gain Efficiency | +21.1% | +23.2% | +25.3% | +27.4% |
| Artificing Progress | None | 6 | 12 | 20 |
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Ab Level: 60
Benötigte Komponente:
Xiranit-Komponente
Redaktioneller Story-Hinweis: Die AIC-Fieldwork-Vorlagen werden laut offiziellen Angaben mit dem Wuling-Storyfortschritt verfügbar; der Besitz jedes Teils muss separat bestätigt werden.
Story- und Blaupausenstatus wird geprüft …
Einsatzbereich: Wuling-Progression mit möglichst viel Ultimate-Energiegewinn statt zusätzlichem Heilungs-Kit.
Seteffekte: 3x AIC Fieldwork: +20 % eigener verursachter Schaden, 10 % Schadensreduktion und +10 % Ultimate-Energiegewinn. Das vierte Set-Teil löst keinen zweiten 3er-Bonus aus.
Bewertung: Vier Teile AIC Fieldwork, darunter zweimal AIC Fieldwork Ember. Statt eines AIC Fieldwork Power Banks wird ein zweiter Ember eingesetzt: Zusätzlicher Ultimate-Energiegewinn ist hier wichtiger als der Heilungsbonus. Beide Embers können aus derselben Vorlage hergestellt werden.
| Ausrüstungsteil | Attribute | Materialien | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| AIC Fieldwork Plate | Level 60 · Armor Defense: +48 Main Attribute: +74 Secondary Attribute: +49 Ultimate Gain Efficiency: +10.5% AIC Fieldwork – Setbonus3-piece set effect: Wearer gains DMG Dealt +20% for all types of DMG, 10% DMG Reduction against all types of DMG, and Ultimate Gain Efficiency +10%. Offizielle Blaupausen-Erwerbsart: Game progress reaches the [Wuling] region Veredelungswerte
| ||||||||||||||||||||||||||
| AIC Fieldwork Hands | Level 60 · Gloves Defense: +36 Main Attribute: +55 Secondary Attribute: +37 Ultimate Gain Efficiency: +17.6% AIC Fieldwork – Setbonus3-piece set effect: Wearer gains DMG Dealt +20% for all types of DMG, 10% DMG Reduction against all types of DMG, and Ultimate Gain Efficiency +10%. Offizielle Blaupausen-Erwerbsart: Game progress reaches the [Wuling] region Veredelungswerte
| ||||||||||||||||||||||||||
| AIC Fieldwork Ember | Level 60 · Kit Defense: +18 Main Attribute: +27 Secondary Attribute: +18 Ultimate Gain Efficiency: +21.1% AIC Fieldwork – Setbonus3-piece set effect: Wearer gains DMG Dealt +20% for all types of DMG, 10% DMG Reduction against all types of DMG, and Ultimate Gain Efficiency +10%. Offizielle Blaupausen-Erwerbsart: Game progress reaches the [Wuling] region Veredelungswerte
| ||||||||||||||||||||||||||
| AIC Fieldwork Ember | Level 60 · Kit Defense: +18 Main Attribute: +27 Secondary Attribute: +18 Ultimate Gain Efficiency: +21.1% AIC Fieldwork – Setbonus3-piece set effect: Wearer gains DMG Dealt +20% for all types of DMG, 10% DMG Reduction against all types of DMG, and Ultimate Gain Efficiency +10%. Offizielle Blaupausen-Erwerbsart: Game progress reaches the [Wuling] region Veredelungswerte
|
| Level | 50 |
|---|---|
| Defense | +40 |
| Will | +61 |
| Agility | +41 |
| Battle Skill DMG Bonus | +14.7% |
3-piece set effect: Wearer's Skill DMG +24%. When the wearer casts a battle skill, combo skill, or ultimate, the wearer gains ATK +5% for 15s. The buff from each of the three skill types is unique and does not stack with itself.
Keine offiziellen Veredelungsstufen gelistet.
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 50 |
|---|---|
| Defense | +30 |
| Will | +46 |
| Agility | +30 |
| Attack | +12.3% |
3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%.
Keine offiziellen Veredelungsstufen gelistet.
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 50 |
|---|---|
| Defense | +15 |
| Will | +23 |
| Agility | +15 |
| Treatment Bonus | +14.7% |
3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%.
