Understand Cashflow Supervision
Useful when…
- Catalyst damage built around Normal or Charged Attacks while the wielder's HP rises or falls.
- A wielder who can maintain the three-stack ATK SPD bonus through repeated HP changes.
How do the effect and stacks work?
At refinement 1, Cashflow Supervision grants 16% ATK. When the wielder's current HP increases or decreases, they gain a stack lasting four seconds: each stack adds 16% Normal Attack DMG and 14% Charged Attack DMG and Stellar-Conduct DMG. There can be three stacks, and the effect can trigger once every 0.3 seconds. At three stacks, ATK SPD increases by 8%. The weapon's CRIT Rate secondary stat is always present; the attack bonuses and speed increase depend on HP changes.
Who can make practical use of it?
Look for catalyst users who deal a meaningful share of their damage through Normal or Charged Attacks and can reliably cause their current HP to change. A team or kit that does not change the wielder's HP will leave the stack-based portion inactive. Stellar-Conduct is named separately in the effect, so do not assume the bonus applies to other damage types merely because the wielder uses a catalyst.
How does it compare with other catalysts?
A Thousand Floating Dreams emphasizes Elemental Mastery or elemental damage based on teammates' Elemental Types, and also grants Elemental Mastery to nearby party members. It suits a different set of scaling and party conditions. Angelos' Heptades requires its wielder to create a Shield for its damage and Energy effects; it also has a special Hexerei clause. Neither comparison reproduces Cashflow Supervision's HP-change stacks. Apprentice's Notes has no secondary stat or refinement effect listed.
What should be upgraded first?
Ascension advances the weapon through stages 0–6. Refinement raises the listed bonuses: from refinement 1 to 5, ATK rises from 16% to 32%, Normal Attack DMG per stack from 16% to 32%, Charged Attack and Stellar-Conduct DMG per stack from 14% to 28%, and three-stack ATK SPD from 8% to 16%. Refinement requires sacrificing another copy, so its value depends on how consistently the wielder can activate and use the stacks.
Limitations and tradeoffs
- Stack effects require current HP to increase or decrease and last only four seconds.
- The listed damage bonuses cover Normal Attacks, Charged Attacks, and Stellar-Conduct, not every damage type.
- Refinement consumes another copy.
Common mistakes to avoid
- Assuming the stack effect activates just because the wielder is injured or has low HP; the effect requires HP to change.
- Expecting the three-stack ATK SPD bonus before reaching three stacks.
- Applying the listed attack bonuses to damage types the weapon does not name.






