S Fire Attack

Orphie & Magus

Captain of Obol Squad and Her Wielder

TierS
RolesSub DPS · Support
Release2.2

Orphie & Magus are a Fire Attack duo built as a secondary DPS: most of their damage comes from automatic off-field Aftershock lasers, and their Heat Charge laser gives the whole squad up to +700 ATK. With a Stun or Support teammate, Aftershocks from buffed allies also ignore 25% DEF. They shine next to Aftershock users like Soldier 0 - Anby and Trigger, and next to Seed, whose Steel Charge they feed.

Orphie & Magus

Aftershock Sub DPS

W-Engines

Bellicose Blaze BiS
S · Energy Regen
Their signature and the most used option: high base ATK, Energy Regen main stat (for Zeroed In, or to free disc 6 for ATK%), CRIT Rate +20% and DEF ignore from Fire Aftershocks that stacks with other DEF-ignore sources.
CRIT Rate +20%; Fire Aftershocks make attacks ignore 15% of DEF for 8s, up to 2 stacks.
Heartstring Nocturne
S · CRIT Rate
The best Attack stat stick: CRIT Rate main stat, CRIT DMG +50% and Fire RES ignore on Chain Attacks and Ultimates.
CRIT DMG +50%; entering combat, Chain Attacks and Ultimates grant Heartstring (up to 2), each letting Chain Attacks and Ultimates ignore 12.5% of Fire RES.
Severed Innocence
S · CRIT DMG
Huge CRIT DMG that they almost fully use thanks to constant Aftershocks, even without the Electric DMG bonus.
CRIT DMG +30%, plus up to +30% more from Basic Attack, Special Attack and Aftershock hits; at 3 stacks, Electric DMG +20%.
Myriad Eclipse
S · CRIT Rate
Slightly weaker stat stick than Heartstring Nocturne, without the Fire RES ignore.
CRIT DMG +45%; dealing Ice DMG with an EX Special, Chain Attack or Ultimate lets hits ignore 25% of DEF for 3s.
Gilded Blossom
A · ATK%
Best A-Rank: ATK and EX Special DMG, where much of their damage comes from.
ATK +6% and EX Special Attack DMG +15%.
Marcato Desire
A · CRIT Rate
Generalist A-Rank: CRIT Rate main stat and ATK after EX Specials and Chain Attacks.
EX Special Attack and Chain Attack hits raise ATK by 6% for 8s, or 12% if the target suffers an Attribute Anomaly.

Drive Discs

Shadow Harmony ×4
Swing Jazz ×2
Best for their own damage and almost maintenance-free: Aftershock DMG bonus, ATK and CRIT Rate stacks, plus Energy Regen for Zeroed In.
Set effects
2pThe DMG of Aftershocks and Dash Attacks is increased by 15%.
4pUpon hitting an enemy with an Aftershock or Dash Attack, if the DMG dealt aligns with the equipper's attribute, the equipper gains 1 stack of a buff effect, at most once per use of a skill. For each stack, the equipper's ATK increases by 4%, and CRIT Rate increases by 4%. The effect can stack up to 3 times and lasts for 15s. Repeated triggers reset the duration.
2pEnergy Regen +20%
Shadow Harmony ×4
Moonlight Lullaby ×2
Same Energy Regen +20% on the 2-pc if your Moonlight Lullaby pieces roll better.
Set effects
2pThe DMG of Aftershocks and Dash Attacks is increased by 15%.
4pUpon hitting an enemy with an Aftershock or Dash Attack, if the DMG dealt aligns with the equipper's attribute, the equipper gains 1 stack of a buff effect, at most once per use of a skill. For each stack, the equipper's ATK increases by 4%, and CRIT Rate increases by 4%. The effect can stack up to 3 times and lasts for 15s. Repeated triggers reset the duration.
2pEnergy Regen +20%
Astral Voice ×4
Swing Jazz ×2
The buffer option: their Heat Charge and Ultimate Quick Assists feed Astral stacks. It beats Shadow Harmony in dual-DPS teams only if you keep the stacks up.
Set effects
2pATK +10%
4pWhenever any squad member enters the field using a Quick Assist, all squad members gain 1 stack of Astral, up to a maximum of 3 stacks, and lasting 15s. Repeated triggers reset the duration. Each stack of Astral increases the DMG dealt by the character entering the field using a Quick Assist by 8%. Passive effects of the same name do not stack.
2pEnergy Regen +20%

