
Trigger is an S-rank Stun powerhouse that enables unique coordinated playstyles through Aftershock mechanics. She provides massive team-wide synergy by increasing Stun multipliers and facilitating coordinated support attacks.
Trigger is an electric Stun unit who utilizes a unique Purge mechanic to fuel coordinated support attacks from squad members. Through her Sniper Stance and various Aftershock triggers, she actively manipulates the enemy's Stun DMG Multiplier. Her kit transitions fluidly between personal offensive utility and enabling high-frequency team coordination.
W-Engine
Spectral Gaze
S-rank — CRIT Rate, best in slot
Disk Set
King of the Summit
4-PC · Best in slot
Disk 4
CRIT Rate%
Main stat
Disk 5
Electric DMG% > ATK%
Main stat
Disk 6
Impact
Substats
CRIT Rate >= CRIT DMG = ATK%
Primary damage source.
EX delivers strong damage.
Chain burst.
Passive enhancement.
Negligible.
Enter Sniper Stance, cycle through targets, and hit EX Special to activate Coordinated Support.
Swap to high-frequency attackers immediately to trigger free Harmonizing Shots without Purge consumption.
Review and adjust rotations based on your specific team composition.

CRIT Rate
When the equipper hits an enemy with an Aftershock, causing Electric DMG, the target's DEF is reduced by 25/28.75/32.5/36.25/40% for 5s. Passive effects of the same name do not stack. When this effect is triggered, if the equipper is not the active character, they gain 1 stack of Spirit Lock, up to a maximum of 3 stacks. This can trigger only once per use of a skill. Each stack of Spirit Lock increases the equipper's Impact by 4/4.6/5.2/5.8/6.4%, lasting 12s. The duration of each stack is calculated separately. At full stacks of Spirit Lock, the equipper's Impact increases by an additional 8/9.2/10.4/11.6/12.8%.
Why it works —Spectral Gaze maximizes impact growth and team debuffing via Aftershock procs.

Impact
Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 25/28.75/32.5/36.25/40% for 8s. When the equipper launches and hits an enemy with a Basic Attack, apply Wilt to the target for 30s, stacking up to 20 times, repeated triggers reset the duration. When any squad member hits an enemy, for every stack of Wilt applied to the target, the CRIT DMG of the Ice DMG and Fire DMG dealt by that attack increases by 1.5/1.72/1.95/2.17/2.4%. Only one of this effect can be active at a time in the same squad.
Why it works —Blazing Laurel provides significant impact buffs through Quick/Perfect Assists.

Impact
When a Basic Attack hits an enemy, gain 1 stack of Tea-riffic. Each stack of Tea-riffic increases the user's Impact by 0.7/0.88/1.05/1.22/1.4%, stacking up to 30 times, and lasting for 8s. The duration of each stack is calculated separately. Upon acquiring Tea-riffic, if the equipper possesses stacks of Tea-riffic greater than or equal to 15, all squad members' DMG is increased by 20/23/26/29/32% for 10s. Passive effects of the same name do not stack.
Why it works —Ice-Jade Teapot offers sustained impact and flat team DMG buffs through frequent basic attacks.

Impact
When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 6/7.5/9/10.5/12% for 8s, stacking up to 5 times. This effect can trigger at most once during each skill. The duration of each stack is calculated separately.

Impact
When the target's HP is no lower than 50%, the equipper inflicts 10/11.5/13/14.5/16% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 10/11.5/13/14.5/16%.
Why it works —Precious Fossilized Core is the best budget alternative for high initial Daze potential.

