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BlazBlue Entropy Effect/Prototypes/BBEE The Prisoner

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The Prisoner

BlazBlue Entropy Effect The Prisoner Main.png

Base HP / Base Atk

750 / 75

Potential Count

33 Potentials (+660%)

Overview

The Prisoner is BlazBlue Entropy Effect's second collaboration character with the widely popular action roguelike, Dead Cells. Following the trend, The Prisoner's model was made by 91Act, utilizing the spine model to make complicated animations much faster. The Prisoner has an extremely diverse and versatile kit that leaves him prepared for any situation. However, this does come with the side effect of being wildly complicated through the sheer amount of attacks he has. Do not let this stop you from your path to mastery however as his many weapons mean every run can end up being wildly different, much like a run through Dead Cells. If you enjoy an extremely combo heavy character who is capable at any range, pick The Prisoner!

Prototype Abilities

Talent: Tactical Healing

Restores HP when hitting enemies shortly after taking damage. A Talent that allows you to play more recklessly as long as you're able to deal damage after receiving it.

Unique Mechanics:

Backpack Unlock Requirements: The Prisoner has an extremely diverse kit that comes with many weapons. These weapons are broken down into three backpacks, which means that when playing him, you're essentially switching loadouts on the fly or choosing a loadout that is your favorite. The biggest issue when starting however is that Backpack II, Backpack III, Mutations, and Universal Enhancements are all locked until you get the "Enhances Starting Weapons" Potential in Weapon Backpack I. With a large amount of his kit being locked behind this Potential, it's highly recommended that you Prioritize it as soon as possible. Without it, you are limited to just Quadruple Jump and Triple Dash.

Potential Collecting: While The Prisoner technically has 33 Potentials, a large majority of them are actually used across multiple Backpacks. This means that getting a Potential for Weapon Backpack I might also unlock a Potential from Weapon Backpack II. While it does still give the correct amount of Potential damage multiplier, it can drastically lower the amount of Potentials actually needed to be collected. However! When collecting Potentials, you will notice the lack of Potentials from Backpack II and III. This is because most of the Potentials for them are actually a part of Backpack I! In order to actually get these Potentials to sync over, you MUST COLLECT the "Various Weapon Enhancements" Potentials in his Universal Enhancements!

Critical Hits: The Prisoner's unique damage mechanic is his Critical Hits. With the sheer amount of ways to actually deal Critical Hits, you will most likely find yourself dealing with them more often than normal hits. Crits will deal 50% more damage to the attack you're using, meaning it's very important to score them as much as possible. Additionally, there are Enhanced Critical Hits and Devastating Critical Hits. Enhanced Crits deal 100% more damage and usually are obtained through Hidden Effects or certain conditions being met. Devastating Critical Hits deal widely more damage and are almost exclusively locked behind using the Cursed Potion, which makes it so you're able to be killed in one shot, but gain the benefit of doing massive damage.

Abnormal State/Status: In classic 91Act fashion, they've added a new term to make things just a little more confusing. As far as we're aware, the "Abnormal State" is when an enemy is inflicted with any debuff caused by The Prisoner's Potentials or Tactics. This means that the many Potentials that require an enemy be under the effect of the Abnormal Status can be triggered as long as they have Cold, Freeze/Frozen, Lightning, Paralyze, Impulse, Rend, Burn, Poison, or The Prisoner's unique Immobilize debuff.

Legacy Skill 1: Wolf Trap

Throws a Wolf Trap that immobilizes hit enemies for an extended duration. The number of Wolf Traps and the immobilization duration increase with each level. Allows you to trap any enemy for several seconds, giving a chance to attack it for free. Useful for locking an enemy down either to deal with immediately or to come back to later.

Legacy Skill 2: Cocoon

Enter a blocking stance. Successfully blocking damage will give you 3 seconds of Invulnerability Frames and the cooldown is reset immediately. The duration of the Invulnerability increases with each level. Considering how strong it is on The Prisoner, this can easily be considered one of the best parries in the game, allowing you to invalidate any form of damage back to back. While you may not get damage out of it directly, such as Hakumen's Kokuujin: Yukikaze, you instead get possibly infinite Invulnerability Frames, allowing you to deal as much damage as you please as long as you can continuously block damage.

Potentials

The Prisoner has extremely complicated Potentials. Despite only having 33 of them, each one unlocks several new attacks across multiple Backpacks. For the sake of being visually easier to understand, his Backpack Potentials are broken down for each weapon type in each Backpack if necessary.

[Ground] Attack: The Prisoner performs a 3 hit sword slash combo.

