
Orphie & Magus provide high-uptime team buffs through their 'Zeroed In' mechanic and excel at consistent, off-field Aftershock damage. Their kit allows for seamless integration into Fire-element squads, making them a top-tier pull for any account prioritizing damage reliability.
Orphie & Magus utilize a unique 'Bottled Heat' resource system to fuel high-damage EX Special Attacks and sustained laser-based Aftershocks [L84, L134]. Their core gameplay revolves around applying the 'Zeroed In' status to squad members, which provides significant ATK buffs and can be extended by triggering Aftershocks. This allows the agent to maintain high offensive pressure both on and off-field while ignoring enemy defenses [L84, L89].
W-Engine
Bellicose Blaze
S-rank — ATK, best in slot
Disk Set
Shadow Harmony
4-PC · Best in slot
Disk 4
CRIT DMG% = CRIT Rate%
Main stat
Disk 5
Fire DMG% >= ATK%
Main stat
Disk 6
Energy Regen >= ATK%
Substats
CRIT DMG = CRIT Rate > ATK% > PEN > ATK
Primary damage source.
EX delivers strong damage.
Chain burst.
Passive enhancement.
Negligible.
Ensure Orphie & Magus are off-field with sufficient Energy to trigger Crimson Vortex during main DPS windows.
Prioritize triggering the Forged in Flames passive by keeping a Stun or Support character on the team to maximize DEF ignore.
Review and adjust rotations based on your specific team composition.

Energy Regen
Increases CRIT Rate by 20/23/26/29/32%. When the equipper triggers an Aftershock that deals Fire DMG, their attacks ignore 15/17.2/19.5/21.7/24% of the target's DEF for 8s. Can stack once every 3s, up to 2 stacks. Repeated triggers reset the duration.
Why it works —Bellicose Blaze provides essential CRIT Rate and consistent DEF ignore, aligning perfectly with their Aftershock-heavy playstyle.

CRIT Rate
CRIT DMG increases by 50/57.5/65/72.5/80%. When the equipper enters the battlefield, or activates a Chain Attack or Ultimate, they gain 1 stack of Heartstring. Each stack of Heartstring allows the equipper's Chain Attack and Ultimate to ignore 12.5/14.5/16.5/18.5/20% of the target's Fire RES, stacking up to 2 times and lasting 30s. Repeated triggers reset the duration.
Why it works —Heartstring Nocturne offers massive CRIT DMG and valuable Fire RES penetration for high-burst rotations.

ATK%
CRIT DMG is increased by 30/34.5/39/43.5/48%. When the equipper lands a hit with a Basic Attack, Special Attack, or Aftershock, they gain 1 stack of a buff. Each stack increases the equipper's CRIT DMG by an additional 10/11.5/13/14.5/16%, stacking up to 3 times. The effect lasts for 30s, with each stack's duration calculated separately, and can only be triggered once per use of a skill. With all 3 stacks, the equipper's Electric DMG increases by 20/23/26/29/32%.

CRIT Rate
Increases CRIT DMG by 45/51.75/58.5/65.25/72%. When using an EX Special Attack, Chain Attack, or Ultimate to deal Ice DMG, the equipper gains the Absolute Zero Death Sentence effect for 3s. While Absolute Zero Death Sentence is active, the character ignores 25/28.75/32.5/36.25/40% of the enemy's DEF when landing a hit.

CRIT Rate
Increases CRIT Rate by 15/17/19/21/23%. When the equipper deals DMG with a Basic Attack or EX Special Attack, they gain 1 stack of a buff. Each stack increases the equipper's Electric DMG by 12.5/14.5/16.5/18.5/20%, up to 2 stacks. Each stack lasts 40s. The duration of each stack is calculated separately. Can trigger once per use of a skill. At 2 stacks, the wearer's Basic Attack and Ultimate DMG ignore 20/23/26/29/32% of enemy DEF.

ATK%
ATK increases by 6/6.9/7.8/8.7/9.6%, and DMG dealt by EX Special Attacks increases by 15/17.2/19.5/21.8/24%.
Why it works —Gilded Blossom serves as the best F2P option, providing a straightforward boost to ATK and EX Special damage.

CRIT Rate
When an EX Special Attack or Chain Attack hits an enemy, the equipper's ATK increases by 6/6.9/7.8/8.7/9.6% for 8s. While the target is under an Attribute Anomaly, this effect is increased by an additional 6/6.9/7.8/8.7/9.6%.

Disk 4
CRIT DMG% = CRIT Rate%
Disk 5
Fire DMG% >= ATK%
Disk 6
Energy Regen >= ATK%

