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Whislash

Guard — Instructor
Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%
  • KZ07
  • Melee
  • DPS
  • Support
/ 80
[Code Name] Whislash
[Gender] Female
[Competition Knight Experience] 4 Years
[Place of Birth] Kazimierz
[Date of Birth] Jun 28
[Race] Kuranta
[Height] 165cm
[Infection Status]
Medical tests have confirmed that no infection is present.
[Physical Strength] Standard
[Mobility] Standard
[Physical Resilience] Standard
[Tactical Acumen] Excellent
[Combat Skills] Excellent
[Originium Arts Assimilation] Standard
Whislash Zofia, former competitive Kazimierz Knight. In family terms, Operators Nearl and Blemishine's aunt on their father's side. Has reached the Final 16 of the Majors before. Was left-handed in the past, but owing to some impairment, has switched to using her right hand.
Though atrophied in combat compared to her peak, she holds unique insight and a rare talent in training others, currently folding herself into the Instructor lineup headed by Dobermann. Training Operators is her day-to-day priority, only joining any missions as required.
Imaging tests reveal clear, normal outlines of internal organs, and no abnormal shadows have been detected. Originium granules have not been detected in the circulatory system and there is no sign of infection. At this time, this operator is believed to be uninfected.

[Cell-Originium Assimilation] 0%
Operator Whislash shows no signs of Originium infection.

[Blood Originium-Crystal Density] 0.12u/L
Operator Whislash rarely comes into contact with Originium.
The distantly removed aunt of Nearl and Blemishine. A Kuranta madam with a domineering streak.
Possesses bountiful Kazimierz assets from her winnings in the competition knight circuit, but seems not to take much interest in her own wealth.
She's got no ill will at all, but when chatting with her, you may invariably feel she projects a sort of arrogance. As long as you push past that first impression of yours, getting along with her is easy as could be.
At the outset, Whislash had a prolonged dispute with Dobermann, which at its root was due to their conflicting views on the training of operators.
Dobermann, of military birth, believes that operators should be required to attain what she sees as average proficiency for a combatant, afterwards earning the right to choose how they develop themselves. Whislash of competition knight lineage, however, doesn't care at all whether operators meet a uniform average, instead aspiring to bring each operator's own characteristics to their maximum potential.
Neither's way of thinking is wrong, but even so, Dobermann and Whislash are both particularly stubborn. They were at an impasse for a while, before finally taking a meeting and reaching a compromise.
Though perhaps they came to understand each other while butting heads. Ever since then, their relationship's gotten pretty good. You might hear them talking tactics from time to time now, or even just eating meals together.
While she is Nearl and Blemishine's aunt, Zofia the Whislash does not take the surname Nearl. Strictly speaking, she cannot, since her standing is as a branch member of the Nearl family, which bars her from directly taking up the name.
But this was policy for the Nearl family at its shining peak. Following Nearl's exile, it might've been simple enough, with all that she possessed, to seize the title of Nearl if she so wished.
Mind you, Whislash did not.
One part of it was her sisterly relationship with Maria. The other, as she saw it, was that the Nearl name held hallowed significance.
In a certain sense, her opinion overlaps with a true direct relative of Nearl's and Blemishine's, their uncle, Młynar—'This is not a name I'd tarnish with such underhandedness.'
Though, sure enough, they define 'tarnishing' in different ways.
Unlike Młynar, Zofia does not reject the idea of the competition knight itself. Put another way, she accepts at least its existence—but does not err in her forthright and sporting approach to dueling, which she took to the competition as humble representative of the Nearl family. Unwilling to bow to any sponsors or firms, she went from start to finish lacking any favorable provisions or equipment, until the Final 16 brought her journey to an end. Even now, despite that gulf in equipment taking her left hand out of action indefinitely, she has no regrets. None—come the Major, she wants to make sure Blemishine continues to fight as she once did.
It's plain how in Whislash's heart of hearts, her honor as a member of the Nearl family is unbreakable, and anyone could see how she looks after Nearl and Blemishine. When joining, she even assured us that if Rhodes Island wasn't fit for purpose, she'd prefer to take Nearl and Blemishine with her to raise them herself. We've had some personnel envy the sisters in a way, having an elder who cares for them like that.
When joining us, it seemed that as long as Nearl and Blemishine were doing well, Whislash wouldn't have any issue with us. But as time passed, as other operators arrived, and showed her ever more ways of life from ever more corners of Terra... chatting with the Doctor one day, she posed a question she'd never thought of asking before—somehow, she'd never considered what she wanted to do herself.
Safeguarding the Nearl family name, looking after Nearl and Blemishine. These were what she wanted to do, but somehow not all she wanted to do.
Ever since Nearl was cast out, she'd found a new purpose for herself. Maria had jumped headlong into her beloved engineering. The name of Nearl was all but safe. Once everything she'd worried about no longer needed her, the realization struck her—she had no idea what should come next.
Blessedly, the operators of Rhodes Island not only reminded her of life's variety, but that the vast majority of it was open to try herself. After a short period of haziness, Whislash decided to continue as an Instructor on the one hand, while trying all sorts of new things she'd never imagined on the other. She could seek out her new purpose in life. After all, she's young, life's long, and it's not like there's a rush.
HP
1932
ATK
675
DEF
460
RES
0
Cost
18
ATK Interval
1.05 sec
Block
2
Redeploy
80 sec