Keine offiziellen Veredelungsstufen gelistet.
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 50 |
|---|---|
| Defense | +15 |
| Will | +23 |
| Agility | +15 |
| Treatment Bonus | +14.7% |
3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%.
Keine offiziellen Veredelungsstufen gelistet.
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Ab Level: 50
Benötigte Komponente:
Cryston-Komponente
Redaktioneller Story-Hinweis: Die vier verwendeten Teile stammen aus Autoritätsbelohnungen (benötigte Belohnungsstufen 28, 33 und 38); die Vorlagen müssen tatsächlich abgeholt worden sein.
Story- und Blaupausenstatus wird geprüft …
Einsatzbereich: Cryston-Progression mit Wille und Unterstützung.
Seteffekte: 3x Mordvolt Resistant: +50 Wille. Unter 50 % eigener LP: +30 % Behandlungseffekt. Kein Aburrey-Setbonus.
Bewertung: Eine Aburrey Light Armor T1 und drei Mordvolt-Resistant-Teile, darunter zweimal Mordvolt Resistant Battery T1. Der 3er-Bonus erhöht Wille; der zusätzliche Behandlungseffekt ist an weniger als 50 % eigene LP gebunden und nicht dauerhaft aktiv.
| Ausrüstungsteil | Attribute | Materialien |
|---|---|---|
| Aburrey Light Armor T1 | Level 50 · Armor Defense: +40 Will: +61 Agility: +41 Battle Skill DMG Bonus: +14.7% Aburrey's Legacy – Setbonus3-piece set effect: Wearer's Skill DMG +24%. When the wearer casts a battle skill, combo skill, or ultimate, the wearer gains ATK +5% for 15s. The buff from each of the three skill types is unique and does not stack with itself. Offizielle Blaupausen-Erwerbsart: Authority Level 28 Reward | |
| Mordvolt Resistant Gloves T1 | Level 50 · Gloves Defense: +30 Will: +46 Agility: +30 Attack: +12.3% Mordvolt Resistant – Setbonus3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%. Offizielle Blaupausen-Erwerbsart: Authority Level 33 Reward | |
| Mordvolt Resistant Battery T1 | Level 50 · Kit Defense: +15 Will: +23 Agility: +15 Treatment Bonus: +14.7% Mordvolt Resistant – Setbonus3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%. Offizielle Blaupausen-Erwerbsart: Authority Level 38 Reward | |
| Mordvolt Resistant Battery T1 | Level 50 · Kit Defense: +15 Will: +23 Agility: +15 Treatment Bonus: +14.7% Mordvolt Resistant – Setbonus3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%. Offizielle Blaupausen-Erwerbsart: Authority Level 38 Reward |
| Level | 36 |
|---|---|
| Defense | +28 |
| Will | +44 |
| Agility | +29 |
| HP | +10.5% |
3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%.
Keine offiziellen Veredelungsstufen gelistet.
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 36 |
|---|---|
| Defense | +21 |
| Will | +33 |
| Intellect | +22 |
| Treatment Bonus | +8.8% |
3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%.
Keine offiziellen Veredelungsstufen gelistet.
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 36 |
|---|---|
| Defense | +10 |
| Will | +21 |
| Treatment Bonus | +10.5% |
3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%.
Keine offiziellen Veredelungsstufen gelistet.
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
| Level | 36 |
|---|---|
| Defense | +10 |
| Will | +21 |
| Treatment Bonus | +10.5% |
3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%.
Keine offiziellen Veredelungsstufen gelistet.
Grundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten.
Quelle: SKPORT-Wiki · Datenstand 2026-10-15
Ab Level: 36
Benötigte Komponente:
Ferrium-Komponente
Redaktioneller Story-Hinweis: Die verwendeten Vorlagen stammen aus Autoritätsbelohnungen (benötigte Belohnungsstufen 17, 19 und 23); die Vorlagen müssen tatsächlich abgeholt worden sein.
Story- und Blaupausenstatus wird geprüft …
Einsatzbereich: Frühe Ferrium-Progression mit Wille und Behandlung.
Seteffekte: 3x Mordvolt Resistant: +50 Wille. Unter 50 % eigener LP: +30 % Behandlungseffekt. Das vierte Set-Teil verdoppelt den Bonus nicht.
