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Dragonspine
A civilization once flourished in the lands of Dragonspine, only to be destroyed by a turbulent change in climate. The black dragon fell upon Dragonspine long ago, and its blood seems to have seeped into the ground...
Dragonspine
A civilization once flourished in the lands of Dragonspine, only to be destroyed by a turbulent change in climate. The black dragon fell upon Dragonspine long ago, and its blood seems to have seeped into the ground...
Adventurers' Guild
The Adventurers' Guild is active all across Teyvat, exploring new lands filled with mystery and secrets. Even when faced with climates as extreme and dangerous as that of Dragonspine, its members remain all the more steadfast.
LVL | BaseHP | BaseATK | BaseDEF | HP | Ascention | Cost |
---|---|---|---|---|---|---|
1/20 | 1039.44 | 18.70 | 60.66 | - | 0 | |
20/20 | 2670.33 | 48.04 | 155.83 | - | 0 | |
20/40 | 3446.84 | 62.01 | 201.15 | - | 1 | |
40/40 | 5162.96 | 92.88 | 301.29 | - | 1 | |
40/50 | 5714.70 | 102.80 | 333.49 | 6.0% | 2 | |
50/50 | 6573.27 | 118.25 | 383.60 | 6.0% | 2 | |
50/60 | 7308.92 | 131.48 | 426.53 | 12.0% | 3 | |
60/60 | 8167.50 | 146.93 | 476.63 | 12.0% | 3 | |
60/70 | 8719.24 | 156.85 | 508.83 | 12.0% | 4 | |
70/70 | 9576.78 | 172.28 | 558.87 | 12.0% | 4 | |
70/80 | 10128.51 | 182.20 | 591.07 | 18.0% | 5 | |
80/80 | 10987.09 | 197.65 | 641.17 | 18.0% | 5 | |
80/90 | 11538.82 | 207.57 | 673.37 | 24.0% | 6 | |
90/90 | 12397.40 | 223.02 | 723.47 | 24.0% | 6 |
Normal Attack
Performs up to 3 consecutive strikes.
Charged Attack
Drains Stamina over time to perform continuous spinning attacks against all nearby opponents.
At the end of the sequence, performs a more powerful slash.
Plunging Attack
Plunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE DMG upon impact.
Hit | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 | Lv 7 | Lv 8 | Lv 9 | Lv 10 | Lv 11 |
---|---|---|---|---|---|---|---|---|---|---|---|
1-Hit DMG (%) | 90.21 | 97.56 | 104.9 | 115.39 | 122.73 | 131.13 | 142.66 | 154.2 | 165.74 | 178.33 | 190.92 |
2-Hit DMG (%) | 41.07+43.12 | 44.42+46.63 | 47.76+50.14 | 52.54+55.15 | 55.88+58.66 | 59.7+62.68 | 64.95+68.19 | 70.21+73.71 | 75.46+79.22 | 81.19+85.24 | 86.92+91.25 |
3-Hit DMG (%) | 128.4 | 138.85 | 149.3 | 164.23 | 174.68 | 186.63 | 203.05 | 219.47 | 235.89 | 253.81 | 271.73 |
Charged Attack Spinning DMG (%) | 62.55 | 67.64 | 72.73 | 80 | 85.09 | 90.91 | 98.91 | 106.91 | 114.91 | 123.64 | 133.64 |
Charged Attack Final DMG (%) | 113.09 | 122.3 | 131.5 | 144.65 | 153.86 | 164.38 | 178.84 | 193.31 | 207.77 | 223.55 | 241.63 |
Plunge DMG (%) | 74.59 | 80.66 | 86.73 | 95.4 | 101.47 | 108.41 | 117.95 | 127.49 | 137.03 | 147.44 | 157.85 |
Low Plunge DMG (%) | 149.14 | 161.28 | 173.42 | 190.77 | 202.91 | 216.78 | 235.86 | 254.93 | 274.01 | 294.82 | 315.63 |
High Plunge DMG (%) | 186.29 | 201.45 | 216.62 | 238.28 | 253.44 | 270.77 | 294.6 | 318.42 | 342.25 | 368.25 | 394.24 |
Directs a Spirit-Warding Lamp to fire off a Troubleshooter Shot at opponents, dealing Electro DMG.
After the Troubleshooter Shot hits, it will create 2 After-Sales Service Rounds that will automatically track nearby opponents and deal Electro DMG.
Hit | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 | Lv 7 | Lv 8 | Lv 9 | Lv 10 | Lv 11 | Lv 12 | Lv 13 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Troubleshooter Shot DMG (%) | 147.28 | 158.33 | 169.37 | 184.1 | 195.15 | 206.19 | 220.92 | 235.65 | 250.38 | 265.1 | 279.83 | 294.56 | 312.97 |
After-Sales Service Round DMG (%) | 31.56 | 33.93 | 36.29 | 39.45 | 41.82 | 44.18 | 47.34 | 50.5 | 53.65 | 56.81 | 59.96 | 63.12 | 67.06 |
Summons forth the Jinni within the lamp to give the client various kinds of aid.
Jinni
Connects to a nearby character. The connected character will:
Hit | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 | Lv 7 | Lv 8 | Lv 9 | Lv 10 | Lv 11 | Lv 12 | Lv 13 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Connector DMG (%) | 15.88 | 17.07 | 18.26 | 19.85 | 21.04 | 22.24 | 23.82 | 25.41 | 27 | 28.59 | 30.18 | 31.76 | 33.75 |
Continuous Healing | 6.67% Max HP+641.9 | 7.17% Max HP+706.1 | 7.67% Max HP+775.7 | 8.34% Max HP+850.6 | 8.84% Max HP+930.9 | 9.34% Max HP+1,016 | 10.01% Max HP+1,107 | 10.67% Max HP+1,203 | 11.34% Max HP+1,305 | 12.01% Max HP+1,412 | 12.67% Max HP+1,524 | 13.34% Max HP+1,642 | 14.17% Max HP+1,765 |
Energy Regeneration | 1.6 | 1.7 | 1.8 | 1.9 | 2 | 2.1 | 2.2 | 2.3 | 2.4 | 2.5 |
After a character connected to the Jinni triggers an Electro-Charged, Superconduct, Overloaded, Quicken, Aggravate, Hyperbloom, or an Electro Swirl or Crystallize reaction, the CD of Spirit-Warding Lamp: Troubleshooter Cannon is decreased by 1s.This effect can be triggered once every 3s.
When the Troubleshooter Shots or After-Sales Service Rounds from Spirit-Warding Lamp: Troubleshooter Cannon hit opponents, Dori will restore 5 Elemental Energy for every 100% Energy Recharge possessed.
Per Spirit-Warding Lamp: Troubleshooter Cannon, only one instance of Energy restoration can be triggered and a maximum of 15 Energy can be restored this way.
Has a 25% chance to recover some of the materials used when crafting Character and Weapon Materials.
The number of After-Sales Service Rounds created by Troubleshooter Shots is increased by 1.
When you are in combat and the Jinni heals the character it is connected to, it will fire a Jinni Toop from that character's position that deals 50% of Dori's ATK DMG.
Increases the Level of Alcazarzaray's Exactitude by 3.
Maximum upgrade level is 15.
The character connected to the Jinni will obtain the following buffs based on their current HP and Energy:
Increases the Level of Spirit-Warding Lamp: Troubleshooter Cannon by 3.
Maximum upgrade level is 15.
Dori gains the following effects for 3s after using Spirit-Warding Lamp: Troubleshooter Cannon:
An elusive merchant who has a fondness for glittering Mora.
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