
Tier IV · Charge
Charge-type Gloves
Effect
Base
Max Charge Count +10. Encounter Start: All allies gain +5 Charge Count. Turn Start: All allies gain +2 Charge Count. [#1 Deployed Identity Exclusive Effect] Encounter Start: gain 1 Near-light Superbattery
+
Max Charge Count +10. Encounter Start: All allies gain +6 Charge Count. Turn Start: All allies gain +3 Charge Count. [#1 Deployed Identity Exclusive Effect] Encounter Start: gain 10 Near-light Superbattery
++
Max Charge Count +10. Encounter Start: All allies gain +8 Charge Count. Turn Start: All allies gain +4 Charge Count. [#1 Deployed Identity Exclusive Effect] Encounter Start: gain 20 Near-light Superbattery
Status effects
- Charge
- Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
- Near-light Superbattery
- - Max Stack: 100 - When consuming Charge Count, add the amount consumed to this buff's Stack - Max Charge Count Cap +10 - Gain 1 Charge Count when allies gain Charge Potency or Count - When this unit consumes Charge Count with its Skills, consume the same amount of Charge Count 1 more time (when there isn't enough Charge Count, consume as much as available) - Deal +10% damage for every 10 Stack - Enemies gain +0.1 Resistance against this unit's attacks for every 20 Stack (max +0.5 Resist; does not activate against Staggered enemies) - When the Identity with this effect dies, the buff transfers to the ally who is second earliest to this unit in the Deployment order. The Stack carries over as well. - This effect works on 'Unique Charge' as well.