  • This Potential enhances the starting weapons. (This Potential is a catalyst for all of the weapons in Weapon Backpack I.)
    • Frantic Sword: Attack: The Prisoner's Attack combo now is a 5 hit combo. If The Prisoner's HP is below half of his Max HP or Tactical Healing is active, his Attacks will deal a Critical Hit.
      • 『α Enhancement』Poison Flame Strike: Frantic Sword attacks now apply Burn and Poison on hit. Additionally, enemies in the Abnormal State will always take Critical Hits from the Frantic Sword.
      • 『β Enhancement』Assassin's Dagger: Frantic Sword > Up + Attack: During Frantic Sword, pressing Up + Attack will cause The Prisoner to perform a 4 hit combo that turns enemies around. Additionally, The Prisoner deals Critical Hits when attacking enemies from behind.
        • Frantic Sword > Up + Hold Attack: The Prisoner leaps forward and performs a rising slash. The Prisoner has Invulnerability Frames while using this attack.
        • Dash > Up + Hold Attack: The Prisoner will leap forward and perform an upward slash. The Prisoner has Invulnerability Frames while using this attack.
      • 『β Enhancement』Parrying Blade: Frantic Sword > Down + Attack: The Prisoner will gain Super Armor while performing a 4 hit slashing combo, then a thrust that blocks damage. The 4th slash can break enemy Super Armor. Additionally, The Prisoner deals Critical Hits to Bosses.
        • Dash > Down + Hold Attack: The Prisoner will perform the thrusting attack from Parrying Blade.
        • Frantic Sword > Down + Hold Attack: The Prisoner will perform the thrusting attack from Parrying Blade.
      • 『γ Enhancement』Blitz Slash: Frantic Blade > Hold Attack: The Prisoner performs a long-range slash that always deals a Critical Hit.
        • Hold Dash + Hold Attack: The Prisoner immediately performs Blitz Slash.

Hidden Effects

  • (Backpack I α and β Enhancements): Frantic Sword: All attacks of Frantic Sword will now deal Critical Hits to enemies facing away from The Prisoner.
  • (Backpack I α, β, and γ Enhancements, Skill Backpack II: Tonic α, β, and γ Enhancements): While Cursed, Frantic Sword and Potentials derived from it will deal Devastating Critical Hits.
  • (Backpack I α and β Enhancements): Assassin's Dagger: The Assassin's Dagger will now deal Critical Hits to enemies inflicted with the Abnormal State or if they're below 50% health.
  • (Backpack I α, β, and γ Enhancements): Assassin's Dagger: Assassin's Dagger now gives The Prisoner Invulnerability Frames.
  • (Backpack I α, β, and γ Enhancements, Backpack II Weapons, Triple Dash, and Universal Enhancement: Synced Attack Potentials): Assassin's Dagger: Up + Hold Attack will now give The Prisoner Invulnerable Dodge Frames.
  • (Backpack I β and γ Enhancements): Parrying Blade: Parrying Blade now reduces oncoming damage by X%.
  • (Backpack I α and β Enhancements): Parrying Blade: The Parrying Blade now deals Critical Hits after successfully blocking damage.
  • (Backpack I α, β, and γ Enhancements): Parrying Blade: Parrying Blade now deals Enhanced Critical Hits to Bosses.
  • (Backpack I α, β, and γ Enhancements): Parrying Blade: Critical Hits after blocking damage with Parrying Blade now deal Enhanced Critical Hits.
  • (Backpack I α, β, and γ Enhancements, Backpack II Weapons, Triple Dash, and Universal Enhancement: Synced Attack Potentials):The final hit of Parrying Blade and the Frantic Sword > Down + Hold Attack follow-up now give The Prisoner Dodge Frames.
  • (Backpack I β and γ Enhancements, Backpack II Weapons, and Triple Dash): Frantic Sword > Down + Hold Attack now deals Critical Hits during Dash Attack.
  • (Backpack I γ Enhancements, Backpack II Weapons, and Triple Dash):Blitz Slash: Blitz Slash now gives The Prisoner Dodge Frames.

