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}>.