Solo Realm
Selena normally attacks with her rapier. In the Flow State, she will attack with the cello instead. She cannot enter the Matrix by dodging. It can only be triggered by Basic Attack - Echoing Melody/Basic Attack - Inverted Divisi. Enters Solo upon entering the Matrix triggered by herself.
Concerto Orb: Flow State + Tap Concerto Orb
In the Flow State, 6 Signal Orbs will be converted to Concerto Orbs. During the Flow State, Selena can only obtain and use Concerto Orbs. After casting this skill, deals Physical DMG and gains Musical Note(s), Variation Point(s), Melody Point(s), and Signature Energy. Regains other Signal Orbs at the end of the Flow State.
- Deals 600% Physical DMG.
- Gains 1 Musical Note for each 3 Concerto Orbs consumed.
- When there are Ice Spikes, deals 1600% Glaciation DMG instead.
- Gains 5 Variation Points, 10 Melody Points, and 5 Signature Energy after casting.
Melodic Outburst: Flow State + 60 Melody Points + Press and Hold Dodge
In the Flow State, Selena can accumulate Melody Points by casting Concerto Orbs, up to 60. Meanwhile, spends 60 Melody Points and summons a clone to attack, dealing Physical DMG and gaining Variation Points and Signature Energy.
- Deals 4000% Physical DMG.
- When there are Ice Spikes, deals 10000% Glaciation DMG instead.
- Becomes Invincible and cannot cast Signature in the process. Gains 30 Variation Points and 60 Signature Energy after casting.
Grand Finale: Flow State + 100 Variation Points
In the Flow State, Selena can accumulate Variation Points by casting specific skills, up to 100. At Max Variation Points, Selena will enter Grand Finale and immediately gain 90 Signature Energy.
- Removes all Melody Points upon entering Grand Finale.
- Grand Finale lasts 7s. After entering the Grand Finale, Selena will attack with the rapier instead and will automatically cast Signature - Majestic Interlude at the end.
- During Grand Finale, Signal Orbs are infinite.
- Clears all Musical Notes at the end of Grand Finale.
Effect: Glaciation
Some of the skills can fill the Glaciation Gauge. When the gauge is full, consume it to cast Arctic Ice, dealing Glaciation DMG and gaining Arctic Ice Layers. Casting certain skills will consume all Arctic Ice Layers to form Ice Spikes, dealing Glaciation DMG to nearby enemies. While Ice Spikes persist, dealing Glaciation DMG will trigger Ice Accumulation, which deals additional Glaciation DMG and gains Congelation. When Ice Spikes expire, they will trigger Ice Burst to deal Glaciation DMG based on the current Congelation. The Glaciation Gauge, Arctic Ice Layers, Ice Spikes and Congelation can transfer to the next character with Effect: Glaciation.
- At 100 Glaciation Value, casts Arctic Ice to deal 100% Glaciation DMG and generate 1 Arctic Ice Layer. Max 10 Layers.
- When having more than 0 Arctic Ice Layers, certain skills can consume all Arctic Ice Layers to form Ice Spikes, dealing 180% Glaciation DMG. When forming Ice Spikes, every 1 Arctic Ice Layer consumed will extend their duration by 1s.
- While Ice Spikes persist, dealing Glaciation DMG will trigger Ice Accumulation, which deals 100% Glaciation DMG in a large area and gains 100 Congelation. This can only trigger once every 0.25s.
- When Ice Spikes expire, it will trigger Ice Burst to deal 100% Glaciation DMG in a large area. For every 100 Congelation owned, the Base DMG of Ice Burst increases by 9%, up to 10000 Congelation.