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Yukata Curran

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Table of Contents

Character Tier

About

Curran, freshly clad in a yukata, strikes out with Lathna to enjoy a Hinomotoan summer festival. His initial trepidation quickly gave way to delight as he acclimated to the garb's breezy fit. Who knew inquiring could be so...comfortable!

CV Info - English CV Info - Japanese
Andrew McNee Kenta Miyake
Light
Dagger
Attack
Festival Inquisitor
Obtainable as a 5

Character Stats

MAX HP 763
MAX STR 497

Overview

Yukata Curran brings the best of both worlds, offering a small glimpse of diversity among a Paralysis-laden meta. Commanding both Stun and Paralysis, Curran tactfully utilizes his afflictions to bring down bosses. Although his predecessors Mitsuhide and Fleur perform marginally better, both heavily play into Paralysis, whereas Curran will not fall off over longer fights. With optimal positioning and Ricochet Bolts placement, Curran brings punishing Crits and tactical Stuns to the endgame table.

Strengths

Paralysis and Stun 

Master High Zodiark can be Stunned exactly once so Curran has a shot to play around his lack of Curse immunity. Although he runs Paralysis, his kit doesn’t rely on it and serves to enable his allies’ kits. 

Fully Energized 

Landing enough Ricochet Bolts grants a cascade of buffs, namely full Energy, 20% STR, and 8% Crit Rate. Large or immobile targets are great sandbags for consistently gaining these buffs.

Weaknesses

Ricochet Positioning 

Much of Curran’s kit is tied to Energy and by extension aiming Ricochet Bolts. If a boss isn’t pinned against a wall or otherwise in a good spot to score at least 10 S1 hits, Curran’s damage will suffer significantly.

HP Gated 

Curran loses access to both his afflictions if taken too low. As a melee adventurer, he must place himself just within high-risk range, even more so to get optimal S1 bounces.

Dragon Recommendations

Daikokuten works well with Ricochet Bolts’ high hit count and Daggers’ rapid attack rate.

Corsaint Phoenix plays into the Light roster’s heavy Paralysis focus.

Cupid boosts Crit Rate even further and helps keep Curran healthy enough to use his afflictions.

Lindworm is a decent budget pick, offering a solid 45% raw STR.

Weapon Recommendations

Budget Option: Nightbreaker

Wyrmprint Recommendations

Pair 1

Bread and butter setup covering all offensive bases for a Paralysis Dagger user. A potential Slot 2 option is Memories of Summer’s Dusk given Curran’s access to both afflictions.

Shared Skill

Ricochet Bolts
Lvl 2 Deals light damage to enemies directly ahead. If this skill is used during Maskable Faith Mode, it will also inflict paralysis.
200
Lvl 3 Deals light damage to enemies directly ahead. If this skill is used during Maskable Faith Mode, it will also inflict paralysis.
300
SP Cost 3609 Iframe Medium
Unlock Materials
Cost 4 Level 1

Skills

Skill 1

Ricochet Bolts
Lvl 1 Deals light damage to enemies directly ahead. If this skill is used during Maskable Faith Mode, it will also inflict paralysis.
100
Lvl 2 Deals light damage to enemies directly ahead. If this skill is used during Maskable Faith Mode, it will also inflict paralysis.
200
Lvl 3 Deals light damage to enemies directly ahead. If this skill is used during Maskable Faith Mode, it will also inflict paralysis.
300
SP Cost 4512 Iframe Medium

Skill 2

Maskable Faith
Lvl 1 Activates "Maskable Faith Mode." If this skill is used during Maskable Faith Mode, a variant called Shimmering Pinwheels will be used instead. Shimmering Pinwheels deals light damage to enemies directly ahead, and inflicts stun. This skill can only be used when the user's HP is 50% or above, and Maskable Faith Mode will automatically be deactivated when the user's HP falls below 30% of their maximum HP.
100
Lvl 2 Activates "Maskable Faith Mode." If this skill is used during Maskable Faith Mode, a variant called Shimmering Pinwheels will be used instead. Shimmering Pinwheels deals light damage to enemies directly ahead, and inflicts stun. This skill can only be used when the user's HP is 50% or above, and Maskable Faith Mode will automatically be deactivated when the user's HP falls below 30% of their maximum HP.
200
Lvl 3
300
SP Cost 7896 Iframe Medium

Abilities

Ability 1

Multiple Skill Hits = Energy Level Up I

Increases the user's energy level by three stages every time the "Ricochet Bolts" skill hits enemies ten times during the same combo.

