PVE
In a clash, the opponent has -2 Clash Power.
In a clash, the opponent has -2 Clash Power.
In a clash, the opponent has -2 Clash Power.
When attacking a target with a damage type the target is "Weak" or "Fatal" to, deal +10% damage.
1 ally with the highest Speed deals +10% damage when attacking a target with a damage type the target is "Weak" or "Fatal" to.
The Odyssey had a purpose. Outis returned from Odyssey to Project Moon’s HQ with a great kit and declared herself the best clasher in the game.
All Outis skills have a gimmick - as we can call it - of reducing enemy clash power by 2. This enables Outis to clash with enemies who have even 42 Offense Level, as Outis will negate their bonus power. Thanks to this, Outis can clash with nearly everything and win most of the time. All three skills of hers are simply amazing at clashing. And she will clash as she boasts (at the time of writing this review) the highest speed range in the game, 5 - 8, beating G Corp Outis and W Corp Meursault who have 4 - 8.
Let's go over her skills now.
Her first skill, Predictive Analysis, is your standard 1 coin decent base power, low coin skill. However, due to the clash power reduction and [On Hit] Paralyze next turn, the skill gets above the curve of other generic first skills.
Her second skill, Field Command, features Rupture Count, a rare effect that allows Rupture to stay longer on the enemies. This in turn allows Identities like G Corp Gregor to capitalize on their damage boost on Ruptured targets. On top of that, there is also 2x [On Hit] 1 Defense Down next turn to set up big burst turns.
The third skill, Exploit the Gap, instead of debuffing enemy defence only, debuffs their offensive power too, meaning everybody in the team will be able to capitalize on easier clashes. And Outis also brings her own new debuff, called Weakness Analyze, which makes random “Endure” or “Normal” resistance more susceptible to damage. While it may not always land on the resistance we want to weaken, it is a nice debuff.
Outis also (because why not) has a special guard skill that [On Use] grants her 1 Haste and Defense Power Up next turn. This mixed with Outis tank-like Defense will allow her to take a hit and most likely shrug it off. The thing is, you will rarely ever make use of it as she is just so great at clashing that it feels like a waste to use her defensive skill.
To make things even better, her passives are just as great as her skills - which is unusual, as PM loves to balance characters by giving them useless passives when their skills are already great.
Overall, Seven Section 6 Director Outis is an outstanding Identity that specializes in clashes and winning those. Her versatility of effects allows her to fit into any team. Just keep in mind that Seven Section Outis should be paired with identities that can fuel her pride requirement for her EGOs, as she can’t provide pride herself.
Outstanding Clasher
Plethora of good debuffs
Versatile
The Odyssey Truly Had a Purpose
A bit lackluster damage
Pointless defensive skills effects
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