Table of Contents
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 |
Festival Inquisitor |
---|
Obtainable as a 5
|
Character Stats
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 StunÂ
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.Â
Fully EnergizedÂ
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 PositioningÂ
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 GatedÂ
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 deal light damage to enemies directly ahead and inflict paralysis. Paralyzed foes take extra damage. | 200 |
---|---|---|
Lvl 3 | Deals light damage to enemies directly ahead. If this skill is used during Maskable Faith Mode, it will deal light damage to enemies directly ahead and inflict paralysis. Paralyzed foes take extra damage. | 300 |
SP Cost | 3609 | Iframe | Medium |
---|---|---|---|
Unlock Materials |
Light Tome x4
|
||
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 deal light damage to enemies directly ahead and inflict paralysis. Paralyzed foes take extra damage. | 100 |
---|---|---|
Lvl 2 | Deals light damage to enemies directly ahead. If this skill is used during Maskable Faith Mode, it will deal light damage to enemies directly ahead and inflict paralysis. Paralyzed foes take extra damage. | 200 |
Lvl 3 | Deals light damage to enemies directly ahead. If this skill is used during Maskable Faith Mode, it will deal light damage to enemies directly ahead and inflict paralysis. Paralyzed foes take extra damage. | 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. Paralyzed foes take extra damage. 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. Paralyzed foes take extra damage. 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 |
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
- 1
- 2
- 3
- 4
- 5