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Sword of Convallaria/Units

SP RawiyahLegendary

SP Rawiyah

LegendarySeeker

Weapon & factionAxe userIria · Night Crimson · Aggression

A Legendary Seeker who fights with an axe — factions: Iria / Night Crimson / Aggression. Skills, traits, costs and cooldowns are the game's own, relayed from the in-game skill tree and reworded; GameWith's ratings and build advice are not used.

Tier: A on the Sword of Convallaria tier list

Wiki S+; Mellow says she 'defines the S tier' — an incredibly mobile burst unit, best on auto, saves the most time in daily grinds.

Recommended build

SP Rawiyah — Legendary Seeker, axe user. Tier List A — a strong long-term pick.

Mobile skirmisher / assassin

Weapon
Cornucopia AxeLegendary— an axe: energy over the fight — useful on NRG-hungry units
Trinket
Maverick's CloakLegendary— +attack / defense / crit while away from allies — a Seeker ends its turn isolated
Shield of JusticeLegendary— physical + magic attack and a shield

Stats. Scales on ATK with crit. Priority: crit chance → crit damage → ATK — a Seeker lives on back attacks.

Skill order. Prioritise the RK nodes that add crit, piercing or an extra hit, then the RK3 / RK5 skill upgrades, then passives. Push RK13 Ascension only on a unit you main. Most units are fine at 1–2★.

Named signature (Astral) weapons are the game's own pairing. The universal weapon, trinket, stat and skill-order picks are loadoutgg's own synthesis from this unit's weapon type, class and kit plus SoC's facing / height / counter rules — a starting point, not a fixed build. SoC exposes no per-unit stat numbers. See thegear & Astral tier list andBasics for how gear works.

Skill

Trait — Sunny Spirit

Fatigue lasts until the start of the next turn, Stamina stacks up to 30 stacks. For each 1 enemy hit by the skill, additionally gains 1 stack of Stamina. At the start of the battle, gains 10 stacks of Stamina. After hitting with an AoE Attack, can Act Again and receives Fatigue; for each 1 enemy hit by the skill, the character gains 1 stack of Stamina.

Innate trait

Attributes

Value
Move5
High Jump2
Low Jump2
Stand heightNormal

Skills

This unit's base skills and every skill it can learn from its RK1–RK13 skill tree. Each line shows its Energy cost and cooldown. Effect names, %s, tile ranges and turn counts are the game's own — relayed from the in-game skill tree and reworded; GameWith's ratings and build advice are not used.

  1. SlashBaseBasic Attack

    Deals 100% Physical DMG.

  2. Gale Dance - SincerityBasePhysical DMG

    Deals 65% AoE DMG to all enemies within 3 tiles of the character. After attacking, the skill switches to Gale Dance - Resolution, lasting for 1 turn.

    Cost 2 · CD 0

  3. Gale - Piercing CloudsRK1Physical DMG

    Instant Selects a location within a cross-shaped range of 3 tiles around the character and performs Charge, dealing 15% DMG to enemies passed through and stealing 1 buff. Upon hit, reduces the CD of this skill by 1 turn, and increases the DMG of the next Active Skill by 15%.

    Cost 0 · CD 3

  4. Gale - Void SlashRK1Passive

    After actively dealing Physical DMG, deals 15% physical DMG to all enemies within 2 tiles of the character, inflicting 1 random Level 2 Attribute Debuff for 2 turns. Can be triggered up to 3 times per round.

    Cost 0 · CD 0

  5. Mobile CrewRK3Passive

    Increases SPD by 100. Before attacking, if the target's SPD is lower than the character's, increases the DMG dealt by 10% and ignores the target's reaction skill.

    Cost 0 · CD 0

  6. Police LassoRK3Support

    Instant applies Restraint, ▼ ATK II, and ✗ Assist on the target for 2 turns. Additionally applies Stunned for 2 turns on targets with Restraint. Can be used 3 times.

    Cost 3 · CD 3回

  7. I'm! Mad! Now!RK5Reaction

    Gains Resolve. When any ally is defeated in battle, the character recovers all HP, and gains ▲DMG III and DMG Reduction III, lasting for 2 turns.

  8. Vital GuardRK5Reaction

    When hit by an active attack, the DMG taken is decreased by 8%. Upon receiving an active attack, if the character is Dying, gains Dodge for 1 turn. Can be activated up to 1 time per round.

  9. Gale Sword - Chaotic FlurryRK7Physical DMG

    Deals 3 hits of 25% DMG to all enemies within a 5×3 area in the target direction. After actively casting any skill 1 time, the DMG of this skill increases to 3 hits of 35% DMG; after actively casting any skill 2 times, the DMG of this skill increases to 3 hits of 50% DMG, lasting until the end of the turn.

    Cost 4 · CD 0

  10. Gale - Draw BladeRK7Passive

    When Movement plus Charge distance is no less than 4 tiles, recovers 1 NRG after attacking; if the target is defeated, additionally recovers 1 NRG. Each effect can be triggered up to 1 time per round.

    Cost 0 · CD 0

  11. Try The Punch!RK9Basic Attack

    Single target. Deals 85% Physical DMG, knocking the target back by 1 tile. After attacking, the skill switches to Get Out of My Sight!! for 2 turns.

  12. Powerful AttackRK9Basic Attack

    Deals 110% Physical DMG.

  13. Fancy FootworkRK11Support

    Takes 50% less AoE DMG and gains 2 Dodge attempts for 2 turns.

    Cost 2 · CD 0

  14. Hunting ImpulseRK11Physical DMG

    Single target. Deals 130% DMG. Before attacking, Crit increases by 15%. If the target is defeated, recovers 3 NRG.

    Cost 3 · CD 0

  15. Valiant VanguardRK13Passive

    Level 3 Effect When there are 2 or more enemies within 2 tiles of the character, DMG is increased by 12% and DMG taken is reduced by 12%.

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