Up + Attack: The Prisoner fires an arrow straight ahead with a bow. SP:1

  • This Potential enhances the starting weapons. (This Potential is a catalyst for all of the weapons in Weapon Backpack I.)
    • Quick Bow: Up + Attack: The Prisoner now fires his bow faster and his max arrow capacity is increased. If 3 or more arrows exist already, then the arrows will now deal Critical Hits. Additionally, if an enemy's HP is below 50%, the arrows will always deal Critical Hits.
      • 『α Enhancement』Ice Bow: Quick Bow arrows will now apply stacks of Cold, and if an enemy has 5 or more arrows lodged in them, they become Frozen. Additionally, arrows will now deal Critical Hits to enemies in the Abnormal State.
      • 『β Enhancement』Infantry Bow: Quick Bow > Attack: The Prisoner will quickly switch to the Infantry Bow and perform a close range attack. The Prisoner will deal Critical Hits when hitting enemies that are close with the Infantry Bow. *Check how this attack works
        • Infantry Bow > Hold Attack: The Prisoner will rapidly fire arrows in succession.
      • 『β Enhancement』Heavy Crossbow: Quick Bow > Down + Attack: The Prisoner fires an immobilizing arrow, reloads, and then releases a barrage of arrows.
        • Heavy Crossbow > Down + Hold Attack: The Prisoner will load the crossbow and take aim, firing a barrage of arrows. Firing the arrows at the correct time will increase their damage and deal Critical Hits. SP:8 *Need to identify what the correct timing is.
        • Quick Bow > Down + Hold Attack: The Prisoner will maintain the Heavy Crossbow stance, charging it while blocking damage. If he blocks damage while charging, all of the arrows will deal Critical Hits.
      • 『γ Enhancement』Nerves of Steel: Quick Bow > Hold Up + Attack: The Prisoner will continuously fire piercing arrows. Firing arrows at the correct time will cause the arrows to deal Critical Hits. SP:1 *Need to identify what the correct timing is.

Hidden Effects

  • (Backpack I α and β Enhancements): Infantry Bow: Infantry Bow now deals Critical Hits to enemies that have Cold, Frozen, Immobilized, or Paralyzed inflicted on them.
  • (Backpack I α, β, and γ Enhancements): Infantry Bow: Infantry Bow now deals Critical Hits to enemies inflicted with the Abnormal State.
  • (Backpack I α and β Enhancements): Heavy Crossbow: Heavy Crossbow now blocks incoming damage right before firing the Imprison arrow.
  • (Backpack I α, β, and γ Enhancements): Heavy Crossbow: Critical Hits now deal Enhanced Critical Hits.

Down + Attack: The Prisoner raises a shield and then swipes ahead of him. The Prisoner has Invulnerability Frames while swinging the shield. Successfully blocking an attack will make the shield swipe do more damage and give it Invulnerability Frames as well. Holding Attack will allow The Prisoner to continue blocking, which will reduce oncoming damage.

  • This Potential enhances the starting weapons. (This Potential is a catalyst for all of the weapons in Weapon Backpack I.)
    • Rampart: Down + Attack: The Prisoner's Invulnerability Frames now last longer after blocking damage. The shield swipe can now interrupt most enemies' attacks.
      • 『α Enhancement』: Attacks with a blocking property will now block longer and deal more damage.
      • 『γ Enhancement』Total Defense: Down + Hold Attack: Holding Attack will make the Prisoner block damage coming from behind as well.
      • Down + Attack > Hold Skill: The Prisoner will continuously drain MP while blocking and become immune to damage entirely.
      • Down + Attack > Dash: The Prisoner will lunge forward while blocking damage. The Prisoner has Dodge Frames during this lunging attack while still blocking oncoming damage. Additionally, pressing Dash after blocking damage will increase The Prisoner's forward movement.

Hidden Effects

Use different Skills to attack or to defend.

  • Infantry Grenade: Skill: The Prisoner throws a grenade that detonates, dealing damage in a large area around it. MP:50
    • 『α Enhancement』: The Infantry Grenade now explodes into multiple smaller grenades.
    • 『β Enhancement』: Increases the size and damage of the explosion.
    • 『γ Enhancement』: When the explosion hits an enemy, it inflicts Freeze, Blind, and Immobilize.
  • Double Crossb-o-matic: Up + Skill: Deploys a crossbow turret that fires at nearby enemies. MP:100
    • 『α Enhancement』: Deploying the turret will regenerate 5 SP and the turret can now fire in any direction.
    • 『β Enhancement』: The turret's arrows now pierce enemies.
    • 『γ Enhancement』: The arrows now inflict Cold and Rend on enemies, then explodes. The explosion will inflict Blind on enemies hit by it.
  • Tonic: Down + Skill: The Prisoner gains a temporary shield that blocks all damage but does not stop them from being hit. The strength of the shield is based on the Prisoner's total lost health. MP:100
    • 『α Enhancement』: While the Tonic's shield is active, The Prisoner both receives and deals more damage.
    • 『β Enhancement』: While a Tonic shield is active, The Prisoner slowly regains HP that can be recovered through his Tactical Healing Talent.
    • 『γ Enhancement』: When The Prisoner uses a Tonic, it creates a Flaming Trail and Toxic Mist around him, which inflicts Burn and Poison on enemies.

