4★ Cassius — Equipment
Weapons
Overcurrent Shock Unit — When you Draw by an ability, 50% Fixed Damage to a random enemy.
- BiS Engine. Cassius draws via ability almost every time he breathes (Shuffle, Joker, Dice Trick). This procs 50% Fixed Damage per draw. Fixed Damage bypasses DEF, allowing for an alternative strike for bosses or tough enemies.
Unexploded Plasma Bomb — When a card is Exhausted, 40% Fixed Damage on a random enemy.
- Quest Specialist. Every Quest reward card exhausts. This procs 40% Fixed Damage every single time. It turns his support loops into a steady, unmitigable damage stream.
W-52 Dopamine Injector — When you Draw by an ability, +20% Damage amount for 1 turn (Max 2 times per turn).
- The True Scaler. As an multiplicative multiplier, this multiplies his card's final base ratio by up to 1.4x. While card hits are reduced by DEF, this is the only way to make his Dice Trick finisher actually hurt.
Torch of Wrath — At the start of a turn, apply 2 Mark to a random enemy.
- Unique Multiplier. Applies 2 Mark (Vulnerable). This is a separate multiplicative layer (1 + Vulnerable) that benefits the entire team. For a support, this is higher value than his own additive personal buffs.
Chimeranite — When you Draw by an ability, +35% Damage amount to your own Attack Card(s) for 1 turn (Max 1 time per turn).
- Burst Peak. Since it uses the "Damage Amount" wording (like Dopamine), it acts as a 1.35x multiplier. It's ranked below Fixed Damage because it only triggers once per turn, missing most of his multi-card cycle.
Trumpet of Revelation — When Draw a card, +20% Damage for 1 turn (2 per turn).
- Diminishing Returns. A +40% Additive boost. Because it's in the same bracket as his Potential Nodes, it adds less "real" damage than a GMM. It's strictly for filling out the "Generic Additive" slot.
Foggy Crystal Ball — +40% Damage for Attack cards with Cost 0.
- Niche Additive. +40% Additive to 0-cost cards. Good for Quest rewards, but since it's additive and subject to Enemy DEF, it’s significantly weaker than the Plasma Bomb’s fixed damage.
Void of the Devourer — When a card is Exhausted, next card used +35% Damage stacks up to 1 time.
- Sequencing Tool. Provides +35% Additive damage to the next card after an exhaust. Useful for timing, but as an additive stat, it doesn't provide the "breakthrough" damage Cassius needs.
Armors
Brainwave-Blocking Helmet — When you Draw by an ability, +40% Fixed Shield.
- Maximum EHP. Per Prydwen, "Fixed Shields" ignore the Defense tax. Cassius draws constantly via skills/Quests. This procs a 40% shield almost every action, creating an unbreakable layer of "blue health" that recharges every time he cycles his deck.
Psionic Combat Suit — When a card is Exhausted, 30% Fixed Shield.
- Quest Loop Synergy. Cassius exhausts multiple Quest cards per turn. Each exhaust procs a 30% Fixed Shield. Since Fixed Shields stack with his HP pool, he becomes half a shielder bypassing standard DEF scaling.
Regenerative Ribcage — Max HP +12%.
- The Breakpoint Anchor. To hit 700 HP from a 300 base, you need the +12% Max HP. This is a "Base Multiplier" of the formula, meaning it scales with your Partner's HP and flat stats, making it mandatory for his potential nodes.
Chains of Obsession — When using Attack cards, 1% HP Reduction, 60% Fixed Shield.
- The Safety Net. 60% Fixed Shield (approx. 180–420 HP depending on your current stacks) is the largest in the game. The 1% HP cost is negligible once you hit your 700 HP breakpoint, as the shield protects your actual HP pool from ever being touched.
Contaminated Helmet — Max HP +6%, Defense +12%.
- Slot Efficiency. Provides 6% HP and 12% DEF. While the DEF is negligible, the 6% HP is vital for reaching the 700 HP goal while adding a small layer of damage reduction.
