Scion of the Blazing Sun GUIDE
Understand Scion of the Blazing Sun
Useful when…
- Charged Attack-focused bow damage
- Fights where the wielder can repeatedly hit one target with Charged Attacks
What triggers its effect?
After a Charged Attack hits, a Sunfire Arrow strikes that opponent for 60% ATK at R1, then applies Heartsearer for 10 seconds. The marked opponent takes 28% more Charged Attack DMG from the wielder. The arrow can occur once every 10 seconds; the bow's listed CRIT Rate secondary stat also supports damage consistency.
When is it useful?
Its bonus is specifically tied to the wielder's Charged Attack DMG against the marked opponent. It suits a bow user whose damage plan includes repeated Charged Attacks; it contributes less when damage mainly comes from other attack types or when attacks switch away from the marked target before the effect expires.
How should it be improved?
Weapon ascension raises the weapon through six stages. Refinement increases the Sunfire Arrow from 60% to 120% ATK and Heartsearer's Charged Attack bonus from 28% to 56% across R1–R5. Refining consumes another copy, so weigh that resource against the benefit to this specific Charged Attack use.
How does it differ from other bows?
Amos' Bow instead boosts Normal and Charged Attack DMG and adds damage based on arrow flight time. Aqua Simulacra gives HP and conditional damage while opponents are nearby, including off-field. These provide different conditions and are not automatic replacements for Scion's target-marking Charged Attack effect.
Limitations and tradeoffs
- The strongest listed effect applies only to Charged Attacks against the opponent marked by the Sunfire Arrow.
- The Sunfire Arrow has a 10-second trigger interval.
- Refinement requires another copy.
Common mistakes to avoid
- Treating Heartsearer as a general damage bonus; it boosts the wielder's Charged Attack DMG against the affected opponent.
- Expecting a Sunfire Arrow more often than once every 10 seconds.
Effects and reference details
Refinement effects
R1 After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 60% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 28% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s.
R2 After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 75% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 35% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s.
R3 After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 90% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 42% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s.
R4 After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 105% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 49% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s.
R5 After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 120% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 56% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s.
References and version
Game data version: 7.1
Technical source data for verification
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