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Chevreuse

Practical config

Use chevreuse in configs. Aliases: chev

Code

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

Combo recipes

Overcharged Ball spender

Hold the skill when she has an Overcharged Ball; otherwise use the normal skill route.

Code

if .chevreuse.overcharged-ball {
  chevreuse skill[hold=1];
} else {
  chevreuse skill;
}

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 chevreuse_basic_loop() {
  if .chevreuse.skill.ready {
    chevreuse skill;
  }
  if .chevreuse.burst.ready {
    chevreuse burst;
  }
  chevreuse attack:3;
}

Wait while .chevreuse.overcharged-ball is active

Whether Chevreuse has an Overcharged Ball or not.

Live state

This is not a setup value. It is the current simulator state at that frame.

Timeout

The frame limit stops the config from freezing if the state never changes.

Code

let start = f();
while .chevreuse.overcharged-ball > 0 && f() - start < 300 {
  chevreuse attack;
}

Use skill[hold=...]

0 for Tap (default), value between 1 and 301 for Hold. The number determines the E duration in frames.

skill[hold=...]

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

Code

chevreuse skill[hold=1];

Actions you can write

attack usable directly

Code

chevreuse attack:3;

charge Need to use attack right before charge.

Code

chevreuse attack, charge;

skill usable directly

Code

chevreuse skill;

burst usable directly

Code

chevreuse burst;

dash usable directly

Code

chevreuse dash;

jump usable directly

Code

chevreuse jump;

walk usable directly

Code

chevreuse walk;

swap usable directly

Code

chevreuse swap;

Special action params

skill[hold=...] - 0 for Tap (default), value between 1 and 301 for Hold. The number determines the E duration in frames.

Code

chevreuse skill[hold=1];

Fields for conditions

.chevreuse.overcharged-ball - Whether Chevreuse has an Overcharged Ball or not.

Code

if .chevreuse.overcharged-ball > 0 {
  # action here
}

Frames

Video credit: charliex3000
Count: Sheet (credit: caramielle)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.060.01truefalse
N20.060.01truefalse
N3-20.060.01truefalse
N40.10.01truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1BoxPlayer----1.62-
N2CirclePlayer-0.41.6----
N3-1BoxPlayer----1.62-
N3-2CirclePlayer-0.41.6----
N4BoxPlayer-1--1.54-

Known issues

Does not have any known issues

Names

  • chevreuse
  • chev

Legal Actions

AbilityLegalNotes
attack-
chargeNeed to use attack right before charge.
aim-
skill-
burst-
low_plunge-
high_plunge-
dash-
jump-
walk-
swap-

Params

AbilityParamDescription
skillhold0 for Tap (default), value between 1 and 301 for Hold. The number determines the E duration in frames.

Fields

FieldDescription
.chevreuse.overcharged-ball
Whether Chevreuse has an Overcharged Ball or not.
If more than one field is available, then either field will work.