[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Weapon Change (Blow)Changes the unit's weapon type to Blow-ranged for 3 turns. (Buff) to enemiesin front of self / 45~90% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Weapon Change (Blow)Changes the unit's weapon type to Blow-ranged for 3 turns. (Buff) to enemiesin front of self / 45~90% [Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.]Resist 26 statuses
/ 50~100% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 2x damage to Weapon Change (Blow)Changes the unit's weapon type to Blow-ranged for 3 turns. (Buff)-affected enemies Deal 2x damage to Weapon Change (Blow)Changes the unit's weapon type to Blow-ranged for 1 turn. (Buff)-affected enemies / 100%
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply All-ranged ResistanceAcquire skill for 1 turn: [Defense Modifier] Take 0.1x damage from All-ranged enemies (Irremovable Buff) to self and alliesdirectly adjacent to self / 50~100% [Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply AnchorPrevent forced movement for 3 turns (Buff) to self and allieson the entire board / 50~100%
[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)]Attract hitting units by 1 square / 40~80% [When Hit″This unit must have >0HP when hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 12; occurs after trigger id 13)]+5~10 CP to self / 30~60%
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) to self / 50~100% [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.]Apply ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to alliesdirectly adjacent to self / 30~60%
Apply ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units and enemieson the left and right of them + Apply Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to self
"A Transient from the otherworld of Midearth who proudly wears a personalized biker jacket. He's a mass combat fanatic, happy to join any faction that stands at a great disadvantage so that he may fight a powerful enemy under the most challenging possible circumstances. Unfortunately, he rarely finds foes he considers to be worth his time to fight. He expresses his love for the local neighborhood through his affiliation with the Shopping District Revival Association's youth division in Shibamata, Katsushika Ward. For some unstated reason, he goes by the name Taishakuten instead of the Daeva name he was known by back home. He feels a strong sense of sympathy toward a certain underling of his who dearly loves his local shopping district. He has something of a soft spot for things which are considered to be original items or are foundational in some regard. For this reason, he goes absolutely berserk if anyone should so much as suggest that he is himself or has any relation to any form of fake or counterfeit. He feels incredible empathy toward those who endeavor to become compatible with another while still maintaining their own individuality. He once allied with his lifelong rival Asakusa Guild when they were faced with great adversity."
Translated from Japanese
Transient from the world of Garothman who wears suicide squad clothes over his shoulders. Taishakuten is a mass battle freak gangster who always joins the weaker side and loves challenging powerful armies. That said, he worries about how he hasn't really found many people stronger than himself. Taishakuten belongs to the youth section of Katsushika Ward, Shibamata's shopping district group promotion union and has great local love. Due to certain reasons, he is going by the name Taishakuten instead of his daeva name he used in his home world. He has great sympathy for a certain kouhai who loves his local shopping district. He has this strange fixation with the terms "family founder" and "head house". If he's ever called a faker he flips out hard enough to fire a million volts. He has great sympathy for people who want to become someone that can pair up with someone. At times when the Asakusa guild gets into a crisis, he temporarily assists them while staying as their long time rival.
[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Weapon Change (Blow)Changes the unit's weapon type to Blow-ranged for 3 turns. (Buff) to enemiesin front of self / 45~90% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Weapon Change (Blow)Changes the unit's weapon type to Blow-ranged for 3 turns. (Buff) to enemiesin front of self / 45~90% [Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.]Resist 26 statuses
/ 50~100% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 2x damage to Weapon Change (Blow)Changes the unit's weapon type to Blow-ranged for 3 turns. (Buff)-affected enemies Deal 2x damage to Weapon Change (Blow)Changes the unit's weapon type to Blow-ranged for 1 turn. (Buff)-affected enemies / 100%
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply All-ranged ResistanceAcquire skill for 1 turn: [Defense Modifier] Take 0.1x damage from All-ranged enemies (Irremovable Buff) to self and allies1 square around self / 50~100% [Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply AnchorPrevent forced movement for 3 turns (Buff) to self and allieson the entire board / 50~100%
[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)]Attract hitting units by 1 square / 50~100% [When Hit″This unit must have >0HP when hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 12; occurs after trigger id 13)]+5~10 CP to self / 30~60% [Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to self / 50~100%
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) to self / 50~100% [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.]Apply ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to allies1 square around self / 35~70%
Apply ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units and enemieson the left and right of them + Apply Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to self + +200~400 HP to self
"The countless scars covering Taishakuten's body serve as his Sacred Artifact. He converts the damage his body has sustained into energy, forging it into a spear of lightning which can be thrown to counter any opponent's attack. The greater the threat he faces, the more powerful Taishakuten's spear grows to match it. This means if his opponent were to unleash an attack of cataclysmic proportions, Taishakuten would be capable of countering it with a thrust that could handily cut right through it, and so much more. Many individuals from many different worlds—Devaloka, Shangri-La, Xanadu, and others—share the same origin as Taishakuten, yet he claims to be the first among them all, if not the very source of all of these identities, despite knowing full well what such a claim means. He willingly shoulders all the notoriety and weight that comes with each of these names, though it's possible this could merely be his way of sniffing out foes tied to those identities. One surefire way to infuriate Taishakuten is to imply that his origin is in question and may be subject to debate."