Hidden Effects

  • (Backpack I α, β, and γ Enhancements):Infantry Grenade: Guaranteed Critical Hits.
  • Infantry Grenade: Can trigger Enhanced Critical Hits.
  • Infantry Grenade: Triggers Devastating Critical Hits when The Prisoner is cursed.
  • Double Crossb-o-matic: Arrows can now penetrate platforms.
  • Cursed Potion: Down + Hold Skill: The Prisoner inflicts a curse on himself, where he will be killed in one hit from any source of damage and will not trigger Escape Death. While cursed, Frantic Sword and Potentials derived from it will deal Devastating Critical Hits. Pressing Down + Skill will remove the curse.
  • Cursed Potion: While cursed, all weapon attacks will deal Devastating Critical Hits.
  • Switching between Weapon/Skill Backpack I is now faster.

Up + Action or Hold Action + Up will switch The Prisoner's loadout to Weapon/Skill Backpack II. Pressing Action or Holding Action + Left/Right will switch back to Weapon/Skill Backpack I. The Attack combo will not be reset while using the held Action method.

  • Rapier: Attack: The Prisoner performs a five-hit thrusting combo, which deals Critical Hits during Dash Attacks.
    • 『α Enhancement』: The first and last hit of Rapier's Attack combo count as Dash Attacks.
    • 『β Enhancement』Nether Souls Slash: Rapier > Up + Attack: The Prisoner performs a slash that fires a sword wave projectile. If the initial slash hits an enemy, Nether Souls are generated, which then fire themselves at the enemy when the sword wave hits them. Nether Souls deal Critical Hits.
    • 『β Enhancement』Rift Rapier: Rapier > Down + Attack: The Prisoner performs a thrusting slash that leaves a Rift in space behind him. After a short delay, the rift will deal damage and it will always deal Critical Hits.
      • Rapier > Down + Hold Attack: The Prisoner will start charging Rift Rapier, increasing the damage and range of the rift based on how long it is charged.
    • 『γ Enhancement』: Hold Attack during the 1st Attack of Rapier: The Prisoner will begin charging, eventually performing a lunging attack. The damage and distance scales off of how long it was charged. A fully charged attack will break Super Armor.
    • 『γ Enhancement』: Hold Attack during the 2nd, 3rd, and 4th Attack of Rapier: The Prisoner will perform rapid, continuous stabs for each part of the Rapier Attack combo.

Hidden Effects

  • Rapier: The Rapier will deal Critical Hits to enemies inflicted with the Abnormal Status.
  • Rapier: The Prisoner will launch Nether Souls after each charged Attack.
  • Rapier: The Rapier and Potentials that are derived from it will deal Critical Hits to enemies inflicted with the Abnormal Status.
  • Rapier: The Rapier will deal guaranteed Critical Hits when the killstreak is greater than 4.
  • Rapier: Holding Attack will block damage with the Rapier.
  • Nether Souls Slash: When the shockwave hits an enemy, it will generate more Nether Souls instead of launching them.
  • During Rapier and all Potentials that derive from it, pressing Up + Hold Attack will release a great sword wave that launches all Nether Souls.
  • Nether Souls Slash: Releasing a slash or sword wave while Dashing will deal a guaranteed Critical Hit. Additionally, it increases the max number of simultaneous Nether Souls.
  • Nether Souls Slash: Further increases the maximum number of Nether Souls,
  • Rift Rapier: Deals a guaranteed Critical Hit when released during a Dash, and blocks damage at the moment of the slash.
  • Enter a blocking state when charging Rift Rapier.
  • Rift Rapier: Triggers an Enhanced Critical Hit after blocking damage. If damage is blocked before charging, it will still deal an Enhanced Critical Hit.

Magic Missiles: Up + Attack: The Prisoner fires off 5 magic missiles that track enemies in front of him.

  • 『α Enhancement』: Magic Missiles deal more damage and deal Critical Hits to enemies inflicted with the Abnormal State.
  • 『β Enhancement』Pyrotechnics: Magic Missiles > Attack: Fires an additional homing projectile that explodes on hit, inflicting Burn.
    • Holding Attack will begin charging the homing projectile, increasing its damage, explosion radius, tracking range.
  • 『β Enhancement』Frost Blast: Magic Missiles > Down + Attack: The Prisoner launches an ice wave forward, inflicting Freeze on enemies hit by it.
    • Holding Attack will begin charging the Frost Blast, which will release an ice wave projectile. Fully charging it will release an extremely long ice laser.
  • 『γ Enhancement』: Up + Hold Attack: The Prisoner will begin charging the Magic Missiles, which increases their range and track distance. Fully charging it will make the Magic Missiles target the most distant enemy available.

