Eugen's SSR version ramps his signature abilities up significantly while giving him a new skill to support allies.
Strengths
AutoignitionGain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%. and AutoignitionCharge bar will be boosted to 100% at the end of the turn Duration: 2 turns. Remove 1 debuff from caster. At level 100: Now removes all debuffs from caster. AutoignitionCharge bar will be boosted to 100% at the end of the turn Duration: 2 turns upgraded to Autoignition+100% boost to charge bar at end of turn / C.A. Reactivation effect at end of effect (1 time) Duration: 2 turns. (Gain C.A. Reactivation (1 time)Charge attack reactivates (1 time) Duration: Indefinite when Autoignition+100% boost to charge bar at end of turn / C.A. Reactivation effect at end of effect (1 time) Duration: 2 turns ends.) gives a whole new meaning to "Charge Attack Spam"
Intercept IIGain Dodge-and-Counter (3 times)Dodges and counters normal attacks Strength: 200%Duration: 3 turnsCounter attacks grant 5% charge bar per hit. and Hostility UpMore likely to be attacked Strength: +50Duration: 3 turns. (Consumes 30% of charge bar.) At level 90: Charge bar cost removed. Counter buff upgraded to Dodge-and-Counter (4 times)Dodges and counters normal attacks Strength: 400%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.. Also gain 100% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 50% more damage.Duration: 3 turns and KeenSupplemental DMG to critical hits Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns. now actually draws fire to Eugen, letting him protect allies and get good mileage out of his counters.
His constant use of Charge Attacks and Sudden AttackGrant an Earth ally ArmedCritical hit rate, C.A. DMG, and C.A. DMG cap are boosted (Can't be removed) Strength: 100% / 50% Critical Up100% chance of dealing 50% more damage., 50% C.A. DMG Up, 25% C.A. DMG Cap UpDuration: 5 turnsStacking: Special Buff and 20% UpliftedCharge bar is boosted on every turn Strength: 20%Duration: 5 turns. gives him great synergy with charge bar-hungry allies.
While very rare, his "Headshot" Support Skill can lead to some hilarious damage spikes, especially if he also counters on that turn.
Weaknesses
Very long cooldowns and few buffs can lead to long downtimes in his gameplay.
The Hostility Up component of Intercept IIGain Dodge-and-Counter (3 times)Dodges and counters normal attacks Strength: 200%Duration: 3 turnsCounter attacks grant 5% charge bar per hit. and Hostility UpMore likely to be attacked Strength: +50Duration: 3 turns. (Consumes 30% of charge bar.) At level 90: Charge bar cost removed. Counter buff upgraded to Dodge-and-Counter (4 times)Dodges and counters normal attacks Strength: 400%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.. Also gain 100% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 50% more damage.Duration: 3 turns and KeenSupplemental DMG to critical hits Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns. does not fall off after three counters, leaving him open to bosses with high multiattack rates.
His Support Skills can start to feel underwhelming at endgame when they slam into the damage cap, especially Charge Attack supercrits.
How to Play
Eugen's standard opening is to attack once, cast Intercept IIGain Dodge-and-Counter (3 times)Dodges and counters normal attacks Strength: 200%Duration: 3 turnsCounter attacks grant 5% charge bar per hit. and Hostility UpMore likely to be attacked Strength: +50Duration: 3 turns. (Consumes 30% of charge bar.) At level 90: Charge bar cost removed. Counter buff upgraded to Dodge-and-Counter (4 times)Dodges and counters normal attacks Strength: 400%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.. Also gain 100% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 50% more damage.Duration: 3 turns and KeenSupplemental DMG to critical hits Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns. (requires level 55 for the reduced cost and the 30% initial charge bar crew buff), and then AutoignitionGain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%. and AutoignitionCharge bar will be boosted to 100% at the end of the turn Duration: 2 turns. Remove 1 debuff from caster. At level 100: Now removes all debuffs from caster. AutoignitionCharge bar will be boosted to 100% at the end of the turn Duration: 2 turns upgraded to Autoignition+100% boost to charge bar at end of turn / C.A. Reactivation effect at end of effect (1 time) Duration: 2 turns. (Gain C.A. Reactivation (1 time)Charge attack reactivates (1 time) Duration: Indefinite when Autoignition+100% boost to charge bar at end of turn / C.A. Reactivation effect at end of effect (1 time) Duration: 2 turns ends.) and go nuts. When doing this opening, it is usually worth it to hold onto the final ignition until the rest of the team is ready for a full Chain Burst (which will usually be only a one or two turn wait). If you don't have an ally that's particularly charge bar-hungry, Sudden AttackGrant an Earth ally ArmedCritical hit rate, C.A. DMG, and C.A. DMG cap are boosted (Can't be removed) Strength: 100% / 50% Critical Up100% chance of dealing 50% more damage., 