The two-set bonus enhances the damage and recovery of Vesper while it's in the main slot. The four-set bonus further enhances Vesper's survivability while it's in the main slot.
The three-set bonus gives a damage boost to grievous targets, benefitting Vesper while it's in the main slot.
Weapon Effects
Physical Resonance>: Increase physical ATK by 15%> and physical resistance by 25%>. Activate by equipping 2> or more physical weapons. This set effect works in the off-hand slot. Cannot stack with effects of the same type.
Physical Benediction>: Increase the entire team's physical ATK by 5%> when Benediction Resonance is active.
Advancements
★1
When releasing any weapon skill or discharge, if your Guards are at the maximum, the Guard duration will be refreshed, dealing physical damage equal to 30%> of physical ATK × number of Guards to the enemy. Up to 8 Guards when under the effect of Benediction, and up to 6 when without it.
Shatter: S (
12.00)
Charge: A (
10.00)
★2
Increases the current weapon's Base ATK growth by 16%>.
Shatter: S (
12.00)
Charge: A (
10.00)
★3
Increase all damage dealt by Guards by 20%>, and increase the guarded target's final damage by 15%> for 10 seconds> when releasing any weapon skill or discharge under the effect of Benediction Resonance.
Shatter: S (
12.00)
Charge: A (
10.00)
★4
Increases the current weapon's Base ATK growth by 32%>.
Shatter: S (
12.00)
Charge: A (
10.00)
★5
Forgiveness Guard: After releasing Resonance 5 times, receive 1> chance to negate lethal damage for the wielder and the guarded target. After a teammate negates lethal damage, they will consume Forgiveness Guard and recover 5%> of Max HP. Unavailable in Apex League.
Enlightenment Guard: After releasing Resonance 5 times and when having Enlightenment Guard, the wielder receives 2> chances to negate lethal damage. Stack up to 5> times. After the wielder negates lethal damage, they will consume 1 stack of Enlightenment Guard and recover 5%> of Max HP. Unavailable in Apex League.
Shatter: S (
12.00)
Charge: A (
10.00)
★6
When unleashing any weapon skill or discharge, the increase of final damage and healing depends on the number of Guards. Each Guard increases final damage and healing by 1.6%>, up to 8%> for 25 seconds>.
Shatter: S (
12.00)
Charge: A (
10.00)
Skills
Normal Attack
Normal
Normal Vesper Attack Passive
Support
Enlightenment>: Upon hit, Vesper's normal attack without Benediction Resonance deals extra damage to targets bearing the Enlightenment mark>, equal to the number of Guards you carry × 2.1%> of ATK (no more than 12.6% × ATK in total). That damage will not trigger extra attack effects and is regarded as discharge skill and weapon skill damage.
Upon hit, Vesper's normal attack with Benediction Resonance deals extra damage to targets bearing the Enlightenment mark>, equal to the number of Guards you and teammates carry × 1.5%> of ATK (no more than 12% × ATK in total). That damage will not trigger extra attack effects and is regarded as discharge skill and weapon skill damage.
Glowing>: Upon hit, all of Vesper's normal attacks recover HP equal to 15%> of ATK.
Sacred Strike>: Vesper's aerial attack and Accumulator can convert 60% of charge to shatter.
Guard>: For every 15%> loss of Max HP or every 300> weapon charge gained, obtain up to 5> Enlightenment Guards for yourself (can be produced in the off-hand slot). Enlightenment Guards lasts for 25> seconds. If you have the maximum number of Enlightenment Guards, the newly produced Enlightenment Guards will attack enemies, dealing physical damage equal to 48%> of ATK, then disappear. That damage does not trigger extra attack effects.
Note: In Bygone Phantasm, Vesper is not regarded as a support weapon.
Normal Vesper Attack
Damage
ATTACK
+
ATTACK
+
ATTACK
+
ATTACK
+
ATTACK
While on the ground, use Vesper to launch 5 consecutive attacks.
First Attack: Deal damage equal to {0}%> of ATK plus {1}> and knock the target back a short distance.
Second Attack: Deal damage equal to {2}%> of ATK plus {3}> and knock the target back significantly.
Third Attack: Deal damage equal to {4}%> of ATK plus {5}> and knock the target back a short distance.
Fourth Attack: Deal damage equal to {6}%> of ATK plus {7}> and suspend the target.
Fifth Attack: Deal damage equal to {8}%> of ATK plus {9}> and launch the target.
Frustration
Damage
JUMP
+
ATTACK
While airborne, tap normal attack to unleash Frustration. Each punch deals damage equal to {0}%> of ATK plus {1}> and consumes 10> endurance. The last hit deals damage equal to {4}%> of ATK plus {5}> and launches the target.
When unleashing Frustration, grab the target if possible and throw it to the ground, dealing damage equal to {2}%> of ATK plus {3}> in total.