Hidden Effects

  • Magic Missiles: Deal a Critical Hit when released during a Dash.
  • Magic Missiles: The Magic Missiles now pierce through enemies and their tracking range is increased.
  • Pyrotechnics: Deals Critical Hits against Frozen enemies.
  • Pyrotechnics: Deals Critical Hits against enemies inflicted with the Abnormal Status.
  • Frost Blast: Deals Critical Hits against Burning enemies. Additionally, hitting Frozen enemies will not remove the Frozen status.
  • Frost Blast: Deals Critical Hits against enemies inflicted with the Abnormal Status.

Broadsword: Down + Attack: The Prisoner performs four powerful slashes. He has Super Armor during these attacks. If he breaks an enemy's Super Armor, the final two slashes deal guaranteed Critical Hits.

  • 『α Enhancement』: The Broadsword now blocks damage while attack. Additionally, it deals Critical Hits to enemies that are Frozen, Immobilized, or Paralyzed.
  • 『β Enhancement』Flint: Broadsword > Up + Attack: The Prisoner will slam the ground, firing a shockwave that always deals a Critical Hit and will break Super Armor. Additionally, this Attack provides Super Armor to The Prisoner.
    • Holding Attack will begin charging Flint. The number of shockwaves increases with charge time.
  • 『β Enhancement』Blade Whip: Broadsword > Attack: The Prisoner swings a whip in a large arc in front of him, which will always deal a Critical Hit.
    • Holding Attack will begin charging the Blade Whip, which increases its range and damage. A fully charged Blade Whip can break enemy Super Armor.
  • 『γ Enhancement』: Down + Hold Attack: The Prisoner will begin charging the Broadsword, increasing its attack range and damage.

Hidden Effects

  • Broadsword: The Prisoner will take less damage before the broadsword deals damage.
  • Broadsword: Always deals Critical Hits.
  • Broadsword: The Prisoner will block damage before the broadsword deals damage.
  • Flint: The Prisoner takes reduced damage for the entire duration of Flint. Additionally, Ground Slams deal Critical Hits to enemies that are Frozen, Immobilized, or Paralyzed.
  • Blade Whip: The Prisoner has Super Armor for Blade Whip's entire duration.
  • Blade Whip: Fully charged Blade Whip will always deal Critical Hits.
  • Broadsword: When holding Attack to charge the Broadsword, releasing it at a specific time will attack with its maximum range and always deal a Critical Hit.
  • When multiple weapon Critical Hit conditions are met simultaneously, an Enhanced Critical Hit is triggered.
  • Switching between Weapon/Skill Backpack II is faster.

Up + Action or Hold Action + Up will switch The Prisoner's loadout to Weapon/Skill Backpack II. Pressing Action or Holding Action + Left/Right will switch back to Weapon/Skill Backpack I. The Attack combo will not be reset while using the held Action method.

  • Serenade: Skill: Summons Serenade, who follows The Prisoner while continuously draining his MP. Pressing Skill again will have The Prisoner hold Serenade. Hold Skill to dismiss Serenade. While Serenade is flying, it will automatically hit enemies, inflicting them with Mark A. When Serenade deals damage while being held, it will inflict Mark B. When Serenade deals damage that applies the opposite Mark that an enemy has, it will deal a Critical Hit. MP:15
    • 『α Enhancement』: Serenade no longer continuously drains MP, but MP will no longer naturally regenerate while it is active.
    • 『β Enhancement』: When activating Serenade, if no Familiar exists, one will be summoned. The Familiar will continuously attack the nearest enemy and inflict Mark A. Additionally, the Familiar will deal Critical Hits to enemies inflicted with Mark B. If Serenade is being held, the Familiar will attack even faster. The Familiar disappears if it is attacked or if Serenade is dismissed. MP:35
    • 『γ Enhancement』: The Prisoner can get up to 3 stages of Enhancement after killing several enemies. Stage 1: Increased damage and attacks can break Super Armor. Stage 2: Damage is further increased and attack range is also increased. Stage 3: Damage is increased to its max and sword waves are released with each attack.
  • Wings of the Crow: Up + Skill: The Prisoner summons a thundercloud that he levitates with. It will continuously shock enemies below him, inflicting Lightning on them. This move will continuously drain MP until released or 15 seconds have passed. MP:50
    • 『α Enhancement』: The thundercloud no longer has a duration limit and The Prisoner can move freely while levitating.
    • 『β Enhancement』: Activating the thundercloud will generate a whirlwind below The Prisoner, pulling enemies into the electric shocks.
    • 『γ Enhancement』: After an enemy is hit with lightning 10 times, triggers a pulse that inflicts Paralyze on enemies hit by it.
  • Wolf Trap: Down + Skill: The Prisoner throws a Wolf Trap that Immobilizes enemies for several seconds. MP:50
    • 『α Enhancement』: The Prisoner now throws 3 Wolf Traps at once.
    • 『β Enhancement』: When a Wolf Trap disappears, it detonates, firing debris that Freezes enemies struck by it. Additionally, debris that is on the ground will inflict Cold and Rend on enemies that walk on it.
    • 『γ Enhancement』: Wolf Traps will periodically release shocks around themselves, dealing damage and applying Lightning to nearby enemies. Enemies that are Immobilized will instead be Paralyzed.

