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Phantom Parade DB

Cooling Sea Breeze

Megumi Fushiguro

SSR rarityGreen elementJujutsuLimited
Year 1 Tokyo Jujutsu High1 June 2026

Skills

Divine Dog: Totality

Skill 1

Divine Dog: Totality

  • Grants self Break Damage 200.00% Up (Removed after activation)
  • Deals 94.11% Jujutsu Damage to the selected enemy (Ranged, Darkness Ignore)
  • Increases the selected enemy's Break Damage Received by 12.17% (3 Turns)
  • Extends by 1 Turn the following effects applied to the same target:
  • · "夜" (Green) Taijutsu Damage Received Up (伏黒)
  • · "夜" (Green) Jujutsu Damage Received Up (伏黒)
  • · "夜" (Green) Damage Received Up (伏黒)
  • ※ Only activates if extendable effects are present
  • ※ Cannot be activated for 3 Turns after activation
The Well's Unknown Abyss

Skill 2

The Well's Unknown Abyss

20CE
  • Deals 162.77% Jujutsu Damage to the selected enemy (Ranged, 6 Hits, Darkness Ignore)
  • Increases the selected enemy's "夜" (Green) Taijutsu & Jujutsu Damage Received by 22.28% (3 Turns)
  • Inflicts Stun (1 Turn, 80.00% Chance)
  • ▼ If Stun fails:
  • Increases the same target's Critical Hit RES by 6.13% Down (2 Turns)
Max Elephant

Skill 3

Max Elephant

30CE
  • Deals 219.91% Jujutsu Damage to all enemies (Ranged)
  • Increases all enemies' Critical Hit RES by 6.13% Down (4 Turns)
  • Increases all enemies' "夜" (Green) Damage Received by 14.34% (4 Turns, Cannot be Stacked)
  • Grants self Critical Hit Rate 9.24% Up (4 Turns) and Jujutsu 9.24% Up (4 Turns)
  • Grants the ally directly behind self in formation:
  • · Critical Hit Rate 4.96% Up (4 Turns)
  • · Taijutsu 4.96% Up (Special, 4 Turns, Cannot be Stacked)
  • · Jujutsu 4.96% Up (Special, 4 Turns, Cannot be Stacked)

Ultimate Skill

Shikigami Combo

Ultimate

Shikigami Combo

  • Deals 886.47% Jujutsu Damage to all enemies (Ranged, 5 Hits)
  • Increases all enemies' "夜" (Green) Taijutsu & Jujutsu Damage Received by 22.28% (3 Turns)
  • Increases all enemies' Break Damage Received by 4.96% (3 Turns)
  • Decreases all enemies' Critical Hit Resistance by 4.96% Down (3 Turns)
  • Grants self Cursed Energy Consumption Efficiency Up (Special, 5 Turns, Cannot be Stacked)

Combo Ultimate

  • Deals 384.00% Jujutsu Damage to all enemies (Ranged)
  • Grants self and combo partner Critical Hit Rate 40.00% Up (3 Turns)
  • Recovers own and combo partner's Cursed Energy by 10
  • Fills the Ultimate Gauge of allies not participating in the combo by 110

Fills all allies' Ultimate Gauge by 110 (Excluding self and combo ally)

Note: The displayed Percentages for the Combo Effect is Awakening 5.

Auto Skills

Critical Hit Enhancement

Critical Hit Enhancement

  • When self triggers a Critical Hit (Once per Turn):
  • Grants self Jujutsu 20.00% Up (3 Turns)
  • Ultimate Gauge Charging Rate 10.00% Up (3 Turns)
  • Grants the ally directly behind self in formation Taijutsu 10.00% Up (3 Turns)
  • Jujutsu 10.00% Up (3 Turns)

Analysis

A green debuffer built around stacking "夜" (Green) Damage Received on enemies, so his ceiling shows up specifically inside green-focused teams rather than as a universal support.

S2 (The Well's Unknown Abyss) is the core of his kit. Unlike older green debuffers, it lands BOTH Taijutsu and Jujutsu Green DMG Received at once on the target, and because that debuff chains with his ULT and gets refreshed by S1, the same stat-down can be pushed all the way up to roughly 150% on a target. That single-skill double debuff plus chaining is what defines him.

He effectively replaces Geto as the green stat-debuff anchor. Geto falls behind precisely because he only debuffs Taijutsu OR Jujutsu rather than both, and he doesn't carry that debuff into his ultimate the way this Megumi does — so where Geto caps out, Megumi keeps stacking.

S3 (Max Elephant) is the support layer: AoE Crit RES Down and Green Damage Received Up on every enemy, while handing the ally directly behind him in formation a crit rate, Taijutsu and Jujutsu package. Position your green DPS right behind him so that buff lands on the right unit.

ULT (Shikigami Combo) is his payoff turn — a hard-hitting AoE that layers another wave of Green Taijutsu/Jujutsu DMG taken, Break DMG taken and Crit RES Down on the whole wave, continuing the debuff chain started by S2 while refunding his own energy efficiency for the following turns.

S1 is utility, not a damage button — its job is extending the duration of the green DMG-taken debuffs already on the target, keeping the stacked stat-down alive without re-applying everything. The 3-turn cooldown means you weave it in, not spam it.

His value lives entirely in the debuffs — his own damage falls behind. He could have been stronger, but right now there's no real alternative for the role, so he's worth running regardless. Just be aware that a future green debuffer with more damage attached wouldn't have a hard time powercreeping him.

Rotation: refresh S3 every 4 turns to keep your DPS buffed (its crit/Taijutsu/Jujutsu buffs last exactly 4 turns), and spend the turns in between on S2 to keep the stat debuffs flowing onto the target. Fire ULT during the burst window to extend the chain, and fall back on S1 when you're running short on Cursed Energy — it costs nothing and still keeps the debuff timers alive.

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Lore

First-year student at Tokyo Prefectural Jujutsu High School. Enrolled as a Grade 2 Jujutsu Sorcerer. A genius, and the only first-year student who is allowed to undertake solo missions. To live is to protect and save people dearest to his heart.

Info

AffiliationYear 1 Tokyo Jujutsu High
Release1 June 2026
LimitedYes