Wind Techniques
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Techniques | ||||||
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Fire | Ice | Lightning | Wind | Light | Dark | Fused |
Overview
Wind can inflict the Blind status, which causes enemy attacks to occasionally miss.
Very few bosses have a special interaction with Mirage; the most notable being Dark Falz Luther (Not to be confused with Omega Luther in Episode 5).
Zan
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Zan | Potency | 365 | 429 | A novice Wind Technique. Assails a target with razor-sharp boomerangs of wind. | |
DEX Correction | 100 | ||||
Charge Time | 1s | ||||
PP | 16 | ||||
Blinded | 20 | 22 |
- Releases one projectile when uncharged, 3 when charged.
- The listed power assumes all 3 charged projectiles hitting one target.
- Each projectile can do one hit per mob per "pass". Each direction change of the projectile enables it to do one more hit per mob.
- The projectile "turns" after a fixed time
- The maximum duration of each charged projectile is 15 seconds.
- The maximum number of "passes" is 14 times.
- None of the projectiles disappear early unless they hit a wall or the user.
- The max range of each projectile is about 30M in a straight line. Uncharged, the projectile travels about 75% of that (22-23M).
- This makes the default projectile speed about 30 when charged
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Intense | 1 | Charge Time -0.30~0.10s | Potency -30~20% | |
2 | Charge Time -0.35~0.15s | Potency -25~15% | ||
3 | Charge Time -0.40~0.20s | Potency -20~10% | ||
Turbulent | 1 | Potency +20~35% | PP Cost +3~10 | Speed +10.00 |
2 | Potency +30~50% | PP Cost +2~9 | Speed +12.00 | |
3 | Potency +40~60% | PP Cost +2~8 | Speed +13.00 |
Gizan
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Gizan | Potency | - | 886 | An intermediate Wind Technique. Produces a photonically-generated change in atmospheric pressure generating a slicing whirlwind around the user. | |
DEX Correction | 100 | ||||
Charge Time | 0.75s | ||||
PP | 16 | ||||
Blinded | 20 | 22 |
- 5 hits total when charged. 4 hits of 10%, one hit of 60%.
- 1 hit uncharged
- Does not have any special effects. No suction or launch.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Turbulent | 1 | Potency +400~440% | PP Cost +3~10 | |
2 | Potency +440~480% | PP Cost +2~9 | ||
3 | Potency +470~500% | Range -0.70~-0.30m | ||
Intense | 1 | Charge Time -0.50~0.20s | Status Effect Rate -20~10% | |
2 | Charge Time -0.55~0.25s | Status Effect Rate -17~10% | PP Cost -2 | |
3 | Charge Time -0.55~0.30s | Status Effect Rate -15~10% | PP Cost -3 |
Razan
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Razan | Potency | - | 778 | An intermediate Wind Technique. Manipulates atmospheric pressure in a targeted area to whip up a damage-dealing tornado. | |
DEX Correction | 100 | ||||
Charge Time | 1s | ||||
PP | 20 | ||||
Blinded | 18 | 20 |
- Charged is 34% x 3, or 102% of the given power.
- Uncharged power is 50% of the given power.
- Lifts enemies up into the air (those that can be lifted). Causes them to be in a knockdown state too, if they are lifted.
- On other players screens, this will lift enemies up in the location your Razan was cast. However, this is only if the target is relatively close to where your cast appears on their screen.
- This also means a different target that isn't the one you target can be lifted up randomly on another player's screen, should mobs become de-synchronized enough.
- On other players screens, this will lift enemies up in the location your Razan was cast. However, this is only if the target is relatively close to where your cast appears on their screen.
- Has unlimited range if free aimed. Can also hit locked-on enemies behind a wall.
- With no valid target, its maximum cast range is about 30M. Uncharged is half that.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Abundant | 1 | Hit Interval -0.10~0.01s | PP Cost +3~10 | (Charged Max Hits +1~2) |
2 | Hit Interval -0.10~0.01s | PP Cost +2~9 | Status Effect Rate +2% (Charged Max Hits +1~2) | |
3 | Hit Interval -0.10s | Potency -20~10% | Status Effect Rate +3% (Charged Max Hits +2) | |
Turbulent | 1 | Potency +320~400% | Charge Time +0.10~0.20s | |
2 | Potency +380~450% | Charge Time +0.10~0.20s | ||
3 | Potency +450~480% | Charge Time +0.08~0.18s |
Sazan
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Sazan | Potency | - | 915 | An intermediate Wind Technique. Generates a whirlwind in front of the user that draws in surrounding targets. | |
DEX Correction | 100 | ||||
Charge Time | 0.6s | ||||
PP | 18 | ||||
Blinded | 18 | 20 |
- Has a minor suction effect in a small radius.
- 3 hits of 34% each for a total of 102% listed power.
- Uncharged does half of the charged power.
- Has unlimited range if free-aimed. If locked onto an enemy behind a wall, will hit target location unhindered.
- With no valid target, Sazan's max range is 11M. Uncharged is half of that.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Potent | 1 | PP Cost -10~1 | Potency -30~20% | |
2 | PP Cost -10~1 | Potency -30~20% | Status Effect Rate +2% | |
3 | PP Cost -10~1 | Potency -25~15% | Status Effect Rate +3% | |
Turbulent | 1 | Potency +100~150% | Charge Time +0.20~0.40s | |
2 | Potency +150~180% | Charge Time +0.15~0.35s | ||
3 | Potency +170~200% | Charge Time +0.15~0.30s |
Nazan
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Nazan | Potency | 762 | 906 | An advanced Wind Technique. Blasts the area infront of the user with a condensed burst of wind that is limited in range, but exceptionally powerful. | |
DEX Correction | 100 | ||||
Charge Time | 1s | ||||
PP | 16 | ||||
Blinded | 18 | 20 |
- Range is effectively melee range, similar to what you would get out of a gunslash slash.
