PVE
[On Use] Gain +1 Sinking Count
[Clash Lose] Gain 3 Sinking
[On Use] When below -15 SP, the skill gains Final Power +3
[On Use] When below -25 SP, Final Power +2
[On Use] Gain 6 Sinking and +3 Sinking Count
[On Use] Gain 5 Sinking
At the start of the combat phase, spend 1 Sinking Count and lose SP by the current amount of Sinking
Before being hit by an attack, gain Protection equals to this unit's Sinking. (Up to 5 Protection can be gained per turn)
When hit, gain 1 Blunt DMG Up next turn. (3 per turn)
1 ally with the least SP loses 10 SP when hit by an attack and gains 1 Blunt DMG Up next turn. (Once per turn)
Sunshower Heathcliff is an awkward case. He loses SP on losing clashes and on Uptie 4 his S1 also applies sinking on him on Clash Lost. Which is good, however, his sanity management is still tricky to play around. Uptie 4 did not help him much, outside of boosting his S2 when Heath is on -25 SP or lower. With AEDD E.G.O. Heath’s survivability issues will be fixed a bit as he will not be dying that fast when being hit. Unfortunately, Uptie 4 did not help much in terms of making him more rewarding to use and still requires a team built around him to function properly.
Somewhat tanky
Can pull off decent damage numbers
The best Counter skill in the game
Sanity management might prove tricky
Only Skill 3 might be reliable clashing tool
Overreliance on Counter and getting hit
Awkward team building
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