Bewertung: Mordvolt Resistant Vest und Gloves, dazu zwei Mordvolt Resistant Batteries. Die doppelte Battery nutzt denselben Bauplan, benötigt aber zwei gefertigte Exemplare. Der bedingte Heileffekt des Sets greift nur bei weniger als 50 % eigener LP.
| Ausrüstungsteil | Attribute | Materialien |
|---|---|---|
| Mordvolt Resistant Vest | Level 36 · Armor Defense: +28 Will: +44 Agility: +29 HP: +10.5% Mordvolt Resistant – Setbonus3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%. Offizielle Blaupausen-Erwerbsart: Authority Level 17 Reward | |
| Mordvolt Resistant Gloves | Level 36 · Gloves Defense: +21 Will: +33 Intellect: +22 Treatment Bonus: +8.8% Mordvolt Resistant – Setbonus3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%. Offizielle Blaupausen-Erwerbsart: Authority Level 19 Reward | |
| Mordvolt Resistant Battery | Level 36 · Kit Defense: +10 Will: +21 Treatment Bonus: +10.5% Mordvolt Resistant – Setbonus3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%. Offizielle Blaupausen-Erwerbsart: Authority Level 23 Reward | |
| Mordvolt Resistant Battery | Level 36 · Kit Defense: +10 Will: +21 Treatment Bonus: +10.5% Mordvolt Resistant – Setbonus3-piece set effect: Wearer's Will +50. When the wearer's HP is below 50%, Treatment Effect +30%. Offizielle Blaupausen-Erwerbsart: Authority Level 23 Reward |
Level 36: Mordvolt Resistant mit Ferrium und Autoritätsbelohnungen bis Stufe 23.
Level 50: Cryston-Build mit drei Mordvolt-Resistant-Teilen und Aburrey als Off-Piece.
Level 60: AIC Fieldwork mit Xiranit und zwei Embers für höheren Ultimate-Energiegewinn.
Level 70: Ultimate-Fokus, Balanced oder situativer Will-Fokus abhängig von Team und Rotation.
Seitlich scrollen, um alle Spalten zu sehen. In der Großansicht lässt sich die gesamte Tabelle überblicken.
| WILL | ULT Gain | AMP Bonus | Waffenbonus | Setbonus | | | | | | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Signature (P0) · max. WILL | 1320 WILL | +0% | 52.8% | (20 s) ATK +5.6 / 11.2 / 16.8 / 22.4% | — | Bedazzling Night Debut Waffe · Polearm Esc: schließen Attribute und Grundwerte
Waffenrang x1 / x2 / x3 und Effekte
Tuning-Werte
Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Rift Trekker Light Armor Ausrüstung · Lv. 70 Esc: schließen Slot: Armor Set: Non-Set Standardwerte und Attribute
SeteffektNo Set Effects Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Rift Trekker Hands Ausrüstung · Lv. 70 Esc: schließen Slot: Gloves Set: Non-Set Standardwerte und Attribute
SeteffektNo Set Effects Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Signature (P0) · LYNX | 1261 WILL | +42.7% | 50.44% | (20 s) ATK +5.6 / 11.2 / 16.8 / 22.4% | — | Bedazzling Night Debut Waffe · Polearm Esc: schließen Attribute und Grundwerte
Waffenrang x1 / x2 / x3 und Effekte
Tuning-Werte
Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Light Armor Ausrüstung · Lv. 70 Esc: schließen Slot: Armor Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Gauntlets T1 Ausrüstung · Lv. 70 Esc: schließen Slot: Gloves Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Signature (P0) · Xiranite | 1072 WILL | +74.8% | 42.88% | (20 s) ATK +5.6 / 11.2 / 16.8 / 22.4% | DMG dealt +16% | Bedazzling Night Debut Waffe · Polearm Esc: schließen Attribute und Grundwerte
Waffenrang x1 / x2 / x3 und Effekte
Tuning-Werte
Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Light Armor Ausrüstung · Lv. 70 Esc: schließen Slot: Armor Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Hands Ausrüstung · Lv. 70 Esc: schließen Slot: Gloves Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Bracing Slab T1 Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| BP (P0) · max. WILL | — | — | — | (20 s) DMG dealt +8% | — | Golden Age Waffe · Polearm Esc: schließen Attribute und Grundwerte
Waffenrang x1 / x2 / x3 und Effekte
Tuning-Werte
Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Rift Trekker Light Armor Ausrüstung · Lv. 70 Esc: schließen Slot: Armor Set: Non-Set Standardwerte und Attribute
SeteffektNo Set Effects Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Rift Trekker Hands Ausrüstung · Lv. 70 Esc: schließen Slot: Gloves Set: Non-Set Standardwerte und Attribute