- Uncharged, the damage and effective range is halved.
- The technique prioritizes hitting breakables and weakpoints.
- Does knock back enemies.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Turbulent | 1 | Potency +20~80% | PP Cost +3~10 | |
2 | Potency +80~120% | PP Cost +2~9 | ||
3 | Potency +110~150% | Status Effect Rate -18~12% | ||
Intense | 1 | Charge Time -0.40~0.20s | Potency -30~15% | |
2 | Charge Time -0.40~0.20s | Potency -30~10% | PP Cost -2 | |
3 | Charge Time -0.45~0.25s | Potency -15~5% | PP Cost -3 |
Zero Nazan
Icon | Name | Stat | +1 | +17 | Description |
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Zero Nazan | Potency | - | 1730 | Unleashes a vortex of wind. The vortex will stop after moving a certain distance and tear apart any near objects. | |
DEX Correction | 100 | ||||
Charge Time | 0.8s | ||||
PP | 25 | ||||
Blinded | - | 10 |
Custom Type 1: Power +0 ~ +173
Custom Type 2: PP Consumption +0 ~ +10
- When charged and shot, the wind sphere travels up to about 15M before hovering in place for a second or so. The ball damages enemies until it disappears.
- The sphere can travel through enemies. It will not travel behind enemy walls or things like TD/MBD darker walls.
- The sphere does not ever prematurely disappear.
- Uncharged has the ball do only one hit before disappearing. It also has no knockback in this state.
- 15M is the same as uncharged Rafoie and 0 Safoie. Realistically, the center of the projectile seems to fall just short of that at about 14.75M.
- The sphere's range is quite wide in comparison to what the animation displays.
- If you hit enemies at point blank range, enemies that can be knocked back will be knocked back by it like uncustomized Nazan.
- If they aren't in melee range, the sphere may travel straight past the intended target and miss.
- Note that even if enemies are knocked back, they may not end up where the sphere stops at.
- You can use free aim to shoot the ball into the ground to stop it from traveling too far
- Can also target a wall to stop the sphere's movement early.
- Can "hitstun lock" enemies with due to its fast hit rate.
- 2 hits of 10% power when the sphere travels, 8 hits of 10% once the sphere is in place.
Ilzan
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Ilzan | Potency | - | 944 | An advanced Wind Technique. Manipulates the surrounding air pressure to launch a tornado which draws enemies into its center. | |
DEX Correction | 100 | ||||
Charge Time | 1s | ||||
PP | 20 | ||||
Blinded | 18 | 20 |
- The projectile moves mobs to its center, where they are then hit.
- Can be useful in lining up mobs
- The suction range is larger than the projectile itself so an enemy may be suctioned with no damage taken.
- Knocks enemies down.
- The max range of the projectile itself is about 50M, about the same as Foie.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Vast | 1 | Range +0.80~1.00m | Status Effect Rate -18~10% | |
2 | Range +1.00~1.20m | Status Effect Rate -18~10% | ||
3 | Range +1.20~1.40m | Status Effect Rate -18~10% | ||
Intense | 1 | Charge Time -0.30~0.20s | Potency -30~10% | PP Cost -2 |
2 | Charge Time -0.40~0.20s | Potency -30~10% | PP Cost -3 | |
3 | Charge Time -0.50~0.30s | Potency -25~10% | PP Cost -4 |
Zanverse
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Zanverse | Potency | 20 | A Wind-aspected support Technique. Deploys a field of condensed photons which add additional wind strikes when the user or nearby allies attack. | ||
DEX Correction | 100 | ||||
Charge Time | 1s | ||||
PP | 20 | ||||
Blinded | 18 | 20 |
- When cast, Zanverse summons a circle of wind energy. When a player inflicts damage to a target while standing in the field, 20% of the damage inflicted is dealt again as Wind damage.
- The field stays for about 1.5s if uncharged, 5.5s if charged.
- Zanverse is unaffected by Perfect Attack.
- Zanverse damage is affected by innate damage multipliers applicable to a target. For example, the 4x damage multiplier on A.I.S. Exoda will also affect Zanverse damage. However, Blight Round multipliers will not.
- Zanverse affects A.I.S., but does not affect Turrets or Gun Emplacements.
- If multiple Zanverse overlap and are cast by multiple people, only the oldest Zanverse takes effect. After it expires, the next oldest takes its place.
- Like most other support Techniques, casting any support technique that isn't Zondeel prematurely stops the field's effects, despite the animation still playing.
- Specifically Shifta, Deband, Zanverse, Resta, Anti, and Megiverse share this behavior.
- Zanverse damage doesn't charge Photon Blast Gauge or Fused Technique gauge.
- Zanverse damage is attributed to the caster for the purposes of Threat Level. Thus, it is possible to attract enemies' attention with Zanverse.
- Increasing the skill's level seems to only increase its status effect rate chance.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Intense | 1 | Charge Time -0.50~0.10s | PP Cost +3~10 | |
2 | Charge Time -0.50~0.20s | PP Cost +2~9 | ||
3 | Charge Time -0.50~0.30s | PP Cost +1~8 | ||
Potent | 1 | PP Cost -10~1 | Charge Time +0.20~0.40s | |
2 | PP Cost -10~1 | Charge Time +0.20~0.30s | ||
3 | PP Cost -10~1 | Charge Time +0.15~0.25s |
Techniques | ||||||
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Fire | Ice | Lightning | Wind | Light | Dark | Fused |