Fragment of the Empty Void — At the start of battle, Discard up to 3 cards, Draw equal to the number.
- The Engine Starter. Cassius is useless if he doesn't draw his Quests Turn 1. This "Mulligan" effect (Discard 3, Draw 3) ensures your Quest loop begins immediately, which is better than raw stats.
Wings of Freedom — When hit, +10% Damage Amount (Max 3 stacks).
- Reactive Scaling. Generic Multiplicative Multiplier. If Cassius takes a hit, his Dice Trick finishers get 10-30% stronger. It's lower ranked because you generally want to avoid being hit.
Rocket-Adorned Cape — At the start of the battle, 1 Damage Reduction and Draw 1.
- Economy Pick. The Draw 1 on Turn 1 helps thin the deck. The 1 Damage Reduction is a "Flat Reduction" layer that applies after DEF, which is nice but doesn't scale as well as Fixed Shields.
Wings of the Swarm — At the start of battle, gain 2 Immunity.
- Debuff Immunity. Useful for fights with Heavy debuffing. However, it offers no HP% scaling, making the 700 HP goal much harder to reach.
Trinkets
Guardian Core — If an enemy with an intent to Attack is present, +60% Fixed Shield (1 per turn).
- The Primary Wall. Since enemies display their intent to attack, this grants a 60% Fixed Shield the moment the turn starts. It ensures that when the enemy acts mid-combo, they hit a shield instead of your raw HP, protecting your potential node buffs.
Pulsating Egg — +15% Attack, +10% Max HP.
- The Breakpoint Anchor. Providing +10% Max HP is critical for hitting 700 HP from a 300 base. The +15% ATK is a "Final ATK" multiplier, which scales his Quest damage cards and Dice Trick better than any additive bonus.
Revelation’s of Futility — When using Attack Cards, +20% Fixed Shield (10 per turn).
- Late Shield. Cassius Attack cards are usually casted late in a turn. But the 10 stackable shield is crucial in surviving an hard hitting strike from bosses with long action count.
Emblem of Exceptional Entity — +30% Damage Amount. Stress received becomes 0 (1 for each battle).
- The True Scaler. "Damage Amount" is a Generic Multiplicative Multiplier (GMM). This multiplies his card’s base ratio before the enemy's defense is applied, making it his best tool for "Occasional Damage."
Dormant Seeds — On gaining Shield, +100% Fixed Shield (1 per turn).
- The Force Multiplier. When Cassius triggers a shield (via equipment), this doubles that shield once per turn. It essentially guarantees one massive HP buffer during your cycle.
Dice of Derangement — +8% max HP. At the end of battle, if HP below 50%, recover 8% max HP. If HP is 50% or higher, -5 for the combatant with the highest Stress.
- Breakpoint Consistency. A flat +8% Max HP. While the Stress reduction is minor utility, the raw HP is what allows you to hit the 700 HP breakpoint.
Hyperimmunity Hormone — When you Draw by an ability, +25% Shield gain for 1 turn (Max 2 times per turn).
- Draw Synergy w/ Shielder. With his constant Shuffle and Joker usage, you will easily hit the 2x per turn cap for +50% total Shield gain. This requires a shielder in team or shield proc after the draw.
Source of the Forbidden — When hit, inflict 1 random effect among Vulnerable, Weaken, or Impair to the attacker (3 times per turn).
- Reactive Support. It’s great for team-wide debuffs (Vulnerable/Weaken), but it requires Cassius to take HP damage to trigger. Since we want to stay above 700 HP, "getting hit" is a poor strategy compared to "being shielded."
Dimensional Cube — When discarding a card, +10% Damage for 1 turn.
- Low Impact. +10% Damage after discarding. In the mathematical hierarchy, this "Generic Additive" stat is the weakest way to increase damage for a 400 ATK unit.
Flower of Dead Souls — From the second Attack Card each turn onward, +20% Damage.
- Underwhelming. +20% Damage from the 2nd attack onwards. It doesn't help with his survival or his 700 HP breakpoint, making it the least valuable solo pick.