SeteffektNo Set Effects Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| BP (P0) · LYNX | — | — | — | (20 s) DMG dealt +8% | — | Golden Age Waffe · Polearm Esc: schließen Attribute und Grundwerte
Waffenrang x1 / x2 / x3 und Effekte
Tuning-Werte
Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Light Armor Ausrüstung · Lv. 70 Esc: schließen Slot: Armor Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Gauntlets T1 Ausrüstung · Lv. 70 Esc: schließen Slot: Gloves Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| BP (P0) · Xiranite | — | — | — | (20 s) DMG dealt +8% | DMG dealt +16% | Golden Age Waffe · Polearm Esc: schließen Attribute und Grundwerte
Waffenrang x1 / x2 / x3 und Effekte
Tuning-Werte
Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Light Armor Ausrüstung · Lv. 70 Esc: schließen Slot: Armor Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Hands Ausrüstung · Lv. 70 Esc: schließen Slot: Gloves Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Bracing Slab T1 Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| BP (P5) · max. WILL | — | — | — | (20 s) DMG dealt +14% | — | Golden Age Waffe · Polearm Esc: schließen Attribute und Grundwerte
Waffenrang x1 / x2 / x3 und Effekte
Tuning-Werte
Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Rift Trekker Light Armor Ausrüstung · Lv. 70 Esc: schließen Slot: Armor Set: Non-Set Standardwerte und Attribute
SeteffektNo Set Effects Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Rift Trekker Hands Ausrüstung · Lv. 70 Esc: schließen Slot: Gloves Set: Non-Set Standardwerte und Attribute
SeteffektNo Set Effects Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| BP (P5) · LYNX | — | — | — | (20 s) DMG dealt +14% | — | Golden Age Waffe · Polearm Esc: schließen Attribute und Grundwerte
Waffenrang x1 / x2 / x3 und Effekte
Tuning-Werte
Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Light Armor Ausrüstung · Lv. 70 Esc: schließen Slot: Armor Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Gauntlets T1 Ausrüstung · Lv. 70 Esc: schließen Slot: Gloves Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| BP (P5) · Xiranite | — | — | — | (20 s) DMG dealt +14% | DMG dealt +16% | Golden Age Waffe · Polearm Esc: schließen Attribute und Grundwerte
Waffenrang x1 / x2 / x3 und Effekte
Tuning-Werte
Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Light Armor Ausrüstung · Lv. 70 Esc: schließen Slot: Armor Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Hands Ausrüstung · Lv. 70 Esc: schließen Slot: Gloves Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | Eternal Xiranite Bracing Slab T1 Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: Eternal Xiranite Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP +1000. After the wearer applies Amp, Protection, Susceptibility, or Weakness, other teammates gain DMG Dealt +16% for 15s. This effect cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 | LYNX Slab Ausrüstung · Lv. 70 Esc: schließen Slot: Kit Set: LYNX Standardwerte und Attribute
Seteffekt3-piece set effect: Wearer's HP Treatment Efficiency +20%. After the wearer gives HP treatment to an allied target, that target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment exceeds the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack. Veredelungsstufen und Werte
Mindestmaterialien zur HerstellungGrundrezept ohne zusätzliche Veredelungs- oder Upgrade-Kosten. Quelle: SKPORT-Wiki · Datenstand 2026-10-15 |
Alle Setups beziehen sich auf Liino P0. Das Waffenpotenzial und die Aufwertung unterscheiden sich je nach Zeile: P0 (9/9/4) oder P5 (9/9/9), wie auf der Waffen-Card angegeben. Fehlende WILL-, ULT-Gain- und AMP-Bonus-Werte sind noch nicht berechnet und bedeuten nicht null.
Wenn Liino einen Kampf beginnt, ohne sich in der Sängerinnenhaltung (Vocalist Stance) zu befinden, stellt der erste Einsatz ihrer Kampffertigkeit „Dazzling Focus“ zusätzlich 25 SP wieder her. Die durch Vocalist Stance und Cosmovoice Stance gewährten ANG-Boni werden um 6 % erhöht.
