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Arlecchino

Practical config

Use arlecchino in configs. Aliases: arle

Code

arlecchino char lvl=90/90 cons=0 talent=9,9,9;
arlecchino add weapon="favoniussword" refine=5 lvl=90/90;
arlecchino add set="emblemofseveredfate" count=4;
arlecchino add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;

Combo recipes

Wait for Cryo before Arle hits

Use this when a rotation can miss Cryo timing. The timeout prevents an infinite loop.

.element.t0.cryo

Checks whether target 0 currently has Cryo aura. Change the element if your reaction setup is different.

f() - start < 120

Stops waiting after 120 frames, about 2 seconds. This avoids a dead rotation if Cryo never appears.

wait_for_cryo();

Call the helper immediately before Arlecchino hits that need the aura.

Code

fn wait_for_cryo() {
  let start = f();
  if !.element.t0.pyro {
    while !.element.t0.cryo && f() - start < 120 {
      wait(1);
    }
  }
}

active arlecchino;

for let i=0; i<4; i=i+1 {
  arlecchino skill;
  bennett skill, dash, burst;
  citlali skill, burst;
  arlecchino charge;
  sleep(30);
  wait_for_cryo();
  arlecchino attack:2, walk, attack:2;
  citlali attack:2;
  arlecchino attack:2, walk, attack:2, walk, attack:4;
}

Safe basic loop

This is the safest starter pattern. It checks if skill/burst are ready before pressing them, then uses attacks as filler. Use it when you do not know a character combo yet.

if .character.skill.ready

This reads the cooldown. If it says ready, the action can be used now. If it is false, the sim skips that action.

attack:3

`attack:3` means three normal attacks in a row. Change the number while you test.

No infinite loop here

This helper runs once when you call it. Put the repeated rotation outside, in your main `for` loop.

Code

fn arlecchino_basic_loop() {
  if .arlecchino.skill.ready {
    arlecchino skill;
  }
  if .arlecchino.burst.ready {
    arlecchino burst;
  }
  arlecchino attack:3;
}

Use charge[early_cancel=...]

Cancel the CA immediately after absorbing nearby Blood-Debt Directives. The next action must be Dash or Jump. Default 0 (false), 1 for true

charge[early_cancel=...]

Action params go inside brackets on the exact action you are casting.

Code

arlecchino charge[early_cancel=1];

Use low_plunge[collision=...]

0 for no collision dmg (default), 1 for collision dmg.

low_plunge[collision=...]

Action params go inside brackets on the exact action you are casting.

Code

arlecchino low_plunge[collision=0];

Actions you can write

No special entries documented.

Special action params

charge[early_cancel=...] - Cancel the CA immediately after absorbing nearby Blood-Debt Directives. The next action must be Dash or Jump. Default 0 (false), 1 for true

Code

arlecchino charge[early_cancel=1];

low_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

arlecchino low_plunge[collision=0];

high_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

arlecchino high_plunge[collision=0];

Fields for conditions

No special entries documented.

Frames

Video credit: ._keng
Count: Sheet (credit: ._keng)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.020.01truefalse
N20.020.01truefalse
N30.020.01truefalse
N4-100.01truefalse
N60.020.01truefalse
Masque-N10.020.01truefalse
Masque-N20.020.01truefalse
Masque-N30.020.01truefalse
Masque-N4-100.01truefalse
Masque-N60.020.01truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1BoxPlayer--0.15--1.93-
N2CirclePlayer-0.52.6300---
N3BoxPlayer--1.2--1.94-
N4-1CirclePlayer-0.5-0.72.8----
N4-2CirclePlayer-0.5-0.72.8----
N5CirclePlayer-2.42.5----
N6CirclePlayer-2.53----
Masque-N1BoxPlayer--0.15--1.94.2-
Masque-N2CirclePlayer-0.53.1300---
Masque-N3BoxPlayer--1.2--3.45.6-
Masque-N4-1CirclePlayer-0.5-0.73.3----
Masque-N4-2CirclePlayer-0.5-0.73.3----
Masque-N5CirclePlayer-2.42.8----
Masque-N6CirclePlayer-2.53.7----

Known issues

Does not have any known issues

Names

  • arlecchino
  • arle

Legal Actions

Does not have any known legal actions

Params

AbilityParamDescription
chargeearly_cancelCancel the CA immediately after absorbing nearby Blood-Debt Directives. The next action must be Dash or Jump. Default 0 (false), 1 for true
low_plungecollision0 for no collision dmg (default), 1 for collision dmg.
high_plungecollision0 for no collision dmg (default), 1 for collision dmg.

Fields

Does not have any fields