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Electro Hypostasis
HP 8Energy 2

Electro Hypostasis

ElectroOther WeaponsMonster

Electro Hypostasis

Code name: Aleph. A high-purity Electro entity.\nEven if you win at rock-paper-scissors, Aleph is not one to admit defeat.

■ Source
Reward for accepting the Tavern Challenge at The Cat's Tail and claiming victory in a Friendly Fracas with Electro Hypostasis

Talents

Electro Crystal Projection

Electro Crystal Projection

Normal Attack
Deals 1 Electro DMG.
Rock-Paper-Scissors Combo

Rock-Paper-Scissors Combo

Elemental Skill
Deals 2 Electro DMG and then separately performs "Prepare Skill|s1:prepares" for Rock-Paper-Scissors Combo: Scissors and Rock-Paper-Scissors Combo: Paper.
■ Rock-Paper-Scissors Combo: Scissors
Elemental Skill
(Prepare for 1 turn)
Deals 2 Electro DMG. Then, perform "Prepare Skill|s1:prepares" for Rock-Paper-Scissors Combo: Paper.
■ Rock-Paper-Scissors Combo: Paper
Elemental Skill
(Prepare for 1 turn)
Deals 3 Electro DMG.
Lightning Lockdown

Lightning Lockdown

Elemental Burst
Deals 2 Electro DMG, summons Chains of Warding Thunder.
■ Chains of Warding Thunder
End Phase: Deal 1 Electro DMG.
Usage(s): 2
When this Summon is on the field: Your opponent will have to spend 1 additional Elemental Die when performing "Switch Character." (Once per Round)
Electro Crystal Core

Electro Crystal Core

Passive Skill
(Passive) When the battle begins, this character gains an Electro Crystal Core.
■ Electro Crystal Core
When the character to which this is attached would be defeated: Remove this effect, ensure the character K54|s1, and heal them to 1 HP.
Rock-Paper-Scissors Combo: Scissors

Rock-Paper-Scissors Combo: Scissors

Elemental Skill
(Prepare for 1 turn)
Deals 2 Electro DMG. Then, perform "Prepare Skill|s1:prepares" for Rock-Paper-Scissors Combo: Paper.
■ Rock-Paper-Scissors Combo: Paper
Elemental Skill
(Prepare for 1 turn)
Deals 3 Electro DMG.
Rock-Paper-Scissors Combo: Paper

Rock-Paper-Scissors Combo: Paper

Elemental Skill
(Prepare for 1 turn)
Deals 3 Electro DMG.

Dictionary

Electro DMG

Applies Electro and can trigger the following Elemental Reactions:
Overloaded: DMG +2 for this instance, the target is forcibly switched to the next character
Superconduct: DMG +1 for this instance, deal 1 Piercing DMG to all opposing characters except the target
Electro-Charged: DMG +1 for this instance, deal 1 Piercing DMG to all opposing characters except the target
Quicken: DMG +1 for this instance, creates a [Catalyzing Field] that grants +1 DMG to the next 2 instances of Dendro or Electro DMG
Lunar-Charged: Creates a [Thundercloud] that deals 2 Electro DMG at the end of the Round. (Usage: 1. Can stack, no stack limit. When created, or when its usages increase, apply [Electric Shock] to a random card in your opponent's Hand.)

Prepare Skill|s1:prepares

Some Skills cannot be used directly. Instead, they need to be prepared over a certain number of turns.
When it is a certain player's turn, and this player's active character is currently preparing a Skill, this player's turn will be skipped. If the Skill has finished being prepared, the character will directly use that Skill at this time. (Skills that require preparing cannot activate effects triggered by "using a Skill" or "triggering an Elemental Reaction" or other such effects.)
Only active characters can prepare Skills, and if an active character who is preparing a Skill gets switched off-field, their preparation will be interrupted.

■ Rock-Paper-Scissors Combo: Scissors

(Prepare for 1 turn)
Deals 2 Electro DMG. Then, perform "Prepare Skill|s1:prepares" for Rock-Paper-Scissors Combo: Paper.

■ Rock-Paper-Scissors Combo: Paper

(Prepare for 1 turn)
Deals 3 Electro DMG.

Usage(s)

After this card's effect is triggered, 1 Usage of it will be consumed.
This card will be discarded immediately once it has 0 Usages remaining.

■ Chains of Warding Thunder

End Phase: Deal 1 Electro DMG.
Usage(s): 2
When this Summon is on the field: Your opponent will have to spend 1 additional Elemental Die when performing "Switch Character." (Once per Round)

Immunity to Defeat|s1:will not be defeated

Certain effects will grant characters an immunity to being defeated when their HP hits 0, and will heal them for a certain amount thereafter.
When this occurs, characters will not be regarded as having experienced a defeat. (Hence, their attached equipment and statuses will not be removed, and their Energy will remain uncleared.)

■ Electro Crystal Core

When the character to which this is attached would be defeated: Remove this effect, ensure the character K54|s1, and heal them to 1 HP.

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