Skullcrush Spurs
[Single Target]Deals Physical DMG equal to 140% of Boothill’s ATK to one designated enemy target.
“So, here’s the thing: someone went and tinkered with my Synesthesia Beacon, so now every time you muddle-fudgers hear me chinwaggin’ with those shirtbags, it’s all a bunch of “fudge this” and “fork that…” See what I’m sayin’?”
Boothill is a damage dealer who specializes in dueling enemies. While a Standoff is running, Boothill gains powerful abilities, and winning the Standoff grants him a buff that carries over. Boothill’s Ultimate and Technique can also add a Physical Weakness to enemies.
Boothill’s kit scales with Break Effect, so you want to prioritize Break Effect substats along with SPD. Most of Boothill’s damage comes from Break DMG, and the more SPD he has, the more turns he gets against enemies in the Weakness Break state.
Because one of Boothill’s Traces gives him a large amount of CRIT stats based on his Break Effect, picking up CRIT from Relics is not a priority. Break DMG cannot crit, so CRIT stats will not raise that part of his damage.
Since Boothill uses Talia: Kingdom of Banditry, make sure he has at least 145 SPD to trigger the set. You can also use Firmament Frontline: Glamoth if you cannot reach Talia’s 145 SPD, but Talia is still much better.
Boothill wants at least 200% Break Effect. The more Break Effect he has, the higher his damage. Just as important, he does not need much CRIT, because the Ghost Load Trace already gives him plenty of it.
For SPD, 135 suits Boothill well because it gives him 2 turns in the first cycle, but 145 is optimal since it triggers Talia (currently the best Relic set for him)
At 200% Break Effect, having 55% CRIT Rate from stats and no CRIT DMG substats pushes his totals to 75% CRIT Rate and 150% CRIT DMG, landing exactly on the ideal 1:2 ratio.
Just keep in mind that his Ascension Trace is capped at 300% Break Effect.
Five Peas in a Pod
Dust Devil's Sunset Rodeo
Sizzlin' Tango
Skullcrush Spurs
Ghost Load
Point Blank
Above Snakes
Dusty Trail's Lone Star
Milestonemonger
Deals Physical DMG equal to 140% of Boothill’s ATK to one designated enemy target.
Forces Boothill and one designated enemy target into the “Standoff” state. Boothill’s Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill’s every turn.
The enemy target in the “Standoff” becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 38%/15%.
After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of “Pocket Trickshot,” then dispels the “Standoff.”
This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s).
Deals Physical DMG equal to 480% of Boothill’s ATK to the target and delays their action by 45%.
Each stack of Pocket Trickshot increases the Enhanced Basic Attack’s Toughness Reduction by 50%, stacking up to 3 time(s).
If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 88%/150%/213% of Boothill’s Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack “Skullcrush Spurs.”
After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
After the Technique is used, when casting the Skill for the first time in the next battle, applies the same Physical Weakness to the target as the one induced by the Ultimate, lasting for 2 turn(s).
When the battle starts, obtains 1 stack of Pocket Trickshot. When Boothill deals DMG, ignores 16% of the enemy target’s DEF.
When in Standoff and gaining Pocket Trickshot, recovers 1 Skill Point(s) and increases Break Effect by 30%, lasting for 2 turn(s). Can also trigger this effect when gaining Pocket Trickshot stacks that exceed the max limit. But cannot trigger repeatedly within one turn.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
When the enemy target in the Standoff is attacked by Boothill, the DMG they receive additionally increases by 12%. When Boothill is attacked by the enemy target in the Standoff, the effect of him receiving increased DMG is offset by 12%.
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
When triggering the Talent’s Break DMG, additionally deals Break DMG to the target equal to 40% of the original DMG multiplier and additionally deals Break DMG to adjacent targets equal to 70% of the original DMG multiplier.