Name - Phil
Rank - S
Faction - The Astral Express
Specialty - Support
Attribute - Electric
Type - Strike
Basic Attack - Shoots staples on the enemies 4 times, dealing Physical Damage, before following up with a grenade toss, dealing AOE Electric Damage.
Dodge:
- Dash
- Attack: Multi-shot - Press BA after dodge, shooting multiple staples at enemies in a short time, dealing Electric Damage.
- Counter: Fire in the Hole! - Press BA after Perfect Dodge, tossing a charged grenade right at enemies and knocking them back, dealing Electric Damage.
Assist:
- Quick: Grand Theft Auto - Ride on a moving containment box and crash it into enemies, dealing Electric Damage.
- Defensive: Take Cover! - Press Switch when a teammate is about to be attacked, summoning the containment box to use it as a shield.
- Follow-Up: Eat This! - Press BA after activating Defensive Assist, letting the containment box self-destruct, dealing huge Electric Damage.
SA: Trigger Trap - Press SA, triggering a minefield dealing Electric Damage.
EX SA: Here Comes Special Delivery! - Press SA when there's enough energy. Summon multiple containment boxes and crash them into enemies before following up with a charged grenade, dealing massive Electric Damage. When switching to another teammate after EX SA, it increases the team members' Attack or Sheer Force by 20% of Phil's Attack + 250 Attack/Sheer Force (Up to 650) for 20 seconds.
Chain Attack: Bombs Away! - Select a character during Chain Attack, tossing multiple grenades and raining down multiple staples on the way, dealing huge Electric Damage.
Ultimate: Heavy Bombardment! - Press Ultimate when the Decibel rating is max. Summoning multiple laser pillars and gun turrets, dealing massive damage over time, before following up with triggering landmines, dealing massive Electric Damage.
Core - The Conductor's Expy:
+ 0.32/s Energy Regeneration
+ 75 Base Attack
Whenever Phil tags out, he will plant traps that deals 3 huge Electric Aftershock Damage onto a group of enemies. Phil can trigger this attack every 10 seconds.
Whenever Phil deals damage using Final BA, Follow-Up Assist, EX-SA, Chain Attack, Ultimate, or Aftershock, he will reduce the enemy's Defense, All-Type PEN Res, Daze Res, and Anomaly Build-up Res by 10% - 15% for 10s. When Phil's Attack stat reaches 2000, for every 200 Attack points, the percentage will increase by 1%, up to a total of 20%.
Additional Ability - Dreamchaser:
When there's a Stun or Defense Agent or an Agent from the same faction, increases all allies' Energy Regeneration Rate and Decibel Generation Rate by 20%.
Mindscape Cinema:
M1 - The Disowned Son: When the agent is off-field, increases all allies' Energy Regeneration Rate and all Agents' Aftershock damage by 20%.
M2 - An Admirer: Increases the damage dealt by EX-SA, Chain, Ultimate, and Aftershock by 30% and increases the buff effect from EX-SA by 25%.
M3 - Desperation: BA, Assist, Counter, SA, and Ultimate +2 Level.
M4 - Defying Fate: Increases the core passive effect: Reducing Defense, All-Type PEN Res, Daze Res, and Anomaly Build-up Res by 20%, and increases it up to 30%.
M5 - A Reason To Live: BA, Assist, Counter, SA, and Ultimate +2 Levels.
M6 - A Will to Get Stronger: When dealing damage using Ultimate, it creates a field that deals Electric Aftershock Damage every 1 second, scaling 500% of Phil's Attack stats, lasting for 15 seconds. And when any agent is on the field, their Anomaly Build-Up increases by 40%.
Signature W-Engine: The Carrot
Base Attack: 48-713
Energy Regeneration: 24%-60%
When off-field, increases own energy regeneration by 0.6/s-1.2/s. When any agent deals an Aftershock attack, increase their Daze, Anomaly Build-up Rate, and Aftershock Damage by 12%-28%, stacking up to 3 times.
