I've Seen It All
Kokichi Muta
Skills
Skill 1
Come! Mechamaru!
- ›Deals 166.5% ranged Taijutsu Damage to the selected enemy
- ›Inflicts 2 Mechamaru Counts to the selected enemy (4 Turns)
Skill 2
Sword Option
- ›Deals 120.0% ranged Taijutsu Damage to all enemies
- ›Inflicts 1 Mechamaru Counts to all enemies (4 Turns)
- ›If own Cursed Energy is 30 or more, add the following effect into skill:
- ›Refreshes the duration of all enemies' Mechamaru Counts (4 Turns)
- ›Reduces own Cursed Energy by 10
Skill 3
Formation Attack
- ›Deals 60.0% ranged Taijutsu Damage & 60.0% ranged Jujutsu Damage to the selected enemy (2 Hits)
- ›(The more Mechamaru Counts enemy has, the greater Damage boost additionally/1 Count=10% of Skill Effect/Up to 100.0% with 10 Counts)
- ›Inflicts 2 Mechamaru Counts to the selected enemy (4 Turns)
- ›Deals 146.8% ranged Jujutsu Damage to all enemies
- ›(The more Mechamaru Counts enemy has, the greater Damage boost additionally/1 Count=10% of Skill Effect/Up to 100.0% with 10 Counts)
- ›Inflicts 1 Mechamaru Count to all enemies (4 Turns)
Ultimate Skill
Ultimate
Ultra Cannon
- ›Deals 666.0% ranged Jujutsu Damage to all enemies
- ›(The more Mechamaru Counts enemy has, the greater Damage boost additionally/1 Count=10% of Skill Effect/Up to 100.0% with 10 Counts)
- ›Decreases all enemies' Ultimate Skill Count by 1
- ›Removes all of the Mechamaru Count
- ›Cannot be used in Domain (Excluding "Chimera Shadow Garden", "Malevolent Shrine", "Infinite Void")
Combo Ultimate
- ›Deals 192% ranged Jujutsu Damage to all enemies
- ›Increases own and the combo ally's Damage Dealt by 20% (2 Turns)
›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
Puppet Manipulation
- ›At The Start of Battle,
- ›Inflict Darkness Immunity to self,
- ›Increases own Break Damage by 130.0%;
- ›If the selected enemy is in Break state or Breaking the selected enemy,
- ›Increases own Damage Dealt By 30.0% (3 Turns/Cannot be stacked)
With Everyone Together...
- ›At The Start of Turn,
- ›Increases own Damage Dealt By 60.0% (1 Turn)
- ›Based on the number of "Kyoto Jujutsu High" affilliation ally present in a wave,
- ›Increases own Damage Dealt (1 ally: 30.0%, up to 150.0%)
- ›1 ally: 60.0% (self-included)
- ›2 allies: 90.0%
- ›3 allies: 120.0%
- ›4 allies: 150.0%
Tags
Analysis
A Green Jujutsu attacker who deals ramping AoE damage through his Mechamaru Counts mechanic: he stacks counts on enemies, and his skills and Ultimate hit harder the more counts the target carries (up to double damage at max stacks). Note he cannot be fielded alongside Ultimate Mechamaru.
S2 is his low-cost count-builder and AoE — it applies Mechamaru Counts to all enemies and, with enough Cursed Energy, refreshes their duration so his stacks never expire mid-setup.
S3 is his main damage skill: it hits a single target plus the whole enemy team, applies more counts, and scales its damage with the counts already present — making it both a builder and a payoff.
His Ultimate is a big AoE nuke that scales hugely with Mechamaru Counts, consumes them, and also lowers all enemies' Ultimate counts to delay their big moves. Stacking counts first and then firing it is his core damage loop.
He synergizes heavily with Kyoto Jujutsu High allies — a passive ramps his Damage Dealt sharply based on how many are on the team — and he is immune to Darkness with strong built-in break damage, so he handles blind-heavy and break content well.
His limitations are twofold: reaching max Mechamaru Counts can be slow without Cursed Energy support (a CE regen memory or battery ally makes his ramp far smoother), and his Ultimate cannot be used inside most enemy Domains, which can interrupt his payoff in certain fights. Best built as an AoE carry in a Kyoto-themed Green team that supports his energy and lets his Mechamaru and affiliation buffs stack up.