Translated from Japanese
The lightning scars running all over his body is Taishakuten's Sacred Artifact. All damage to him is converted and collected as energy, which is then formed into a thunder spear and thrown as a counterattack. The stronger the opponent and attack thrown against him, the stronger the counterattack becomes. If his opponent could fling world-scale disastrous attacks at him, then Taishakuten can fling back attacks just as powerful. He has shared base lives in many other worlds like Deva Loka, Shangri La, and Xanadu among others. Since the source of them all is himself, he seems prepared to bear the fame and infamy of all these identities alone. Perhaps he just wants to add to his karma and fight. Also, he flips out if you tell him there's various theories on the origin of the identity known as Taishakuten.
[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to self and alliesin Long Slash range / 45~90% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to self and alliesin Long Slash range / 45~90% [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.]Apply ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units / 45~90%
[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)]Apply RageATK Up and DEF Down by 1.25x ~ 2.5x for 2 turns (Buff) to hitting units Apply OppressionCannot move at will for 2 turns (Debuff) to hitting units / 50~100% [Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Oppression WeakeningWhile user has Oppression: ATK Down by 0.4x for 999 turns (Irremovable Debuff) to enemieson the entire board / 50~100%
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) to self and allieson the entire board Attract enemieson the entire board by 1 square / 50~100% [After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.]+200~400 HP to self and allies2 squares to the left and right of self / 35~70%
[When AppearingWhenever this unit appears in a battle for the first time. Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Taunt StrengtheningWhile user has Taunt: ATK Up by 1.5x for 999 turns (Irremovable Buff) to self and allieson the entire board / 50~100% [After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply TauntAdds aggro to unit for 2 turns. (Buff) to self and alliesin front of self / 45~90% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply TauntAdds aggro to unit for 2 turns. (Buff) to self and alliesin front of self / 45~90% [On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.]Apply ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to allies and enemiesin Long Slash range / 50~100% [On MissAfter this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Remove DebuffRemove one debuff (Buff) to allies and enemiesin Long Slash range / 40~80%
Apply Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to self + Apply ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) to hit units and enemiesin a 3-square vertical line around the back of them + Deal 2x damage to ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff)-affected enemies
If you were to ask Taishakuten about flowers, then he would be the sort of person who would think about the kind of new decorations and local specialties he could make with them. Taishakuten respects his home area of Katsushika Ward, Shibamata above all else, and he stands alone and proud calling himself the founder since the contradictions of the inhabitants of this area from olden times. And recently, Taishakuten's been on the hunt for a PR manager who loves the place just as much as he does. However, just about the only people coming by showing him any sort of passion all come bundled with a letter challenging to throw down with him. His great gang boss rival from Asakusa hasn't even shown up yet. But it's no surprise that a lone wolf who's proud of his strength and has no prospects for love would only think of love as love for his home. Only now though has someone who can make lightning shoot through his body and turn the notch up to eleven presented themselves. He's been off screaming his love over the rooftops about it, though just about everyone else besides him has misread things and is thinking "oh man, is it finally that time for him?"
Taishakuten is the Japanese name of Indra. Indra is the king of gods, and also the god of storms, thunder, and war in Hinduism. However, Taishakuten is based on Indra in Zoroastrianism, who is a demon.
His Charge Skill line Daeva Zarathustra is a reference to the Zoroastrian demonic entities daevas, as well as the founder of the religion Zoroaster's name in the Avestan language.
Taishakuten is considered as one of the deities of Buddhism who reside in a heavenly realm.
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tbe way i was so confident that his alt would be a 4* cause no one talked about this guy whatsoever and then lw decided to dick me over by making it so hellish to pull his alt by making him a 5*
The base of his Valentine skills kit is lock enemies movement by Paralysis or Oppression and decrease enemies ATK by Paralysis and Oppression Weakening... He can be Support unit to party with ATK up + Ardor + Protection + Remove debuff but he apply Taunt every move phase end that kinda risky because he doesn't even have Protection or Regen HP skills to protect himself ( even if he Decrease enemies ATK that not guarantee you will survive specially by Long range weapons type ) am i correct?
The stories and information posted here are artistic works of fiction and falsehood. Only a fool would take anything posted here as fact.
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