A Broken Blade Still Slays
[BASIC]Deals Fire DMG equal to 70% of Mortenax Blade’s Max HP to one designated enemy, and causes the target to enter the Taunt state for 1 turn.
“I remember you. Time has made us both sharper. Yet you are still you… and I am still me.”
Mortenax Blade is a Fire Nihility character who spreads debuffs for the whole team. His Ultimate lowers enemy DEF and makes them take more damage, then deploys a Zone that boosts the whole team's damage. He also deals solid damage of his own off his Max HP and is extremely hard to kill, so he is well worth pulling, especially if you have Acheron or Ashveil.
He fits best if you already own Acheron or Ashveil. Without them he still works well as a flexible debuffer, paired with a hypercarry main DPS and one other support.
All of Mortenax Blade's damage scales off his Max HP, so you build HP%, not ATK. Beyond HP, he wants SPD for extra turns and CRIT stats to make his own hits count.
Lies Dance on the Breeze
Great
Before the Tutorial Mission Starts
Great
Resolution Shines As Pearls of Sweat
Good
Holiday Thermae Escapade
Good
A CRIT Rate Body is the standard pick, and an Effect Hit Rate Body is only a backup for when his Light Cone needs that stat. SPD Feet give him more turns and charge his Ultimate faster. On the Planar Sphere, HP% edges out Fire DMG Boost because his damage scales off Max HP. For the Link Rope, take Energy Regeneration Rate first and HP% second.
CRIT Rate and CRIT DMG matter equally. If you play him as a pure support, you can put SPD ahead of HP and CRIT stats.
Level the Ultimate first: the higher it goes, the more DEF it takes off enemies, the more extra damage they take, and the more CRIT DMG he gets. Then raise the Talent so it regenerates more Energy, and the Skill for more damage. Leave Basic ATK for last.
Unlock Bone, Hardened ad Nauseam first, since it lets him store up to 80 overflow Energy and gives it back after he uses his Ultimate. The other two matter a lot as well: one helps him draw attacks and take less damage, the other boosts the whole team's damage while the Zone is active. Get all 3 early.
E1 lowers all enemies' All-Type RES by 20% while the Zone is active, and every time he uses the extra Skill from his Talent, the "Infinite Fury" countdown has its action delayed by 15%, so the Zone lasts longer. E2 makes your allies' Ultimates count as Follow-Up ATKs, raises the team's Follow-Up ATK DMG by 75% and lowers the Charge he needs to 7. E4 makes Heart, Refined ad Infinitum give the whole team another 50% DMG. E6 helps him build Charge faster and gives his new Ultimate a big damage boost.
Mortenax Blade is currently Acheron's strongest Nihility teammate, because he applies debuffs nonstop, even on enemy turns when they hit him. The team works both with and without a sustain unit. If you skip the sustain, keep Welt, since he can delay enemies. For a safer run, swap Ashveil for Dan Heng • Permansor Terrae or Hyacine.
The extra Skill from Mortenax Blade's Talent counts as a Follow-Up ATK, so he gets the full benefit of every buff this kind of team offers. Both Ashveil and Mortenax Blade need teammates who attack a lot. That is why you want a sustain unit that attacks often, to trigger Ashveil's Follow-Up ATKs and charge Tribbie's Ultimate at the same time.
For newer players who have no limited characters other than Mortenax Blade. He spreads debuffs and carries the damage at the same time. March 7th (The Hunt) raises his SPD and deals good damage of her own. Asta raises the whole team's SPD and ATK, and Lynx keeps everyone alive.
This is the general template for most hypercarry main DPS units: Mortenax Blade makes enemies take more damage and boosts the whole team's damage, another support buffs the main DPS, and a sustain unit rounds out the team.
Mortenax Blade is Acheron's strongest Nihility teammate right now. While his Zone is active, every ally attack applies a debuff, and enemies that hit him get debuffed too, so Acheron builds her stacks extremely fast. He also raises the team's Ultimate DMG and lowers enemy DEF.
Both use Follow-Up ATKs and need allies who attack often. Ashveil raises CRIT DMG, Mortenax Blade raises DMG dealt, and together they cut enemy DEF by a total of 70%.
Mortenax Blade hits multiple targets and attacks several times per turn, so he charges Tribbie's Ultimate very quickly. Tribbie in turn launches Follow-Up ATKs after allies use their Ultimate and brings strong debuffs of her own.
She attacks very often, so she benefits from Mortenax Blade and helps him build Charge at the same time. The downside is that Feixiao gives the team no buffs.
The best sustain for Mortenax Blade's damage, because she raises the team's Max HP. Her turns always come with extra attacks, which help him build more Charge.
A good fit when Mortenax Blade plays as a sub-DPS: Robin • Summeretto raises his ATK and CRIT DMG, and their DEF reduction and DEF ignore effects stack nicely.
Can take the support slot in the Acheron team, bringing his own debuffs and making enemies take more damage.
Brings her own debuffs, makes enemies take more damage and uses her own Follow-Up ATKs, so she fits both the Acheron team and the Ashveil team.
Shields the whole team, raises ATK and gives the main DPS a summon. He is the sustain unit in many of Mortenax Blade's sample teams.