Disk 4
CRIT DMG% = CRIT Rate%
Disk 5
Fire DMG% >= ATK%
Disk 6
Energy Regen >= ATK%
Orphie & Magus
Attack
Soldier 0: Anby
Attack
Trigger
Stun
High-usage endgame shell featuring Orphie & Magus, Soldier 0: Anby, Trigger. Built around Orphie & Magus's Attack role with teammates covering stun, buffs, or secondary damage.
Primary Attack — owns the damage / utility identity of this squad.
Attack partner who covers gaps while Orphie & Magus handles the main role.
Opens stun windows so Orphie & Magus can dump burst damage safely.
Orphie & Magus's CRIT Rate increases by 12.5%, and Aftershock DMG increases by 42.5%. Orphie & Magus initially gain 100 Bottled Heat, up to a maximum of 125. When Orphie & Magus are off-field, if Special Attack: Corrosive Flash is available and Energy is greater than or equal to 60, consume 30 Energy to automatically trigger EX Special Attack: Crimson Vortex instead. When the laser from EX Special Attack: Heat Charge hits enemies, all squad members gain Zeroed In for 12s. Repeated triggers reset the duration. Zeroed In increases Agent ATK by 130. When Orphie & Magus's initial Energy Regen is greater than or equal to 1.6, for every 0.1 initial Energy Regen above this threshold, ATK increases by an additional 20. The total increase from both initial and additional ATK increases cannot exceed 340. When an Agent with Zeroed In triggers Aftershock, their Zeroed In duration extends by 4s, up to a maximum extension of 20s. The fire blade attack from Basic Attack: High-Pressure Flamethrower, EX Special Attack: Watch Your Step, EX Special Attack: Crimson Vortex, EX Special Attack: Heat Charge, EX Special Attack: Fiery Eruption, Chain Attack: Overheated Barrel, and Ultimate: Dance With Fire all count as Aftershock DMG, and using these skills counts as triggering Aftershock.
When another character in your squad is a Stun or Support character: Aftershock DMG dealt by Agents with Zeroed In ignores 25% DEF.
Unleashes up to 5 attacks in front, followed by a powerful flame blade strike, dealing Physical DMG and Fire DMG.
A quick dash dodge. Character is invulnerable while using this skill.
Perform a quick forward attack, dealing Physical DMG.
Launch a series of attacks on enemies in front, dealing Physical DMG and Fire DMG. Character is invulnerable while using this skill.
Thrust forward and perform a tail attack, dealing Fire DMG. Anti-Interrupt level is increased while using this skill.
Automatically triggers during ally attacks: Unleashes 4 laser Aftershock attacks, dealing Fire DMG. Triggers once per 5s. Upon activating this skill, restore 20 Bottled Heat. Character is invulnerable while using this skill.
Perform a sweeping laser attack forward, dealing Fire DMG. After using this skill, immediately follow up with the powerful fire blade from the Basic Attack. Upon activating this skill, restore 20 Bottled Heat. Character is invulnerable while using this skill.
When off-field with 60 or more Energy, automatically triggers during ally attacks: Performs a sweeping laser attack in an area around, dealing Fire DMG. Upon activating this skill, restore 20 Bottled Heat. Character is invulnerable while using this skill.
Consume 100 Bottled Heat to continuously fire a laser forward, dealing Fire DMG. When firing begins, triggers Quick Assist. After continuous firing for a period, firepower increases, greatly boosting the skill's Interrupt Level. When attacked during firing, will parry enemy attacks and immediately increase firepower. When maximum firing duration is reached, automatically activates EX Special Attack: Fiery Eruption. During the low firepower phase, Anti-Interrupt Level increases and DMG taken is reduced by 40%, while character is invulnerable during the high firepower phase.
Performs a spinning attack forward, then fires a laser ahead dealing Fire DMG. Character is invulnerable while using this skill.
Perform a spinning attack forward, then fire a laser ahead, dealing Fire DMG. Upon activating this skill, restore 20 points of Bottled Heat. Character is invulnerable while using this skill.
Perform a spinning attack forward, then fire a laser ahead, dealing Fire DMG. When leaping into the air, a Quick Assist will be triggered. If the Quick Assist is activated, Orphie & Magus will extend the laser firing
Orphie & Magus' Special Attack: Corrosive Flash, EX Special Attack: Crimson Vortex, EX Special Attack: Heat Charge, and EX Special Attack: Fiery Eruption ignore 15% of target's Fire RES, and Agents with Zeroed In deal 20% increased DMG.
Is it worth getting?
Greatly improves consistency by adding RES shred and increasing DMG for Zeroed In agents.
When Orphie & Magus launch an Aftershock, restore 65 Decibels. This effect can trigger once every 4s. After Orphie & Magus use their Ultimate, their ATK increases by 20% for up to 45s.
Is it worth getting?
Essential for resource efficiency as it restores Decibels upon Aftershock, enabling longer rotations.
Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
Is it worth getting?
Skill-level bump only — fine on the path to higher Mindscapes, not a pull goal by itself.
Initial duration of Zeroed In increases to 16s, and Orphie & Magus's EX Special Attack: Heat Charge and Ultimate: Dance With Fire DMG increases by 40%.
Is it worth getting?
Straightforward damage bump — nice vertical investment, not mandatory at M0.
Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
Is it worth getting?
Skill-level bump only — fine on the path to higher Mindscapes, not a pull goal by itself.
With enough energy, after the fire blade attack of Basic Attack: High-Pressure Flamethrower, press Special to immediately follow up with EX Special Attack: Crimson Vortex. When the fire blade attack of Basic Attack: High-Pressure Flamethrower is activated, recover 10 Bottled Heat, and the Interrupt Level during the low firepower phase of EX Special Attack: Heat Charge will also increase. When the laser from EX Special Attack: Heat Charge or Ultimate hits enemies, it deals additional Fire DMG equal to 250% of Orphie & Magus's ATK. This effect can trigger once every 0.5s and is counted as EX Special Attack and Aftershock DMG.
Is it worth getting?
Massive damage spike that adds consistent bonus Fire DMG to every laser trigger.
Orphie & Magus is viable and competitive at M0. First stop: M2. Endgame target: M2.
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