Disk 4
CRIT Rate%
Disk 5
Electric DMG% > ATK%
Disk 6
Impact

Disk 4
CRIT Rate%
Disk 5
Electric DMG% > ATK%
Disk 6
Impact

Disk 4
CRIT Rate%
Disk 5
Electric DMG% > ATK%
Disk 6
Impact

Disk 4
CRIT Rate%
Disk 5
Electric DMG% > ATK%
Disk 6
Impact
Trigger
Stun
Soldier 0: Anby
Attack
Orphie & Magus
Attack
High-usage endgame shell featuring Trigger, Soldier 0: Anby, Orphie & Magus. Built around Trigger's Stun role with teammates covering stun, buffs, or secondary damage.
Primary Stun — owns the damage / utility identity of this squad.
Attack partner who covers gaps while Trigger handles the main role.
Attack partner who covers gaps while Trigger handles the main role.
When Trigger's Aftershock hits an enemy, the target's Stun DMG Multiplier increases by 20% for 5s.This Stun DMG Multiplier increase will apply even if the target isn't stunned.
When another character in your squad is an Attack character or shares the same attribute: When Trigger's CRIT Rate exceeds 40%, each 1% CRIT Rate above this threshold increases her Daze dealt by Aftershocks by 1.5%, up to a maximum increase of 75%.
Unleashes up to 4 shots ahead. The first 3 hits deal Physical DMG, the 4th hit deals Electric DMG.
Trigger enters the Sniper Stance and fires forward continuously, dealing Electric DMG. While continually firing, when attacked by an enemy, Trigger will automatically evade. This effect can trigger once every 8s. While continually firing, you can drag the stick/joystick to adjust her position to the left/right/back. Automatically evading attacks or adjusting position when about to be hit will trigger a Perfect Dodge, followed by an automatic charged counter. After releasing, Trigger will step back, ready her weapon and unleash a Finishing Move, then exit Sniper Stance. Character is invulnerable during the charged counter and Finishing Move. When the continuous firing or the charged counter hits an enemy, Trigger gains 25 Purge, up to a maximum of 100 Purge. When the Finishing Move hits an enemy, it triggers the Quick Assist of the previous character in the squad.
When Trigger has Purge, use another active character in the squad to hit an enemy with a Basic Attack, Dodge Counter, Special Attack, Dash Attack or Quick Assist to activate: While encircling the enemy, rapidly fire two shots at the enemy, dealing Electric DMG. Upon activating this skill, consume 3 Purge. Character is invulnerable while using this skill. Basic Attack: Harmonizing Shot is an Aftershock attack. The squad can trigger Basic Attack: Harmonizing Shot once every 3s.
When Trigger has Purge, use another active character in the squad to hit an enemy with a heavy attack from an EX Special Attack, Assist Follow-Up, or Ultimate to activate: While encircling the enemy, rapidly fires three shots at the enemy, followed by a Finishing Move, dealing Electric DMG. Upon activating this skill, consume 5 Purge. Character is invulnerable while using this skill. Basic Attack: Harmonizing Shot - Tartarus is an Aftershock attack. The same skill type can trigger Basic Attack: Harmonizing Shot - Tartarus up to 2 times within 20s for the entire squad.
A quick dash dodge. Character is invulnerable while using this skill.
Rapidly lift the gun and fire, dealing Physical DMG.
Rotate and fire a quick shot at enemies in front, dealing Electric DMG. Character is invulnerable while using this skill.
Lunge forward with a slash, dealing Electric DMG. Anti-Interrupt level is increased while using this skill.
Lunge forward with a slash, then leap up with a powerful shot to the ground, dealing massive Electric DMG. Character is invulnerable while using this skill. When this skill hits an enemy, it triggers the Quick Assist of the previous character in the squad. When this skill hits an enemy, Trigger enters Coordinated Support. While in this state, when another active character in the squad hits an enemy with any attack, it triggers a Basic Attack: Harmonizing Shot without consuming Purge and with no cooldown restrictions. This state lasts 8s and the effect can trigger up to 4 times. Each repeated trigger extends the duration and grants additional triggers, lasting a maximum of 20s and triggering up to a maximum of 10 times.
Unleashes continuous powerful shots forward, dealing massive Electric DMG. Character is invulnerable while using this skill.
Deliver a powerful shot at enemies in a large area ahead, dealing massive Electric DMG. Character is invulnerable while using this skill. When the skill hits an enemy, it triggers the Quick Assist of the previous character in the squad. When the skill hits an enemy, Trigger enters Coordinated Support. While in this state, when another active character in the squad hits an enemy with any attack, it trigge
The Stun DMG Multiplier applied through Core Passive: Soul-Searching Gaze is increased by an additional 20%. When activating Basic Attack: Harmonizing Shot, the cooldown is reduced to 2s. Purge gained upon hitting an enemy with the continuous fire or charged counter in Sniper Stance increases by 25%. Maximum Purge increases to 125.
Is it worth getting?
High impact; crucial for Purge management and cooldown efficiency.
Upon using an Aftershock, Trigger gains 1 stack of Hunter's Gaze. When executing a Finishing Move in Sniper Stance, Trigger gains 2 stacks of Hunter's Gaze. Each stack of Hunter's Gaze increases all squad members' CRIT DMG by 6%, stacking up to 4 times, and lasting 10s. Repeated triggers reset the duration.
Is it worth getting?
Excellent team synergy by providing CRIT DMG buffs based on Hunter's Gaze stacks.
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.
When Trigger enters or extends Coordinated Support, while the state is active, the next time other squad members trigger Basic Attack: Harmonizing Shot or Basic Attack: Harmonizing Shot - Tartarus, it will trigger Disconnect upon hitting an enemy, dealing additional DMG equal to 200% of Trigger's ATK and inflict Daze equal to 120% of Trigger's Impact. This skill has a relatively high Interrupt Level.
Is it worth getting?
Useful tempo upgrade — smoother resources, stun windows, or rotation uptime.
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.
Upon entering the battlefield, Trigger gains 5 Armor Break Rounds. For every 25 Purge consumed, Trigger gains 1 additional Armor Break Round, up to a maximum of 5 rounds. While possessing Armor Break Rounds, when Trigger hits a target in Sniper Stance, 1 Armor Break Round is consumed to deal additional Electric DMG equal to 1,200% of Trigger's ATK. In addition, this instance of DMG is additionally increased by 50%. This effect can trigger once every 0.2s.
Is it worth getting?
Luxury upgrade; purely for maximum personal burst damage rather than core functionality.
Trigger is viable and competitive at M0. First stop: M2. Endgame target: M2.
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