[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.]Remove CharmCannot attack for 3 turns (Debuff) / 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.]+3~6 CP 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 BrawnATK Up by 1.15x ~ 2.3x for 4 turns (Buff) 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 Blessing+300~600HP/turn for 4 turns (Buff) to self and allies1 square around 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 Glint+10% skill activation rate for 2 turns (Buff) to self / 50~100% [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.]Remove CharmCannot attack for 3 turns (Debuff) / 50~100%
"A stereotypical high school delinquent who hangs around Asakusa in Taito Ward. Due to certain events, he ended up adopting two oni infants, Zenki and Goki, as their papa rather than their Summoner. Ever since he was small, he'd get into fights after staring people down, but he's also sentimental, easily moved to tears, and has a caring heart of gold when it comes to kids. He dyed his hair blond, thinking that looking strong would prevent others from picking fights with him, but this ironically led to more frequent conflict."
A high school delinquent from Taito Ward. Under strange circumstances, he came to be the caretaker of two oni babies. Although they are stray summons, his relationship with them is more akin to a father than a summoner. In spite of his rough appearance, he's really kind of a weakling. The true Motosumi is a friendly young man who loves children and would really rather just get along, but the thuggish face he was born with caused him endless grief throughout his life as other students took him for a delinquent and either ostracized him or started fights with him constantly. Over time Motosumi adopted the style and mannerisms of a punk, dying his hair blond and perfecting his sneer over long practice sessions, in hopes that he might finally be left alone if he looked tough enough. Unfortunately, this only exacerbates the problem.
[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.]Remove CharmCannot attack for 3 turns (Debuff) / 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.]+3~6 CP 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 BrawnATK Up by 1.15x ~ 2.3x for 4 turns (Buff) 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 Blessing+300~600HP/turn for 4 turns (Buff) to self and allies1 square around 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 Glint+10% skill activation rate for 2 turns (Buff) to self / 50~100% [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.]Remove CharmCannot attack for 3 turns (Debuff) / 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.]+5~10 CP to self and alliesdirectly adjacent to self / 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 Defense Advantage vs BlowAcquire skill for 1 turn: [Defense Modifier] Take 0.5x damage from Blow-ranged enemies (Irremovable Buff) to alliesin a 2-square diamond radius around 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 Defense Advantage vs BlowAcquire skill for 1 turn: [Defense Modifier] Take 0.5x damage from Blow-ranged enemies (Irremovable Buff) to alliesin a 2-square diamond radius around self / 45~90% [After BuffDoes not trigger if buff is nullified or resisted. Shares timing with effect that bestowed buff. Effects of the same timing from same unit are all triggered together before they are applied. Will not trigger when buff is already held. Buff-type status skills self-activate with this timing.]+150~300 HP to alliesdirectly adjacent to self / 25~50% [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 OppressionCannot move at will for 2 turns (Debuff) to hit units and enemiesdirectly adjacent to them / 40~80% [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.]Remove OppressionCannot move at will for 2 turns (Debuff) / 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 BrawnATK Up by 1.15x ~ 2.3x for 4 turns (Buff) to self Apply Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to self and alliesdirectly adjacent to self / 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 ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff) to self / 40~80% [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 ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff) to self / 40~80% [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.]-200~-400 HP to hit units, steal 100% of decreased HP / 35~70% [Turn StartTriggers on turn start of their player, after [Phase Start] effects, before [Opponent Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.](If HP < 50%) Apply LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) to self / 45~90%
"He owns a Sacred Artifact in the form of a Vajra that can exorcise even oni but is generally used as a baby rattle. Whenever he falls unconscious in battle, the oni pair Zenki and Goki will appear in their true forms. Zenki bears the power of fire while Goki bears the power of water. When he awakens after battle, they will have returned to their infant forms. He seems to get along well with people who love children."
His sacred treasure is a vajra, a ritual object that supresses the power of demons. Motosumi, on the other hand, uses it primarily as a rattle. When he faints in battle, the babies manifest their true forms: Deadly twin Oni of fire and water who show no mercy to any opponent that would lay a finger on their papa. When the battle is over and Motosumi wakes up, the oni will have already reverted to their baby state with him none the wiser.