Hidden Effects

  • Serenade: Serenades will always deal Critical Hits and are now able to deal Enhanced Critical Hits.
  • Serenade: Will deal Devastating Critical Hits while cursed.
  • Switching between Weapon/Skill Backpack II is faster.

Down + Action or Hold Action + Down will switch The Prisoner's loadout to Weapon/Skill Backpack II. Pressing Action or Holding Action + Left/Right will switch back to Weapon/Skill Backpack I. The Attack combo will not be reset while using the held Action method.

  • Vorpan: Attack: The Prisoner rapidly attacks enemies with a frying pan up to 10 times. This deals Critical hits to enemies facing The Prisoner.
    • 『α Enhancement』: The Prisoner gains Dodge Frames during certain parts of Vorpan's Attack combo.
    • 『α Enhancement』: Vorpan attacks will now always deal Critical Hits.
    • 『β Enhancement』Flashing Fans: Vorpan > Up + Attack: The Prisoner switches to a pair of fans that create a whirlwind that can reflect projectiles. It will deal a Critical Hit if a projectile is reflected.
      • Holding Attack will continuously generate whirlwinds that gradually merge and expand.
    • 『β Enhancement』Iron Staff: Vorpan > Down + Attack: The Prisoner switches to a staff and can perform a combo. The Prisoner has Super Armor throughout the combo, blocks damage during the startup of the attacks, and deals Critical Hits if damage is blocked.
      • Hold Down + Hold Attack to perform continuous thrusts with the staff. Pressing Left/Right lets The Prisoner move while attacking. The Prisoner will block damage during this attack and will perform a counterattack if damage is blocked, which will deal a Critical Hit.
    • 『γ Enhancement』Panchaku: Vorpan > Hold Attack: The Prisoner switches to the Panchaku, two frying pans wielded like a pair of nunchucks. The Prisoner will continue swinging them as long as Attack is held, during which he will block damage and perform a counterattack that deals a Critical Hit.

Hidden Effects

  • Vorpan: Counterattacks with Vorpan deal Enhanced Critical Hits.
  • Flashing Fans: Deals Critical Hits when hitting enemies inflicted with Rend and Lightning.
  • Flashing Fans: Flashing Fans will now inflict Rend on enemies.
  • Iron Staff: Can now deal Critical Hits to enemies facing The Prisoner.
  • Iron Staff: The Prisoner now takes reduced damage from all directions when using Iron Staff.
  • Vorpan: Now deals Enhanced Critical Hits when blocking damage.
  • Iron Staff: Hold Down + Hold Attack > Hold Attack will immediately perform Vorpan's counterattack.
  • Iron Staff: Hold Down + Hold Attack > Hold Down + Hold Attack will immediately perform Iron Staff's counterattack.
  • Iron Staff: Iron Staff Counterattack > Hold Down + Hold Attack will continue blocking damage from all directions.
  • Iron Staff: After blocking damage, The Prisoner can perform the Hold Attack or Hold Down + Hold Attack follow-ups immediately.
  • Panchaku: Panchaku > Attack will immediately perform the counterattack.
  • Vorpan: After blocking damage, The Prisoner can perform the Hold Attack or Hold Down + Hold Attack follow-ups immediately.
  • Panchaku: Panchaku > Down + Attack will perform Iron Staff's counterattack.

Electric Whip: Up + Attack: The Prisoner unleashes a long, electric whip that tracks and strikes the farthest enemy within its range, dealing a 5 hit combo. The Electric Whip inflicts enemies hit with Lightning.

  • 『α Enhancement』: Deals Critical Hits when hitting enemies inflicted with Lightning.
  • 『α Enhancement』: Deals Critical Hits to enemies facing away from the Prisoner.
  • 『β Enhancement』Wrenching Whip: Electric Whip > Attack: The Prisoner will grab the farthest enemy with the Wrenching Whip, pulling them in. It will deal a Critical Hit if grabbing an enemy at the Wrenching Whip's maximum range.
  • 『β Enhancement』Wrecking Ball: Electric Whip > Down + Attack: The Prisoner switches to the Wrecking Ball flail. The Prisoner has Super Armor during this attack and it can break enemy Super Armor. The Wrecking Ball will always deal a Critical Hit.
    • When using Electric Whip or Potentials that derive from it, holding Down + Attack will continuously swing the Wrecking Ball around The Prisoner. The Prisoner takes reduced damage while swinging the flail.
  • 『γ Enhancement』Lightning Bolt: Electric Whip > Hold Attack: Holding Attack will make the Electric Whip being discharging lightning. After discharging lightning continuously, it will begin dealing Critical Hits.