Main stats

Disc 4
CRIT DMG / CRIT Rate
Disc 5
Fire DMG Bonus / ATK%
Disc 6
Energy Regen / ATK%

Substat priority

1CRIT Rate 2CRIT DMG 3ATK% 4PEN 5ATK

Stat targets

  • ATK 2,500–2,700+
  • CRIT Rate 90–100% (their passive and discs included)
  • CRIT DMG 120%+
  • Energy Regen +80% or more: every 0.1 above 1.6 on the stat sheet adds 20 ATK to Zeroed In (capped at +700 in total)

Talent priority

Core Skill
Special Attack
Chain Attack
Assist
Basic Attack
Dodge

With their signature, you can swap disc 6 to ATK% for more personal damage. Avoid PEN Ratio on disc 5: their DEF ignore makes it less efficient.

Teams

Recommended teams

Aftershock: Soldier 0 - Anby & Trigger

Their most used team in both current endgame modes. All three deal Aftershock DMG, so everyone benefits from Zeroed In's DEF ignore, and Soldier 0 - Anby shares CRIT DMG in return. Bangboo: Mercury (Defense Force).

Obol Squad: Seed & Trigger

Seed
Orphie & Magus
Trigger

Orphie's cheap on-field EX Special feeds Seed's Steel Charge. Harder to play optimally, with lots of quick swaps. Bangboo: Mercury.

Support: Soldier 0 - Anby & Astra Yao

Astra Yao (Support) also enables their Additional Ability if you don't have Trigger. Bangboo: Mercury.

Guide

How to play

Aftershocks everywhere

Their Core Passive gives them CRIT Rate +25% and Aftershock DMG +85%, and almost every attack worth using counts as an Aftershock: the fire blade finisher of their Basic Attack, all their EX Specials, their Chain Attack and their Ultimate.

  • Off-field, during your allies' attacks, they fire Special Attack: Corrosive Flash (once every 5s). With 60+ Energy, it becomes EX Special Attack: Crimson Vortex instead (costs 30 Energy).
  • On-field, EX Special Attack: Watch Your Step costs 30 Energy and is followed by the fire blade.

Bottled Heat and Zeroed In

  • They start with 100 Bottled Heat (max 125) and gain 20 per EX Special, Chain Attack, Ultimate and Corrosive Flash.
  • At 100+, hold Special for EX Special Attack: Heat Charge: a long laser that triggers a Quick Assist as it starts. Swap out and let it run: it ends with Fiery Eruption. Note that you can't swap back to them until it's over.
  • The laser gives the squad Zeroed In for 12s: +280 ATK, plus 20 ATK per 0.1 of their initial Energy Regen above 1.6, up to +700. Each Aftershock from a buffed ally extends it by 4s (up to +20s).
  • Additional Ability (Stun or Support teammate): Aftershock DMG from Zeroed In allies ignores 25% DEF. PEN Ratio loses value next to it.

Ultimate

As they leap into the air, their Ultimate triggers a Quick Assist: always take it, it extends the laser for extra damage.

In practice

  • Keep Zeroed In up with Heat Charge, and plan your team rotation around its long animation.
  • With Seed: use the on-field EX Special often, as its low 30 Energy cost feeds Seed's Steel Charge.
  • Elsewhere: let the off-field lasers do the work and only step in for Heat Charge and the Ultimate.

Strengths

  • Good off-field and on-field damage on top of a big squad ATK buff.
  • Low skill floor with a high skill ceiling: lots of room for optimisation.
  • Cheap to build: few skills to level, and accessible W-Engines and Drive Discs.
  • Rare DEF-ignore buff for Aftershock teammates.

Weaknesses

  • Long off-field animations during which you can't swap back to them, which can get in the way of team combos.
  • Their strongest synergies are locked to a few Electric Attack Agents (Soldier 0 - Anby, Seed) and Aftershock Stunners.
  • Low potential as a main DPS.

Notable dupes · Mindscape Cinema

M1
Big upgrade

Their off-field and Heat Charge attacks ignore 15% Fire RES, and Zeroed In allies deal +20% DMG.

M2
Big upgrade

Decibels from their Aftershocks, and ATK +20% for 45s after their Ultimate.

M4
Optional

Zeroed In lasts 16s, and Heat Charge and Ultimate DMG +40%.

M6
Solid upgrade

Basic Attack chains into Crimson Vortex, and the lasers deal extra Fire DMG (250% ATK).

Community

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