River Flows in Spring GUIDE
Understand River Flows in Spring
Useful when…
- Consider it for a Hunt wearer who benefits from Speed and damage while avoiding hits.
What triggers the bonuses?
At S1, entering battle grants 8% Speed and 12% damage; at S5, these rise to 12% Speed and 24% damage. If the wearer is hit, both bonuses disappear and resume after the end of the wearer's next turn. The effect does not require attacking a particular enemy.
How does it compare?
If the wearer is hit often, the paired bonuses will be interrupted. Adversarial grants Speed after the wearer defeats an enemy, while Arrows grants temporary CRIT Rate at battle start. Their triggers and effects differ from River Flows in Spring.
What can be upgraded?
Promotion advances the Light Cone through six stages. Superimposition raises its listed bonuses from S1 to S5; the supplied examples show a sacrifice copy for selected steps. Baptism of Pure Thought has different listed effects, including CRIT DMG, bonuses against debuffed targets, and an Ultimate-triggered effect.
Limitations and tradeoffs
- Being hit disables both bonuses until after the wearer's next turn.
- Superimposition increases its bonuses; supplied copy requirements apply to the listed steps.
Common mistakes to avoid
- Treating the bonuses as unconditional throughout battle.
- Assuming only enemy attacks can trigger the effect's loss.
Effects and reference details
Stave Off the Lingering Cold · Superimposition
The passive activates only on a wearer following The Hunt. Each additional rank uses a duplicate or its designated special material.
S1 After entering battle, increases the wearer's SPD by 8% and DMG by 12%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
S2 After entering battle, increases the wearer's SPD by 9% and DMG by 15%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
S3 After entering battle, increases the wearer's SPD by 10% and DMG by 18%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
S4 After entering battle, increases the wearer's SPD by 11% and DMG by 21%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
S5 After entering battle, increases the wearer's SPD by 12% and DMG by 24%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
References and version
Game data version: 4.6.0
Technical source data for verification
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