Hidden Effects

  • Wrenching Whip: Deals Critical Hits to enemies facing The Prisoner.
  • Wrenching Whip: The Prisoner takes reduced damage during Wrenching Whip.
  • Wrenching Whip: Deals Critical Hits to enemies inflicted with the Abnormal State.
  • Wrecking Ball: The Prisoner takes reduced damage from all directions during Wrecking Ball.
  • Wrecking Ball: When spinning the Wrecking Ball around The Prisoner, he blocks all incoming damage from any direction.
  • Wrecking Ball: Now blocks damage before the attack comes out.
  • Wrecking Ball: Now deals Enhanced Critical Hits.
  • Lightning Bolt: Repeatedly hitting enemies inflicted with Lightning will release a Pulse, which will then Paralyze enemies.

Symmetrical Lance: Down + Attack: The Prisoner performs a 3 hit combo with great range that also gives him Super Armor. The Symmetrical Lance will deal Critical Hits as long as the killstreak is greater than or equal to 2.

  • 『α Enhancement』: When wielding the Symmetrical Lance, The Prisoner takes reduced damage, and can now deal Critical Hits if the combo count is greater than or equal to 5.
  • 『β Enhancement』War Javelin: Symmetrical Lance > Up + Attack: The Prisoner switches to the War Javelin, throwing it ahead of him. If the javelin hits an enemy, he will teleport to the enemy.
    • Holding Attack will instead make The Prisoner teleport to the javelin as soon as Attack is released, regardless of whether it hits an enemy or not.
  • 『β Enhancement』War Spear: Symmetrical Lance > Attack: The Prisoner will switch to the War Spear, performing a thrusting attack. It will deal Critical Hits if multiple enemies are hit at once.
  • 『γ Enhancement』Fierce Lance Charge: Symmetrical Lance 2nd Hit > Hold Attack: The Prisoner will begin charging the 3rd hit of the Symmetrical Lance's combo. Releasing Attack will cause him to thrust forward, which will break enemy Super Armor and always deal a Critical Hit.

Hidden Effects

  • Symmetrical Lance: Now guaranteed to deal Critical Hits.
  • Symmetrical Lance: Now blocks damage before the attack starts.
  • War Javelin: Now has Super Armor for its entire duration.
  • War Spear: Now deals Critical Hits when the killstreak is at 2 or greater.
  • War Spear: Now deals Critical Hits when the combo counter is at 5 or greater.
  • War Spear: Can now break enemy Super Armor.
  • War Spear: The Prisoner now takes reduced damage during War Spear.
  • The Prisoner can now begin charging Fierce Lance Charge during any hit of Symmetrical Lance, receiving the same properties. Guaranteed to deal a Critical Hit when fully charged.
  • Symmetrical Lance: The Prisoner takes even less damage when using Fierce Lance Charge.
  • War Spear: The Prisoner now takes reduced damage during War Spear. Listed twice with different wording, need to test "Defensive Stance".
  • Symmetrical Lance: When charging Fierce Lance Charge, releasing at the correct time will unleash the fully charged version immediately.
  • When multiple weapon Critical Hit conditions are met simultaneously, an Enhanced Critical Hit is triggered.
  • Switching between Weapon/Skill Backpack III is faster.

Down + Action or Hold Action + Down will switch The Prisoner's loadout to Weapon/Skill Backpack II. Pressing Action or Holding Action + Left/Right will switch back to Weapon/Skill Backpack I. The Attack combo will not be reset while using the held Action method.

  • Collector's Syringe: Skill: The Prisoner starts spinning with the syringe, gaining Super Armor through the spin's duration. Pressing Skill again during the spin will consume the earned AP during this Mind Training to increase its damage and duration. *AP can only be consumed during Mind Training, not during Mind Challenge or Mind Trials. MP:200
    • 『α Enhancement』: The spin can now break enemy Super Armor and inflicts Rend on enemies.
    • 『β Enhancement』: Increases the spin's attack range and now inflicts Poison on enemies.
    • 『γ Enhancement』: The spin can no longer be interrupted by powerful attacks.
  • Phaser: Up + Skill: The Prisoner teleports behind the nearest enemy, Immobilizing them. MP:10
    • 『α Enhancement』: Now deals damage at the beginning and the end of the attack.
    • 『β Enhancement』: Phaser > Hold Skill > Release Skill: After teleporting, holding and releasing Skill again will teleport The Prisoner back to his starting position.
    • 『γ Enhancement』: The Prisoner now has Invincible Dodge Frames during Phaser.
  • Cocoon: Down + Skill: The Prisoner enters a blocking stance. If he successfully blocks damage, the MP consumed will be refunded. MP:100
    • 『α Enhancement』: Upon successfully blocking damage, The Prisoner will release a wide-range flash that Blinds enemies.
    • 『β Enhancement』: Extends how long The Prisoner can block with Cocoon.
    • 『γ Enhancement』: After successfully blocking, The Prisoner becomes temporarily invulnerable.