Accumulator
DamageHyperbody
HOLD ATTACK
Tap and hold normal attack for up to 3> charges. Strongly suspend> the target upon hit, and become immune from damage and control effects during an Accumulator attack. Releasing before getting hit can trigger Phantasia.
Phase 1 charged hit: Deal damage equal to {0}%> of ATK plus {1}>.
Phase 2 charged hit: Deal damage equal to {2}%> of ATK plus {3}>.
Phase 3 charged hit: Deal damage equal to {4}%> of ATK plus {5}>.
Shimmer
Damage
ATTACK
+
HOLD ATTACK
Tap and hold normal attack during normal attacks or after dodging to unleash Shimmer. Each punch deals damage equal to {0}%> of ATK plus {1}> and consumes 10> endurance. Release to trigger Accumulator.
Pummel
Damage
JUMP
+
HOLD ATTACK
While airborne, tap and hold normal attack to trigger 3 mid-air charges. Release to pummel the ground and strongly suspend> targets. Releasing before getting hit can trigger Phantasia.
Phase 1 charged attack: Deal damage equal to {0}%> of ATK plus {1}>.
Phase 2 charged attack: Deal damage equal to {2}%> of ATK plus {3}>.
Phase 3 charged attack: Deal damage equal to {4}%> of ATK plus {5}>.
Dodge
Dodge
Mind Capture
DamageControl
MOVEMENT
+
DODGE
+
ATTACK
After dodging, tap normal attack to pull the target to you and draw it in for 2> seconds, dealing damage equal to {0}%> of ATK plus {1}>. Tapping and holding normal attack after dodging can trigger Shimmer> after unleashing Mind Capture>.
Dodge
MOVEMENT
+
DODGE
Dodge right before getting hit to trigger Phantasia, which reduces the speed of enemies within the area. Become immune to hitstun while dodging for 0.5> seconds and recover 250> endurance.
Skill
Skill
Forgiveness Guard
DamageSupport
Forgiveness Guard>: When the healing effect overflows, gain an HP Shield equal to up to 25%> of Max HP. When Vesper has Forgiveness Guard, different guard effects are activated under different Resonances.
Benediction Guard>: The skill is replaced with Shinerise>, and the Wanderer earns no more Enlightenment Guard, which is converted to Forgiveness Guard for teammates. Earn 1 Forgiveness Guard for each 15%> of Max HP healed, and grant up to 1 Forgiveness Guard to every teammate. If every teammate has one, Forgiveness Guard deals physical damage equal to 60%> of ATK to an enemy and disappears. That damage does not trigger extra attack effects. Also, increase Max HP by 10%> for self and teammates. This effect cannot be stacked.
Attack Guard>: When a Vesper skill hits, immediately gain a shield equal to 30%> of Max HP. Cooldown: 30> seconds.
Fortitude Guard>: When a Vesper skill hits, immediately gain healing, restoring 2%> of Max HP per second for 20> seconds. Cooldown: 30> seconds.
Balance Guard>: When HP is more than 50%>, increase shatter by 20%>. When HP is less than 50%>, increase final damage by 10%> and shatter by 10%>.
Starfall
DamageDebuff
Leap toward the target, dealing damage equal to {0}%> of ATK plus {1}> and strongly suspending> it. Inflict an Enlightenment mark on the target for 18> seconds. Cooldown: 20> seconds.
Shinerise
DamageSupport
Pummel the ground and strongly launch> targets in front, dealing damage equal to {0}%> of ATK plus {1}> and summoning up to 3> Blades> for 75> seconds (up to 1 Blade every 2 meters). This skill can be used up to 3> times, with a cooldown of 20> seconds each time. When 2 Blades> exist on the field, a Clearshine> is created. When a Blade> is touched, it heals targets within the movement radius, restoring HP equal to {2}%> of the target's ATK. When 3 Blades> exist, a Nebula> is created. When a Blade> is touched, it damages targets within the movement radius, dealing damage equal to {3}%> of ATK × movement distance / 5>m.
Chanting Sigh
Discharge
When weapon charge is full> or Phantasia> is triggered, switching to this weapon from another removes all debuffs from the wielder> and unleashes Chanting Sigh, dealing damage equal to {0}%> of ATK plus {1}> and adding an Enlightenment mark to the target for 18> seconds, during which damage immunity lasts 2.6> seconds (unavailable in Apex League).
Chanting Sigh
DamageDebuffHyperbody
When weapon charge is full> or Phantasia> is triggered, upon switching to this weapon, remove all debuffs from the Wanderer> and unleash Chanting Sigh, dealing damage equal to {0}%> of ATK plus {1}> and adding an Enlightenment mark to the target for 18> seconds, during which damage immunity lasts 1.5> seconds (unavailable in Apex League).