50% C.A. DMG Up, 25% C.A. DMG Cap UpDuration: 5 turnsStacking: Special Buff and 20% UpliftedCharge bar is boosted on every turn Strength: 20%Duration: 5 turns. can be used to help "fix" lagging charge bars for a full burst. For instance, if your main character is lagging behind with 70% charge bar while the rest of the team is ready, casting the boosted version of Sudden AttackGrant an Earth ally ArmedCritical hit rate, C.A. DMG, and C.A. DMG cap are boosted (Can't be removed) Strength: 100% / 50% Critical Up100% chance of dealing 50% more damage., 50% C.A. DMG Up, 25% C.A. DMG Cap UpDuration: 5 turnsStacking: Special Buff and 20% UpliftedCharge bar is boosted on every turn Strength: 20%Duration: 5 turns. ensures that the MC will hit 100% charge bar. If nothing else, Eugen himself can be the best target for Sudden AttackGrant an Earth ally ArmedCritical hit rate, C.A. DMG, and C.A. DMG cap are boosted (Can't be removed) Strength: 100% / 50% Critical Up100% chance of dealing 50% more damage., 50% C.A. DMG Up, 25% C.A. DMG Cap UpDuration: 5 turnsStacking: Special Buff and 20% UpliftedCharge bar is boosted on every turn Strength: 20%Duration: 5 turns. in order to pay Intercept IIGain Dodge-and-Counter (3 times)Dodges and counters normal attacks Strength: 200%Duration: 3 turnsCounter attacks grant 5% charge bar per hit. and Hostility UpMore likely to be attacked Strength: +50Duration: 3 turns. (Consumes 30% of charge bar.) At level 90: Charge bar cost removed. Counter buff upgraded to Dodge-and-Counter (4 times)Dodges and counters normal attacks Strength: 400%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.. Also gain 100% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 50% more damage.Duration: 3 turns and KeenSupplemental DMG to critical hits Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns.'s cost.
Synergy
Eustace: One of the most charge bar-hungry characters in the game, Sudden AttackGrant an Earth ally ArmedCritical hit rate, C.A. DMG, and C.A. DMG cap are boosted (Can't be removed) Strength: 100% / 50% Critical Up100% chance of dealing 50% more damage., 50% C.A. DMG Up, 25% C.A. DMG Cap UpDuration: 5 turnsStacking: Special Buff and 20% UpliftedCharge bar is boosted on every turn Strength: 20%Duration: 5 turns. is great for helping Eustace reach his maximum Charge Attack power ASAP. Also works well with the Halloween version to speed him to a Charge Attack to prevent overloading.
Korwa: While Intercept IIGain Dodge-and-Counter (3 times)Dodges and counters normal attacks Strength: 200%Duration: 3 turnsCounter attacks grant 5% charge bar per hit. and Hostility UpMore likely to be attacked Strength: +50Duration: 3 turns. (Consumes 30% of charge bar.) At level 90: Charge bar cost removed. Counter buff upgraded to Dodge-and-Counter (4 times)Dodges and counters normal attacks Strength: 400%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.. Also gain 100% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 50% more damage.Duration: 3 turns and KeenSupplemental DMG to critical hits Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns. goes against Korwa's desire to be hit for Fils, Eugen's charge bar generation can make sure she can refresh her buffs on time.
Eahta: Excellent character for making use of all that incoming charge bar.
Magisa_(Holiday): With some timing and planning can offset Eugen's skill downtime via magisa's Land Eruption400% Earth damage to all foes (Damage cap: ~510,000). All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20% Strength: 20%. (Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed) . Number of activations increased based on number consumed [Max: 6 times]. Whenever Magisa gains a Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed) : 1-turn cut to this skill's cooldown.), allowing more CA spam and saving Bluesky BulletConsumed upon Eugen's normal attacks (Max: 5 / Can't be removed) .
Silva_(Summer): Along with Magisa_(Holiday), Silva can be in the main team for the first 3~6 turn before switching with Eugen, enabling Eugen to match his skill timing with Magisa's without the first few turns awkwardness. Silva's Backup FireReceiving backup fire from Silva (ATK and C.A. specs are boosted / DEF is lowered / Upon attacks: Deals bonus earth DMG / DMG Taken Amplified to a foe [6 hits]) (Can't be removed) Strength: 20% ATK Up, 50% C.A. DMG Up, 20% C.A. DMG Cap Up, 50% DEF DownMultiplier: UniqueDuration: Indefinite, also synergize with Eugen's CA spam.
Note that because of his Headshot passive and Attack boost after Charge Attack, Eugen can get away with taking CA Damage Cap Up a bit earlier than usual if you don't wish to convert CA Damage towards it later. The usual disclaimer still applies: Don't take it until you have a fairly advanced Earth grid.
Other than that, you'll want to shift away from CA Damage once you can start hitting cap without it, and CA Damage Cap Up and Double Attack make good outlets. Once you get two points into all of this, it's your choice between saving for his EMP Support Skill, filling out the third point on all of them, or even taking Defense nodes to safeguard against Intercept II problems.