Talents

  • Rebuke
    When deployed, all Melee allies with 3 or more Block gain +6 ASPD and +12% DEF

Skills

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  • Motivational Skills
    Auto RecoveryManual Activation
    SP Cost
    30
    Duration
    20 sec
    The effect of this unit's first Talent increases to 3 times and Melee Operators with less than 3 Block gain half the effect
    talent_scale
    3
  • Whip Sword
    Auto RecoveryManual Activation
    Initial SP
    20
    SP Cost
    60
    Duration
    25 sec
    The effect of this unit's first Talent increases to 2 times; ATK +60%, Attack Range +1, Block +1 and attacks all blocked enemies
    talent_scale
    2
    atk
    0.6
    ability_range_forward_extend
    1
    block_cnt
    1

Modules

  • ORIGINAL
    Whislash's Badge
    'Operator Whislash has demonstrated a remarkable aptitude in rallying operators to intercept large groups of hostiles.
    The Field Operations Department has thus passed the following resolution:
    This operator shall be appointed a Guard Operator during field operations to exercise Instructor responsibilities.
    In witness whereof,
    This badge is hereby conferred upon the above named.'
  • INS-X
    Whipsword Wire.L
    StageStatsUpgrade Description
    1
    • ATK +35
    • DEF +35
    Instructor Trait
    Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 130%
    2
    • ATK +47
    • DEF +47
    Vision of Unity
    On deployment, all Melee allies with 3 or more Block gain 1 Physical Shield
    3
    • ATK +52
    • DEF +52
    Vision of Unity
    On deployment, all Melee allies with 3 or more Block gain 1 Physical Shield; [Kazimierz] Operators gain 1 additional stack
    'Even before the match, Zofia knew that she had a long way to go if she were to defeat the Fissure Knight, but it wasn't until she actually had to fight the Fissure Knight that she knew how fatal the gap between them was.
    She heard that her opponent had staff who reviewed all of her previous matches and had been trained by coaches bearing the same weapon and comparable stature to her. In effect, her opponent already knows her like the back of his own hand.
    She had also heard that the Fissure's armor was forged specifically to take on her weapon of choice in battle. Not only does this armor make it difficult for her to get a good grasp with her whislash, any attack she manages to land isn't going to hurt her opponent in any way.
    On the other hand, the blades yielded by her opponent have both been treated to give them fine cutting abilities.
    She used to think these were just rumors. Alas, it all turned out to be true.
    Zofia is starting to get discouraged. After all, her last few matches have all resulted in her defeat.
    How many companies are there sponsoring Fissure? Are there really tens of thousands of people racking their brains together just to figure out how to take on the Whislash Knight?
    She needs to find a way to get herself out of this, lest she gets defeated yet again.
    Did Nearl use to fight all by herself as she is doing now?
    Did she waver and hesitate when she found herself at a disadvantage?
    She knows the answer, and she also knows very well that she is not Nearl.
    When her techniques, weapons, and armor are unable to give her any advantages, the only things she has to rely on are the same things that led Nearl to victory.
    Conviction and determination.
    She starts switching up her attack patterns, even using techniques that she has not yet completely mastered.
    She's relying more on her blade than her whislash to attack.
    Now, Zofia the Whislash has a clear objective:
    She must confuse her opponent.
    She must wait for her opponent to become distracted for even a second.
    She must snatch his weapon away with her whislash.
    And before its threads snap, she must strike her opponent down!'

RIIC Base Skills

  • Guard Expert α
    When this Operator is assigned to be the Trainer in the Training Room, Guard Operators' Specialization training speed +30%
  • Drillmaster
    When this Operator is assigned to be the Trainer in the Training Room, Operators' Specialization training speed +25%