SKPORT-Wirkung (deutsch übersetzt). Prozentangaben im Effekt sind keine Gesamt-DPS-Vergleiche.
Wille (Will) +20 und Heilungseffizienz +10 %.
SKPORT-Wirkung (deutsch übersetzt). Prozentangaben im Effekt sind keine Gesamt-DPS-Vergleiche.
Verbessert die Kombofertigkeit „Delightful Harmonics“: Die Abklingzeit verringert sich um 1 Sekunde. Schadensmultiplikator und Heilung steigen jeweils auf das 1,4-Fache.
SKPORT-Wirkung (deutsch übersetzt). Prozentangaben im Effekt sind keine Gesamt-DPS-Vergleiche.
Verbessert die Ultimate „Dawnstar Concerto“: Ihre Kosten an Ultimate-Energie sinken um 15 %.
SKPORT-Wirkung (deutsch übersetzt). Prozentangaben im Effekt sind keine Gesamt-DPS-Vergleiche.
Die Verstärkungswirkung (Amp) von „Dawnstar Concerto“ steigt auf das 1,2-Fache. Die Schadensmultiplikatoren von „Dazzling Focus“ und „Dawnstar Concerto“ steigen auf das 1,2-Fache.
SKPORT-Wirkung (deutsch übersetzt). Prozentangaben im Effekt sind keine Gesamt-DPS-Vergleiche.
| Potenzial | Offizieller Effekt | Zusatzgewinn zur Vorstufe |
|---|---|---|
| P1 | Wenn Liino einen Kampf beginnt, ohne sich in der Sängerinnenhaltung (Vocalist Stance) zu befinden, stellt der erste Einsatz ihrer Kampffertigkeit „Dazzling Focus“ zusätzlich 25 SP wieder her. Die durch Vocalist Stance und Cosmovoice Stance gewährten ANG-Boni werden um 6 % erhöht. | 3,2 % |
| P2 | Wille (Will) +20 und Heilungseffizienz +10 %. | 0,7 % |
| P3 | Verbessert die Kombofertigkeit „Delightful Harmonics“: Die Abklingzeit verringert sich um 1 Sekunde. Schadensmultiplikator und Heilung steigen jeweils auf das 1,4-Fache. | 0,8 % |
| P4 | Verbessert die Ultimate „Dawnstar Concerto“: Ihre Kosten an Ultimate-Energie sinken um 15 %. | 0,0 % |
| P5 | Die Verstärkungswirkung (Amp) von „Dawnstar Concerto“ steigt auf das 1,2-Fache. Die Schadensmultiplikatoren von „Dazzling Focus“ und „Dawnstar Concerto“ steigen auf das 1,2-Fache. | 4,7 % |
Liino übernimmt in jeder hier gezeigten Zusammenstellung die Support-Rolle. Besonders Elektro- und Natur-Teams profitieren von ihrer Ultimate, während der lang anhaltende allgemeine ANG-Bonus ihrer Kampffertigkeit auch weitere Teamzusammenstellungen ermöglicht.
Gameplay-Videos und Showcases werden später ergänzt.
Liino ist eine grundsätzliche Pull-Empfehlung und ein wertvoller Support für nahezu jeden Account. Ihre Ultimate verstärkt vor allem Elektro- und Natur-Teams; der sehr lange anhaltende, allgemeine ANG-Bonus ihrer Kampffertigkeit macht sie aber auch für viele andere Teamzusammenstellungen attraktiv. Nach dem Aktivieren ihrer Kampffertigkeit unterstützt sie das Team bereits weitgehend passiv, ohne dass komplexe Abstimmungen weiterer Fähigkeiten nötig sind.
Grundsätzlich für jeden Spieler.
Besonders für Spieler, die ihren Fokus auf Elektro- oder Natur-Teams setzen.
Auch für viele andere Teamkombinationen: Liino lässt sich in deutlich mehr Teams einsetzen, als dieser Guide beispielhaft aufführt.
Prüfe deine vorhandenen Teams und entscheide, ob du Liino darin sinnvoll unterbringen kannst. Wenn kein passender Platz besteht, kannst du auf sie verzichten.
SKPORT-Datenstand: 2026-10-15