She is the captain of the Maison Gardiennage's Special Security and Surveillance Patrol with an unorthodox yet firm sense of justice and approach to law enforcement.
Chevreuse quickly shoulders her musket and fires at her opponent(s), dealing AoE Pyro DMG. For a short duration after Chevreuse fires a shot, she will continuously restore HP to the active character on the field. The amount healed is based on her Max HP. Hold to fire in a different fashion.
Hold Enter Aiming Mode, locking a target in her sights to fire a precise interdiction shot. If Chevreuse has an Overcharged Ball, then she will fire the Overcharged Ball instead, dealing greater Pyro DMG in a larger area. Chevreuse gains 1 Overcharged Ball every time a nearby character in the party triggers an Overloaded reaction, and can have up to 1 Overcharged Ball at a time.
Arkhe: Ousia Periodically, after Chevreuse's Short-Range Rapid Interdiction Fire hits, a Surging Blade will be called forth that deals Ousia-aligned Pyro DMG.
This particle generation has a 10 seconds cooldown.
Interdiction shot or the Overcharged Ball has a viewfinder-like circle appears on the screen, surrounds the aiming cursor. Chevreuse locks on the enemy that was in the circle, and unlocks on that enemy if the enemy moved away or if Chevreuse turned away. If no enemy is locked, interdiction shot or the Overcharged Ball will be fired based on the aiming cursor, which is still able to hit enemies and yield Elemental Particles.
Interdiction shot or the Overcharged Ball can only lock on enemies, including most hostile wildlife. Objects such as Elemental Monuments, Regisvines' shields, Shouki no Kami's Nirvana Engines, Spiders, and Defense Mechanisms will not be locked on. However, they can be hit by it if the skill is fired manually by aiming.
Wildlife and enemies that are in a state where they would not be aggravated upon approach will still be locked on.
Hostile wildlife that does not cause the player to enter combat mode, such as Forest Boars, cannot be locked on.
If locked on, Interdiction shot or the Overcharged Ball will home in on its target.
Ãdditionally, this projectile is not considered a true projectile, as the manually-aimed shot fired from outside of the lock-on range does not perform like a Bow Charged Attack when hitting Weak Point.
Interdiction shot or the Overcharged Ball has a very short range compared to the normal Bow Charged Attack.
Chevreuse can hold the skill for a maximum of 5 seconds. The skill is automatically released afterwards.
Short-Range Rapid Interdiction Fire's continuous HP restoration first activates 2s after casting and every 2s afterwards for a total of 6 activations.
Passive Effects
Passive Talent 2, Vertical Force Coordination: "After Chevreuse fires an Overcharged Ball using Short-Range Rapid Interdiction Fire, nearby Pyro and Electro characters in the party gain 1% increased ATK for every 1,000 Max HP Chevreuse has for 30s. ATK can be increased by up to 40% in this way."
Constellation Effects
Constellation Level 2, Sniper Induced Explosion: "After Holding Short-Range Rapid Interdiction Fire and hitting a target, 2 chain explosions will be triggered near the location where said target is hit. Each explosion deals Pyro DMG equal to 120% of Chevreuse's ATK. This effect can be triggered up to once every 10s, and DMG dealt this way is considered Elemental Skill DMG."
Constellation Level 6, In Pursuit of Ending Evil: "After 12s of the healing effect from Short-Range Rapid Interdiction Fire, all nearby party members recover HP equivalent to 10% of Chevreuse's Max HP once. After a party member is healed by Short-Range Rapid Interdiction Fire, they gain a 20% Pyro DMG Bonus and Electro DMG Bonus for 8s. Max 3 stacks. Each stack's duration is counted independently."
Chevreuse fires an explosive grenade at opponents with her musket, dealing AoE Pyro DMG. After the projectile hits, it will split into many secondary explosive shells. The secondary explosive shells will burst after a short interval, dealing Pyro DMG to nearby opponents.
Secondary Explosive Shell DMG will knock enemies towards the center of the Explosive Grenade blast.
When all party members are Pyro and Electro characters and there is at least one Pyro and one Electro character each in the party: Chevreuse grants "Coordinated Tactics" to nearby party members: After a character triggers the Overloaded reaction, the Pyro and Electro RES of the opponent(s) affected by this Overloaded reaction will be decreased by 40% for 6s. The "Coordinated Tactics" effect will be removed when the Elemental Types of the characters in the party do not meet the basic requirements for the Passive Talent.
When the passive is active, it is denoted by small sparks flying out of the characters affected.
In Co-Op Mode, this passive also factors in characters outside Chevreuse's party.[verification needed]
Constellation Effects
Constellation Level 1, Stable Front Line's Resolve: "When the active character with the 'Coordinated Tactics' status (not including Chevreuse herself) triggers the Overloaded reaction, they will recover 6 Energy. This effect can be triggered once every 10s. You must first unlock the Passive Talent 'Vanguard's Coordinated Tactics.'"
After Chevreuse fires an Overcharged Ball using Short-Range Rapid Interdiction Fire, nearby Pyro and Electro characters in the party gain 1% increased ATK for every 1,000 Max HP Chevreuse has for 30s. ATK can be increased by up to 40% in this way.
Chevreuse must have at least 40,000 Max HP to achieve the maximum increase in ATK.
The ATK gain from the passive is linear to Chevreuse's Max HP and not stepwise at every 1,000 points of Max HP, meaning the ATK gain is equal to 0.1% of her Max HP, until the maximum increase is reached.
When the active character with the "Coordinated Tactics" status (not including Chevreuse herself) triggers the Overloaded reaction, they will recover 6 Energy. This effect can be triggered once every 10s. You must first unlock the Passive Talent "Vanguard's Coordinated Tactics."
After Holding Short-Range Rapid Interdiction Fire and hitting a target, 2 chain explosions will be triggered near the location where said target is hit. Each explosion deals Pyro DMG equal to 120% of Chevreuse's ATK. This effect can be triggered up to once every 10s, and DMG dealt this way is considered Elemental Skill DMG.
After using Ring of Bursting Grenades, the Hold mode of Short-Range Rapid Interdiction Fire will not go on cooldown when Chevreuse uses it. This effect is removed after Short-Range Rapid Interdiction Fire has been fired twice using Hold or after 6s.
After 12s of the healing effect from Short-Range Rapid Interdiction Fire, all nearby party members recover HP equivalent to 10% of Chevreuse's Max HP once. After a party member is healed by Short-Range Rapid Interdiction Fire, they gain a 20% Pyro DMG Bonus and Electro DMG Bonus for 8s. Max 3 stacks. Each stack's duration is counted independently.