Table of Contents
About | |
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Vanessa the hunter, clad in a set of Kirin gear. She and her adorable Felyne companion venture through streams, woodlands, and volcanoes in search of prey. And as a bonus, she's picked up some fine new lance skills from Elisanne! |
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CV Info - English | CV Info - Japanese |
Ava Lindstrom | Ami Koshimizu |
Kirin Amazon |
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Obtainable as a 5
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Character Stats
Overview
Vanessa takes up a set of Kirin armor as the second flagship of Primal Crisis Part 1. In contrast to her showcase partner, Berserker, Vanessa plays fairly similar to standard Lance users. Her strengths lie in her enhanced Force Strikes, blending the long range of Lances with the juggernaut style of Axes. Combining with traits like DEF reduction, Paralysis, and Curse immunity, Hunter Vanessa has no issue breaking into the established High Zodiark meta.  Â
Strengths
Synergistic KitÂ
A Lvl. 2 Force Strike will reduce enemy DEF, making them valid targets for Reduced Defense Devastator. Both parts of Vanessa’s kit that require taking damage also have ways to mitigate that damage.Â
High Paralysis Uptime
High Lance SP gains and a low cost Skill 1 mean Vanessa greatly contributes to the Paralysis train that enables so many Light powerhouses.Â
Weaknesses
Caution Using Enraged GuardÂ
While an initial hit is chopped down by 70%, Enraged Guard cannot protect against multi-hit attacks due to its lack of iframes. Furthermore, knockback immunity may serve as a double-edged sword as it removes a natural source of iframes when knocked down.
Dragon Recommendations
Corsaint Phoenix directly complements Vanessa's high Paralysis uptime.Â
Cupid's active skill is a fitting accompaniment to Reduced Defense Devastator.Â
Daikokuten must be considered on all Light adventurers, but keeping up a combo count means no charging Force Strikes.
Lindworm is an affordable budget alternative.Â
Weapon Recommendations
Budget Option: Ironside Lance
Wyrmprint Recommendations
Pair 1
Pair 1: A Paralysis user's bread and butter, neatly covering all the offensive bases.Â
Shared Skill
Corkscrew Jab | ||
Lvl 2 | Deals light damage to enemies directly ahead, and inflicts paralysis. | 200 |
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Lvl 3 | Deals light damage to enemies directly ahead, and inflicts paralysis. | 300 |
SP Cost | 5572 | Iframe | Medium |
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Unlock Materials |
Light Tome x5
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Cost | 5 | Level | 1 |
Skills
Skill 1
Corkscrew Jab | ||
Lvl 1 | Deals light damage to enemies directly ahead, and inflicts paralysis. | 100 |
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Lvl 2 | Deals light damage to enemies directly ahead, and inflicts paralysis. | 200 |
Lvl 3 | Deals light damage to enemies directly ahead, and inflicts paralysis. | 300 |
SP Cost | 2786 | Iframe | Medium |
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Skill 2
Enraged Guard | ||
Lvl 1 | Activates "Enraged Guard" for 3 seconds. Upon using this skill, the user will also be granted immunity to knockback for 3 seconds, and take 70% less damage from the first hit they take in those 3 seconds. If the user takes damage during Enraged Guard, their strength will be increased by 25% for 60 seconds. At this point, Enraged Guard will be removed. None of these effects will stack, and this skill will not provide a damage immunity window. | 100 |
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Lvl 2 | Activates "Enraged Guard" for 3 seconds. Upon using this skill, the user will also be granted immunity to knockback for 3 seconds, and take 70% less damage from the first hit they take in those 3 seconds. If the user takes damage during Enraged Guard, their strength will be increased by 30% for 90 seconds. At this point, Enraged Guard will be removed. None of these effects will stack, and this skill will not provide a damage immunity window. | 200 |
Lvl 3 | " | 300 |
SP Cost | 14000 | Iframe | Medium |
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Abilities
Ability 1
Lance Expertise +1
Grants the user a unique force strike, and increases force strike damage by 20%. Their force strike has two charge levels. After the first level is charged, damage taken from enemy attacks will be reduced and the user will initiate a counterattack when damaged by certain enemy attacks. Once their force strike is fully charged, it will reduce enemy defense by 8% for 15 seconds. This debuff will not stack. |
80
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Upgrades To | |
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Lance Expertise +2
Grants the user a unique force strike, and increases force strike damage by 30%. Their force strike has two charge levels. After the first level is charged, damage taken from enemy attacks will be reduced and the user will initiate a counterattack when damaged by certain enemy attacks. Once their force strike is fully charged, it will reduce enemy defense by 8% for 15 seconds. This debuff will not stack. |
100
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Ability 2
Curse Res +50%
Reduces susceptibility to curses by 50%. |
60 |
Upgrades To | |
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Curse Res +100%
Reduces susceptibility to curses by 100%. |
100 |
Ability 3
Reduced Defense Devastator +15%
Increases critical rate by 15% against enemies with reduced defense. |
80 |
Upgrades To | |
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Reduced Defense Devastator +20%
Increases critical rate by 20% against enemies with reduced defense. |
100 |
Co-Abilities
HP +9%
Increases HP by 9%. Benefits your whole team. |
170 |
Show Upgrades
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Increases HP by 10%. Benefits your whole team. |
Increases HP by 12%. Benefits your whole team. |
Increases HP by 13%. Benefits your whole team. |
Increases HP by 15%. Benefits your whole team. |
Co-Ability Chain
(Light) Paralysis = User Critical Rate +7%
If a team member is attuned to (Light): increases their critical rate by 7% for 15 seconds when they successfully paralyze an enemy. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
Show Upgrades
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If a team member is attuned to (Light): increases their critical rate by 8% for 15 seconds when they successfully paralyze an enemy. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
If a team member is attuned to (Light): increases their critical rate by 9% for 15 seconds when they successfully paralyze an enemy. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
If a team member is attuned to (Light): increases their critical rate by 10% for 15 seconds when they successfully paralyze an enemy. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
If a team member is attuned to (Light): increases their critical rate by 13% for 15 seconds when they successfully paralyze an enemy. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
Total Materials Required
- 1
- 2
- 3
- 4
- 5