Hidden Effects

  • Collector's Syringe: Now deals Devastating Critical Hits while cursed.
  • Collector's Syringe: Now costs less AP to enhance.
  • Phaser: Enemies damaged by Phaser temporarily take more damage.
  • Cocoon: Blocking successfully will reflect damage.
  • Cocoon: After successfully blocking, all weapons except Rampart will deal Critical Hits for a short duration.
  • Cocoon: After successfully blocking, all weapons except Rampart will deal Critical Hits for a long duration.
  • Cocoon: After successfully blocking, all weapons except Rampart will deal Enhanced Critical Hits for the duration.
  • Switching between Weapon/Skill Backpack III is faster now.

Jump: Default is two jumps. Dash: The Prisoner rolls forward. Dashing has Dodge Frames.

  • [Airborne] Down + Jump: The Prisoner rapidly descends into the ground, causing a ground impact. Interrupting the fall with an Attack or Skill maintains the falling speed and impact.
  • The Prisoner can now jump 4 times.
  • The Prisoner can now Triple Dash.
  • [Airborne] Attacks for some weapons will no longer make The Prisoner fall to the ground.

Hidden Effect

  • Jump/Dash: While Serenade or the Tonic are active, The Prisoner's Dash animation changes and his Dash's distance is farther.

Grants various effects.

  • Brutality. Mutation that focuses on healing through aggressive actions.
    • Killer Instinct: Restores a small amount of MP after killing an enemy.
    • Frenzy: When the current combo counter is at 30 or greater and the killstreak is at 10 or greater, recoverable HP through The Prisoner's Tactical Healing Talent will increase.
    • Adrenaline: After successfully dodging damage, all lost HP will be recoverable via the Tactical Healing Talent.
  • Tactics. Mutation that focuses on increasing damage across all attacks.
    • Barbed Tips: Increases damage an enemy takes based on the number of arrows embedded in them.
    • Ripper: Melee attacks cause arrows lodged in enemies to fall out, each dealing damage as they fall to the ground.
    • Networking: When dealing damage to an enemy embedded with arrows, if there are other enemies nearby also embedded with arrows, damage will be dealt to them as well based on the number of embedded arrows.
  • Survival: Mutation that focuses on reducing or preventing incoming damage.
    • Blind Faith: Upon successfully blocking damage, recovers a small amount of HP and MP.
    • Kill Rhythm: Switching between weapon types will give a temporary damage buff.
    • Armadillopack: The Prisoner now blocks damage while Dashing. This form of blocking however can not block attacks that ignore Dodge Frames. Additionally, the bonuses for blocking damage are weakened when blocking with this method.

Hidden Effects

  • Brutality: The Prisoner regenerates MP when dealing Critical Hits and slightly increases the amount of recoverable HP through Tactical Healing.
  • Tactics: Greatly increases the damage dealt by Ripper. Additionally, Networking will transmit all damage dealt by Ripper.
  • Armadillopack: Attacks that previously ignored Dodge Frames can now be blocked when Dodging.
  • Survival: Switching weapon types increases the amount of recoverable HP through Tactical Healing.

Universal Enhancements affect multiple moves.

  • Using a bow or crossbow type weapon will consume SP, causing the arrows to remain embedded where they hit. Arrows embedded in enemies are recovered after the enemy is defeated.
  • SP: Earn SP by recovering arrows.
  • The damage of debuffs inflicted by weapons is increased when The Prisoner has their corresponding Tactics. Additionally, having those Tactics will allow the debuffs to trigger further Tactic debuffs.
  • Movement velocity is increased when the combo counter is at 30 or greater and the killstreak is at 10 or greater.
  • When [Airborne] near a wall, holding toward the wall will allow The Prisoner to wall cling, which counts as landing.
  • Holding Dash or Jump when performing either of them will prevent the Attack Combo count from resetting, allowing The Prisoner to transition between different weapon combos freely.
  • Various weapon enhancements also affect Universal Attack moves after switching between Backpacks.
  • Various Skill enhancements also affect Universal Skill moves after switching between Backpacks.