80
Upgrades To
Multiple Skill Hits = Energy Level Up II

Energizes the user every time the "Ricochet Bolts" skill hits enemies ten times during the same combo.

100

Ability 2

Poison Res +50%

Reduces susceptibility to poison by 50%.

60
Upgrades To
Poison Res +100%

Reduces susceptibility to poison by 100%.

100

Ability 3

Energy = Strength & Critical Rate II

Increases the user's strength and critical rate as their energy level increases. The maximum bonus, given when the user is energized, is strength +15% and critical rate +6%.

80
Upgrades To
Energy = Strength & Critical Rate III

Increases the user's strength and critical rate as their
energy level increases. The maximum bonus, given
when the user is energized, is strength +20% and
critical rate +8%.

100

Co-Abilities

Critical Rate +5%

Increases critical rate by 5%. Benefits your whole team.

170
Show Upgrades

Increases critical rate by 6%. Benefits your whole team.

Increases critical rate by 7%. Benefits your whole team.

Increases critical rate by 8%. Benefits your whole team.

Increases critical rate by 10%. Benefits your whole team.

Co-Ability Chain

(Light) Energy = Shadow Res +3%

If a team member is attuned to (Light): reduces shadow damage taken by them by 3% for 15 seconds when their energy level is increased. After activating, this ability will not activate again for 15 seconds. Benefits your whole team.

Show Upgrades

If a team member is attuned to (Light): reduces shadow damage taken by them by 4% for 15 seconds when their energy level is increased. After activating, this ability will not activate again for 15 seconds. Benefits your whole team.

If a team member is attuned to (Light): reduces shadow damage taken by them by 5% for 15 seconds when their energy level is increased. After activating, this ability will not activate again for 15 seconds. Benefits your whole team.

If a team member is attuned to (Light): reduces shadow damage taken by them by 6% for 15 seconds when their energy level is increased. After activating, this ability will not activate again for 15 seconds. Benefits your whole team.

If a team member is attuned to (Light): reduces shadow damage taken by them by 8% for 15 seconds when their energy level is increased. After activating, this ability will not activate again for 15 seconds. Benefits your whole team.

Total Materials Required

Mana Circle 1

Total Materials

Effects

HP+13

Mana x 450
STR+11

Mana x 550
HP+13

Mana x 450
STR+11
Adventurer Story Unlock

Mana x 550
HP+13

Mana x 450
Force Strike

Mana x 650
STR+12

Mana x 550
HP+14

Mana x 450

Mana Circle 2

Total Materials

Unbind Materials

Effects

STR+8

Mana x 1,950
HP+15

Mana x 1,550
STR+8

Mana x 1,950
HP+15
Adventurer Story Unlock

Mana x 1,550
STR+8

Mana x 1,950
HP+16

Mana x 1,550
STR+8

Mana x 1,950
HP+16
Adventurer Story Unlock

Mana x 1,550
STR+8

Mana x 1,950

Mana Circle 3

Total Materials

Unbind Materials

Effects

HP+18

Mana x 3,200
STR+15

Mana x 4,000
HP+18

Mana x 3,200
STR+16
Adventurer Story Unlock

Mana x 4,000
HP+18

Mana x 3,200
STR+16

Mana x 4,000
HP+19

Mana x 3,200

Mana Circle 4

Total Materials

Unbind Materials

Effects

STR+10

Mana x 6,200
HP+20

Mana x 5,000
Force Strike (Upgrade 2)

STR+10

Mana x 6,200
HP+21

Mana x 5,000
STR+10

Mana x 6,200
HP+21

Mana x 5,000
STR+10

Mana x 6,200