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Key skills / Ult

Common class
  • Black Shadow Shift: TP 2. Swap places with an ally within 3 tiles, gain an extra attack/skill; if swapping with a summoned/summoner unit, applies like Hanjo's to enemies within 2 rings and restores 1 TP. Cd 3. Great utility, easily spreads AoE Black Shadow Kill Formation, and as a physical assassin not being countered is a big merit. Worst synergy with auto-play: the AI loves this skill too much and wastes turns/TP swapping.
  • Single Shadow Slash: TP 2. Deal 130% damage and apply Phantom Pain for 1 turn (when attacked, takes +30% dark physical damage of caster attack); if target already has Phantom Pain, deal 170%. Cd 2. Sharn's main damage skill, presupposes avatar use. With Trickster-Illusionweaver, class passive kicks in so duration starts at 2 turns. A theoretical 4-hit combo can deal 590% attack in one turn solo.
  • Chiral Phantasm: TP 4. Summon a copy of a target enemy within 3 tiles (copies stats and 1-turn active skills, not ult) and inflict Confusion on that enemy; the summon vanishes after 1 turn. Cannot be used on large monsters. Cd 3. An "improved Exort Spirit"; can inflate character count (main/clone/two phantasms) to pressure by numbers. Cannot act on spawn turn and vanishes once it acts next turn; feels more useful in PvP. Can copy an enemy Black Prince twice, usable as a Black Prince sniper pick.
  • Dark Shadow Flash: TP 2. Teleport to a tile adjacent to an enemy within 1~3 and deal 130%. Cd 2. The bread-and-butter teleport attack of this game's assassins.
  • Stealth: No TP. Gain Stealth for 2 turns and gain extra movement. Cd 3. Stealth: untargetable, +20% crit chance on attack. Nearly his only survival tool; if passive triggers after stealth, the avatar also spawns stealthed, good for approaching.
  • Divine Edge Flash: TP 3. Deal 150%; if not countered, extra hit for 30% fixed physical. Cd 2. Basically for hunting ranged dealers, but lower priority than Single Shadow Slash.
  • Hook Throw: TP 2. Throw hook at a lined-up enemy within 1~4, deal 80% and pull until blocked; if pulled adjacent, extra 30% physical. Cannot be guarded/escorted. His only non-guardable skill besides the ult, so worth considering.
  • Ult Crescent Phantom Slash: teleport adjacent to an enemy within range 3 and deal 190~220% (250% at max awakening). Cannot be guarded or countered; Sharn can return to his original spot after. At 6-star, range becomes 4; with the stage-3 awakening ult enhancement, range extends to 5. Hit-and-run single-target; damage is modest since Sharn's base stats are low, but enough to hunt Light Armor units. The avatar can also use it, doubling damage, and guard-ignore lets it reach backline ranged dealers.

Units with this class (1)