Billy-Lightflow
Water Flux Ranger

During a play,Billy put down the tongs,

and picked up a cannon and a scimitar to become the real Chief Officer.

Precision FireNormal Attack

Billy attacks 1 enemy target, dealing damage equal to 73% of P.ATK and Bleeds the enemy. He gains 1 stack of Wrench Protection and Sense Compass. If the target is not Bleeding before Billy uses the skill, then Billy gains 1 additional point of Concentrate. While Last Stand is active, the skill is guaranteed to be a critical hit.

Bleed: Before taking action each round, target takes physical damage equal to 75% of the caster's P.ATK. Last 2 rounds, can be purified, does not stack.

Wrench Protection: Each stack reduces damage taken from single target skills by 20%, and 1 stack is removed after taking said damage. Lasts 3 rounds, cannot be dispelled, stacks up to 4 times.

Sense Compass: Ignores the target's Stealth or Invisible when using skills. Lasts 2 rounds, can be dispelled and does not stack.

Passive Effect

Fragment Shell: Bleed: Reduces the character's received healing effect by25%.

Anchor StrikeAdvanced

Billy attacks 1 enemy, dealing damage equal to 147% of P.ATK. Places Chains on the target and 1 enemy adjacent to the target. If there are at least 2 enemies alive before using the skill, then gains 1 addition point of Concentrate. While Last Stand is active, gains Re-act after using the skill.

Chains: After taking skill damage, 30% of the damage taken is transferred to the other friendly unit that has the debuff. Only 2 units may have this debuff at any given time, and when a debuff is removed, all the Chains effects are removed, too. Lasts 2 rounds, cannot be purified, does not stack.

Passive Effect

Piercing Anchor: Skill damage increases by 25%.

Heavy Chains: If there is only 1 enemy alive before casting, then deals additional true damage equal to 150% of Billy's P.ATK.

Showdown ArtilleryUltimate

Billy attacks 1 enemy, dealing physical damage equal to 249% of P.ATK. This skill ignores dodge. If the target has a Shield effect, then increases damage dealt by 50%. Use this skill while Last Stand is active to deal additional physical damage equal to 249% of P.ATK to all enemies, and silences the main target.

Silence: While the effect is active, the target can only use normal attacks. Lasts 2 rounds, can be purified.

Passive Effect

Armored Bow: Places 1 additional stack of Wrench Protection on all allies.

High Explosive Shell: Places Major Damage on the enemy.

Major Damage: While the effect is active, the target cannot gain Blessings for 2 rounds. Can be purified, does not stack.

Smothering Fire: If the target is Bleeding, then removes Bleed and deals physical damage equal to 225% of P.ATK.

Ocean ClashMastery

Increases all of Billy's damage dealt, and becomes immune to Cover and Taunt, but unable to gain Blood Lock or Death Immunity. At the beginning of combat, gains 2 stacks of Wrench Protection, then gains 2 stacks of Wrench Protection every 3 rounds. Before taking action each round, if he has at least 1 stack of Wrench Protection, restores HP equal to 10% of his current max HP.

When his HP drops to 0, immediately restores HP equal to 100% of his current max HP, gains 100 Focus, 5 Concentrate, and Last Stand.

Wrench Protection: Each stack reduces damage taken from single target skills by 20%, and 1 stack is removed after taking said damage. Lasts 3 rounds, cannot be dispelled, stacks up to 4 times.

Last Stand: While the effect is active, ignores 100% of the target's P.DEF. After using skills, deals additional physical damage equal to 10% of max HP to the main target (does not exceed 1,000% of Billy's P.ATK ). Before taking action each round, restores HP to full. When the buff fades, the hero dies and becomes unrevivable. Lasts 2 rounds, cannot be dispelled.

Mutually exclusive with Blood Lock and Death Immunity.

Passive Effect

None.

Cannon fire roars as powers clash at the sea.

The flames burn brightly, and molten iron flows into the mold. The muscular man with an orange bandana raises his hammer, and brings it down with power. After repeating this motion countless times, the molten iron is molded into the shape of an anchor.

'Hm, your control of the fire and your strength are both very good. Give it a once-over to put it on the shelf and sell it.' Sig looks at the freshly made anchor and praises the man.

The man with the orange bandana wipes the sweat off his face and flashes a kind smile. Sig hands the canteen to the man, and motions for him to sit down.

'I heard you were an accomplished mechanic, so why are you here?'

'My friend is in a play, and there are no good props on the market, so I figured I'd make some.'

Sig looks at the man with surprise.

'That's it? Why didn't you just get a commission from me instead? Why do you want to learn blacksmithing?'

The man with the bandana looks a little bitter, and... a little determined.

'I want to become more useful.'

'My friend did a lot of things for me. He saved my life, and he even helped me achieve my dreams. But he's in some... trouble, and I couldn't help him as a mechanic. So I want to learn something that might come in handy later on, because I don't want him to weather the storm by himself. I guess that's my new dream.'

Sig understands. He picks up his hammer and taps the man on the shoulder.

'Break's over! The flame is just right, so I'll teach you how to forge a cannon.'

The man excitedly nods, puts down his canteen and walks over to the furnace.

The fire burns bright, and even melts steel...

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