Characters / COLUMBA / Livia
Livia
LI

Livia

SR
Faction
COLUMBA
Position
Middle-line
Role
Support
COLUMBA - Train Assistant

Conductor's assistant. Livia suffered critical injuries in an accident many years ago and was rescued by Signora Medici, head of COLUMBA. Upon regaining consciousness, Livia had lost most of her memories, other than the Mundus Empire being her birth place. To repay Signora Medici, Livia joined COLUMBA after passing the crew exam and, by pure chance, teamed up once again with her training school classmate — Conductor.

Draw Derive Control Cost Heal Buff Physical Reverb
Stats
HP
72380
ATK
723
DEF
658
Impact Sword

Impact Sword

2Cost

Swing the cane sword, dealing DMG to nearby enemies over 3 hits and inflicting [Interrupt].
Draw 1 [Spirit Nocturne].

DMG: 1500% (Physical) per hit.

Spirit Nocturne: Red

Spirit Nocturne: Red

3Cost

Swing the cane sword, dealing DMG to nearby enemies once and inflicting [Break].
The next Red card deals 30% more DMG. This effect stacks.
This card has [Consonance]: Its effect varies based on the color of the last card used.

DMG: 4000% (Physical).

Spirit Nocturne: Blue

Spirit Nocturne: Blue

3Cost

Grant an ally a [Shield], lasting 10 seconds. Its durability equals 4000% of Livia's DEF.
This card has [Consonance]: Its effect varies based on the color of the last card used.

Spirit Nocturne: Yellow

Spirit Nocturne: Yellow

3Cost

Draw 2 cards, prioritizing ones with [Electrify] effect. When this card is discarded, retrieve 1 card from the discard pile to your hand.
This card has [Consonance]: Its effect varies based on the color of the last card used.

Spirit Nocturne: Green

Spirit Nocturne: Green

3Cost

Heal the ally with the lowest HP for 40% of Max HP.
This card has [Consonance]: Its effect varies based on the color of the last card used.

Spirit Nocturne: Purple

Spirit Nocturne: Purple

3Cost

Swing the cane sword, dealing DMG to the enemy once and inflicting [Moemoe] and [Confuse].
This card has [Consonance]: Its effect varies based on the color of the last card used.

DMG: 5000% (Physical).

Finale Waltz: Red

Finale Waltz: Red

4Cost Ultimate

Requirement Use 7 cards.

Deal DMG over 7 hits to all enemies.
Increase self ATK by 1%. This effect stacks.
This card has [Consonance]: Its effect varies based on the color of the last card used.

DMG: 2000% (Physical) per hit.

Finale Waltz: Blue

Finale Waltz: Blue

4Cost

Requirement Use 7 cards.

Deal DMG over 7 hits to all enemies and inflict [Chill].
Increase self DEF by 1%. This effect stacks.
This card has [Consonance]: Its effect varies based on the color of the last card used.

DMG: 2000% (Physical) per hit.

Finale Waltz: Yellow

Finale Waltz: Yellow

4Cost

Requirement Use 7 cards.

Deal DMG over 7 hits to all enemies and inflict [Electrify].
This card has [Consonance]: Its effect varies based on the color of the last card used.

DMG: 2000% (Physical) per hit.

Finale Waltz: Green

Finale Waltz: Green

4Cost

Requirement Use 7 cards.

Deal DMG to all enemies over 7 hits and heal all allies for 10% of Max HP.
This card has [Consonance]: Its effect varies based on the color of the last card used.

DMG: 2000% (Physical) per hit.

Finale Waltz: Purple

Finale Waltz: Purple

4Cost

Requirement Use 7 cards.

Deal DMG over 7 hits to all enemies and generate 1 [Strange Spark] in your hand.
This card has [Consonance]: Its effect varies based on the color of the last card used.

DMG: 2000% (Reverb) per hit.

Strange Spark

Strange Spark

3Cost Neutral

Sparks of miraculous energy radiate, akin to the illumination from the Mundus Wishing Tower.
Deal DMG to all enemies once. This attack ignores the target's DEF.
The more cards in the discard pile, the higher the DMG.
You can hold up to 3 [Strange Spark] in your hand.
This card is [Destroyed] when it leaves your hand.

DMG: 1357% (Reverb) x (Number of cards in discard pile +5)