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Desma Dontinae
Desma Dontinae
Born into the Dontinae crime family, Desma is an assassin imbued with dark magic. Weary of family business, she joined the Reformation for a different brand of chaos.
Ease of Use: Medium
Ideal range: 2 - 3 squares
Strengths: High combo damage
Weaknesses: Hard to hit attacks
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movelist
Combos
Card Pref
Support cards
Anvil
Cooldown: 4
White Effect: Sync
Red Effect: Flatten
Use Anvil with a hitstun attack to change the enemy's stance to crouched. This can be used cancel Ghost Geyser's Launch effect
Cannon
Cooldown: 4
White Effect: Sync
Red Effect: Launch
Use Cannon with a hitstun attack to change the enemy's stance to airborne. This can be used to combo with Broken Shard
Extra cards
Air Spike
Cooldown: 4
Range: 1
Target: Airborne
Damage: 1
White Effect: Airborne +1
Red Effect: Hitstun, Flatten
Air Spike can combo with Ghost Geyser when you do not have Broken Shards available.
Anti Air
Cooldown: 2
Range: 1
Target: Airborne
Damage: 0
White Effect: Priority +1
Red Effect: Hitstun
Anti Air can combo with Ghost Geyser if you pair with Fishing Rod or Super Dash In
Stage cards
Airbase
Air Dash has a reduced cooldown of 2 instead of 4
Airbase incentives players to use Air Dash more frequently. Desma can catch airborne targets with Broken Shard and Ghost Geyser
Manticore City
Front Step gives +2 supercharge instead of +1
Manticore City incentives players to use Front Step more frequently. Desma can use that data to predict the enemy's movement to land Spike or Ghost Geyser more accurately
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