His Ultimate Fornax Ex Corpore inflicts "Balefire Bind" on all enemies for 2 turns, lowering their DEF and raising the damage they take. Then he spends HP equal to 20% of his Max HP to deploy a Zone and enters the "Infinite Fury" state: 20% more CRIT Rate, more CRIT DMG, an enhanced Basic ATK, an unlocked Skill and a new Ultimate, Tenax Per Ignem, that hits all enemies. A countdown with a fixed SPD of 70 appears on the Action Order, and when its turn comes, the Zone is dispelled and he leaves "Infinite Fury." Both versions of his Ultimate cost 160 Energy.
Outside the "Infinite Fury" state, Mortenax Blade cannot use his Skill. His Skill A Rain of Blades Seals Fate costs HP equal to 10% of his Max HP, hits all enemies, then deals 4 more instances of damage to random enemies, and it does not consume Skill Points. When his HP is down to 1, he cannot use his Skill either.
His Talent All Karma Comes Due only works while the Zone is active. Every time an ally attacks an enemy, that target gets "Balefire Bind" and he gains 1 Charge. Getting hit by enemies also gives Charge, thanks to the Soul, Tempered ad Mortem Trace. At 9 Charge with more than 1 HP, he regenerates Energy and uses his Skill 1 extra time, and this extra Skill counts as a Follow-Up ATK. The more your team attacks, the more often he gets extra Skills and the more his debuffs blanket the field.
While the Zone is active, a killing blow does not knock him down. Instead he loses the Zone, leaves "Infinite Fury" and restores HP equal to 50% of his Max HP. The Soul, Tempered ad Mortem Trace makes enemies more likely to target him, cuts the damage he takes by 50% and raises his Incoming Healing by 50%. His Basic ATK also puts 1 enemy in the Taunt state for 1 turn. All of this lets him work even in teams with no sustain unit.
Deals Fire DMG equal to 70% of Mortenax Blade’s Max HP to one designated enemy, and causes the target to enter the Taunt state for 1 turn.
Consumes HP equal to 10.0% of Mortenax Blade’s Max HP and deals Fire DMG equal to 90% of Mortenax Blade’s Max HP to all enemies, and additionally deals 4 instance(s) of DMG, with each instance dealing Fire DMG equal to 30.0% of Mortenax Blade’s Max HP to one random enemy.
If the current HP is insufficient, Mortenax Blade’s current HP will be reduced to 1 when he uses Skill.
While not in the “Infinite Fury” state or when the current HP is 1 or lower, Mortenax Blade cannot use his Skill.
Using Skill does not consume Skill Points.
Inflicts “Balefire Bind” on all enemies. Enemy targets in the “Balefire Bind” state have their DEF reduced by 35.0% and the DMG they receive increases by 60.0%, lasting for 2 turn(s). Then, consumes HP equal to 20% of Mortenax Blade’s Max HP to deploy a Zone. While the Zone is active, Mortenax Blade enters the “Infinite Fury” state.
During the “Infinite Fury” state, increases CRIT Rate by 20%, increases CRIT DMG by 75.0%, enhances Basic ATK, unlocks Skill, and gains a new Ultimate “Tenax Per Ignem.” When receiving a killing blow, this unit will not be knocked down, but will dispel the Zone, exit the “Infinite Fury” state, and restore HP equal to 50% of this unit’s Max HP.
When gaining the “Infinite Fury” state, a corresponding countdown appears on the Action Order. The countdown has a fixed SPD of 70. At the start of the countdown’s turn, dispels the Zone and exits the “Infinite Fury” state.
If the current HP is insufficient, Mortenax Blade’s current HP will be reduced to 1 when he uses this ability.
While the Zone is active, after each attack an ally target uses on an enemy, inflicts the “Balefire Bind” state on the corresponding enemy target and grants 1 Charge to Mortenax Blade. When Charge reaches 9 points and the current HP is more than 1, consumes 9 Charge, regenerates 30.0 Energy, and enables Mortenax Blade to use Skill 1 extra time. This extra Skill use is considered as Follow-Up ATK.
Immediately attacks all enemies within a certain range. After entering combat, inflicts the Taunt state on all enemies for 1 turn and decreases DMG taken by this unit by 90% for 2 turn(s).
Deals Fire DMG equal to 420.0% of Mortenax Blade’s Max HP to all enemies.
While the Zone is active, decreases all enemies’ All-Type RES by 20%. After using the extra Skill from Talent, the “Infinite Fury” countdown has its action delayed by 15%.
When an ally character uses Ultimate to deal DMG, it is considered as having launched Follow-Up ATK. And the Follow-Up ATK DMG dealt by ally targets increases by 75%. The upper limit of Mortenax Blade’s Charge decreases to 7.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
“Heart, Refined ad Infinitum” additionally increases ally targets’ DMG dealt by 50%.
Skill Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
As the Zone persists, when Mortenax Blade takes DMG or consumes HP, he gains 1 Charge. This effect can trigger again after any target’s turn ends. The DMG multiplier of “Tenax Per Ignem” increases to 150% of its original value.
Mortenax Blade is a damage dealer who gains enhancements and new abilities by deploying a special Zone. While the Zone is active, allies can repeatedly inflict the DEF-reducing Grievous Wound debuff on enemies, and they can also trigger extra follow-up attacks from Mortenax Blade.