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- Stars: ★★★★★
- Element:
Fire
- Path:
The Nihility
- Release: 2.7
Fugue is a version of the character Tingyun, and it’s truly a pleasure to have her with us again, isn’t it? The best part is that she’s once again an incredible character, though this time she’s not F2P, of course.
She continues to serve as a support character for her team (though more focused on applying debuffs, since she’s from the Nihility path after all), but now she’s much more geared toward Break teams. In fact, you could say she’s an upgraded version of the Path of Harmony Trailblazer.
Without a doubt, she’s an excellent addition to these types of teams. However, if there’s one thing that really stands out about Fugue, aside from her ability to trigger Super Break, it’s her skill that grants enemies two toughness bars. This means you can break their weakness twice (plus, the second bar drops incredibly fast, and the enemy is considered "stunned" even if you only break one of the two bars, allowing you to trigger Super Break anyway). It’s safe to say how incredibly useful this is for Break teams.
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Base Stats
Fugue Debuffer
A fairly conventional build for a support character in Break teams. What might complicate things a bit, however, is that there aren’t many Light Cones that are particularly worthwhile for her, given her path.
Best Light Cones
Long Road Leads Home
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Increases the wearer's Break Effect by 60%. When an enemy target's Weakness gets broken, there is a 100% base chance to inflict the "Charring" state on it, which increases its Break DMG taken by 18%, lasting for 2 turn(s). This effect can stack 2 time(s).
Increases the wearer's Break Effect by 70%. When an enemy target's Weakness gets broken, there is a 100% base chance to inflict the "Charring" state on it, which increases its Break DMG taken by 21%, lasting for 2 turn(s). This effect can stack 2 time(s).
Increases the wearer's Break Effect by 80%. When an enemy target's Weakness gets broken, there is a 100% base chance to inflict the "Charring" state on it, which increases its Break DMG taken by 24%, lasting for 2 turn(s). This effect can stack 2 time(s).
Increases the wearer's Break Effect by 90%. When an enemy target's Weakness gets broken, there is a 100% base chance to inflict the "Charring" state on it, which increases its Break DMG taken by 27%, lasting for 2 turn(s). This effect can stack 2 time(s).
Increases the wearer's Break Effect by 100%. When an enemy target's Weakness gets broken, there is a 100% base chance to inflict the "Charring" state on it, which increases its Break DMG taken by 30%, lasting for 2 turn(s). This effect can stack 2 time(s).
Incessant Rain
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Increases the wearer's Effect Hit Rate by 24%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 12%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 12% increased DMG for 1 turn.
Increases the wearer's Effect Hit Rate by 28%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 14%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 14% increased DMG for 1 turn.
Increases the wearer's Effect Hit Rate by 32%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 16%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 16% increased DMG for 1 turn.
Increases the wearer's Effect Hit Rate by 36%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 18%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 18% increased DMG for 1 turn.
Increases the wearer's Effect Hit Rate by 40%. When the wearer deals DMG to an enemy that currently has 3 or more debuffs, increases the wearer's CRIT Rate by 20%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random hit target that does not yet have it. Targets with Aether Code receive 20% increased DMG for 1 turn.
Solitary Healing
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Increases the wearer's Break Effect by 20%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 24%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 4 Energy for the wearer.
Increases the wearer's Break Effect by 25%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 30%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 5 Energy for the wearer.
Increases the wearer's Break Effect by 30%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 36%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 5 Energy for the wearer.
Increases the wearer's Break Effect by 35%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 42%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 6 Energy for the wearer.
Increases the wearer's Break Effect by 40%. When the wearer uses their Ultimate, increases DoT dealt by the wearer by 48%, lasting for 2 turn(s). When a target enemy suffering from DoT imposed by the wearer is defeated, regenerates 6 Energy for the wearer.
Resolution Shines as Pearls of Sweat
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When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 60% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 12% for 1 turn(s).
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 70% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 13% for 1 turn(s).
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 80% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 14% for 1 turn(s).
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 90% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 15% for 1 turn(s).
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 100% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 16% for 1 turn(s).
Before the Tutorial Mission Starts
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Increases the wearer's Effect Hit Rate by 20%. When the wearer attacks enemies that have reduced DEF, regenerates 4 Energy.
Increases the wearer's Effect Hit Rate by 25%. When the wearer attacks enemies that have reduced DEF, regenerates 5 Energy.
Increases the wearer's Effect Hit Rate by 30%. When the wearer attacks enemies that have reduced DEF, regenerates 6 Energy.
Increases the wearer's Effect Hit Rate by 35%. When the wearer attacks enemies that have reduced DEF, regenerates 7 Energy.
Increases the wearer's Effect Hit Rate by 40%. When the wearer attacks enemies that have reduced DEF, regenerates 8 Energy.
Fermata
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Increases the Break Effect dealt by the wearer by 16%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 16%. This also applies to DoT.
Increases the Break Effect dealt by the wearer by 20%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 20%. This also applies to DoT.
Increases the Break Effect dealt by the wearer by 24%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 24%. This also applies to DoT.
Increases the Break Effect dealt by the wearer by 28%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 28%. This also applies to DoT.
Increases the Break Effect dealt by the wearer by 32%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 32%. This also applies to DoT.
Best Relics and Planar Ornaments
Relic Sets
Planar Ornaments
Primary Stats
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DEF %
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