Summary
Biography
Basic info
Stats
Stats are calculated at lvl , rank








Rank Up Costs
Upgrade materials and kane cost.
Total Costs
Total Kane: 0
Featured Events
Related Content
No related content available for Enoki Yukigaya.
Pros
Cons
Review
Overview
Wielding a massive claymore and even more massive damage, Enoki is a powerhouse DPS who embodies
high risk and high reward. Her main damage comes from her strategy skill Grill Impact, a leaping attack
that deals nearly half the damage of most ultimates. However, she can only use this ability once her heat
is stacked up.
Combined with low defenses and a second passive that drains her life for more damage, Enoki is one of the
riskiest yet most rewarding characters in Tribe Nine.
Heat
As this is a vital part of her kit, let’s cover this mechanic at the start. Enoki starts off every fight
with 0 Heat (represented by the left bar). To generate heat, she can do any of the following: execute
the fourth hit of her primary attack chain, execute her secondary attack, perform a counterattack, or, after
a perfect dodge, perform a primary attack to skip directly to the fourth hit of her chain.
Heat is spent by activating her Strategy Skill. While the initial cost is high, it doesn’t cost much heat
to use. All Heat is lost if Enoki is hit by ANY enemy attack (self damage does not lose Heat). To dish out
her high damage, you must balance heat gain, maintenance, stamina costs, and avoid getting hit.
Primary Attack
A very slow four-part attack. For various reasons, you do NOT want to use this unless no other option
exists. Special note: her fourth attack can be accessed immediately by performing a perfect dodge. This hit
has long range and builds heat REGARDLESS OF IF IT HITS AN ENEMY. If you commit to the full chain, ensure
you finish it; otherwise, the heat loss won’t be worth it.
Secondary Attack
Enoki spins toward her target with a flaming swirl, then swings upward. This is your main source of heat
generation and an important attack to weave between counterattacks/perfect dodges. Wait for the full animation
to finish, if possible, to build as much heat as you can. It deals surprisingly decent break damage despite its rating.
Counterattack
A deflect counterattack (ineffective against projectiles or ranged attacks like Destroyer’s). Enoki charges
forward while executing this, which can cause awkward targeting moments against enemies (e.g., SHARK’s dash at fight start).
Strategy Skill
Character defining. After a brief upward leap, Enoki slams down, dealing a ludicrous amount of damage on
the first hit, followed by several small ticks. The attack is so heavy it slightly delays an enemy's strike
(but don’t rely on it at the wrong moment). It also costs an absurd amount of stamina, so monitor your stamina
and the enemy's actions before committing.
Ultimate Skill
Costs 2 Tension Bars. After a cinematic pose, Enoki performs a big sword swing and launches a flame wave forward.
The damage ratio is strong (though not as absurd as Iroha's) and can be boosted by her passive 1. A very solid,
if basic, damage ultimate.
Chain Skill
Generic chain skill: Enoki slams down on the enemy with a leaping strike. The animation is slightly lengthy if that matters.
Combos (If Operating)
Enoki doesn’t have a fixed “set combo” as her playstyle depends on the enemy, your current heat/stamina, and the available time.
Instead, follow these guidelines:
Note: Assume counterattack (CA) has priority due to high break value. Some enemy attacks offer little or no CA chance, or you
might prefer a perfect dodge to recover stamina. (I abbreviate counterattack as CA, but you may substitute perfect dodge.)
- Start of fight: Use secondary attack immediately, then look for CA. Alternate between secondary/CA until the enemy breaks or
your heat turns blue. - If enemy is overtly aggressive: Use CA liberally, dodging only to recover stamina. You should rarely need to fully retreat for recovery.
- If enemy has downtime: If long, perform the full primary attack string (even if it won’t hit, you still build heat); if short, spam
secondary attack to self-damage/maintain heat. - When heat is full: Seek safe chances to use your strategy skill, then use secondary to recover the cost. Always LEARN THE FIGHT
before risking advanced moves.
Tips
- The most important thing is to LEARN THE FIGHT. Enoki’s kit is simple, but optimizing her heat gain is intricate. Once you understand
the boss’s patterns (attack tells and aggression phases), perfect clears become second nature. - Always track your stamina! Enoki’s attack costs are high, especially with counterattacks.
- During a Chain Attack, her heat decays very slowly UNLESS she uses her chain skill. Save her chain skill for last to recover stamina
while losing minimal heat. - Remember, her strategy skill causes some hit stun, giving you extra breathing room.
- Her secondary attack generates heat on both the spin and the FIRST hit of the upswing. The additional hits of damage only deal damage/break,
so feel free to cancel after the first hit of the upswing into her strategy skill for damage if you have the heat and can safely do so or dodge
out of it to recover stamina faster.
Potential
By default, invest at least 1 point into passive 2; even if you’re unsure of surviving boss fights, it grants a 60% maximum damage bonus
at 80% HP. Additional points offer +30% damage and increase self-damage by 10% (only matters if you get hit). Passive 1 is an optional,
potent boost to her ultimate at the cost of slower heat gain. This may be negligible (e.g., SHARK) or frustrating (e.g., Brave Diver). It's still worth
1-2 points if you can kill an enemy with good gear (strategy skill → ultimate or vice versa) since it specifies DAMAGE MULTIPLIER rather
than ACTION DAMAGE. Any spare gems should go into Fighter’s Instinct to maximize her damage output, as her strategy skill and ultimate
increase by 600%/1400% per rank. Avoid the other two.
Dupes
A rather strange set of dupes:
- First Transcend gives her 4 stacks of heat when performing her chain skill.
- Unfortunately, this does not let her supercharge her heat gauge with secondary attack → chain skill → secondary attack due to a
second-line stipulation. - Third Dupe grants a 25% Crit Damage Multiplier upon reaching max Heat, lost after using her strategy skill; a small but useful boost.
- Her potential gems are excellent for additional rank-ups in Fighter’s Instinct.
- Finally, fifth Transcend is utterly insane—an extra 90% damage increase with no downside, providing a massive overall boost.
Operating Character
Enoki is best played MANUALLY, as optimizing her heat gain is integral to her DPS. The AI can handle her post-buff to some extent, but
the potential DPS loss may not be worth it versus manual control.
Conclusion
With her absurd damage output and high skill ceiling, Enoki is one of the most rewarding characters to master in the game. She's
certainly not for EVERYONE, but if you enjoy a bit of malding and mastering boss patterns through careful reaction, Enoki is the girl for you.
Synergy
Characters that work well with Enoki YukigayaEnoki pairs best with characters that:
- Don't want to be healed.
- Prefer to be the center of attention for easy CA/perfect dodges.
- Are self-sufficient DPS with little need for extra buffs.
AVOID PAIRING ENOKI WITH HEALERS, as it is anti-synergy with her Passive 2. Also, avoid tanks (characters that apply Attention debuff) since they make reliable CA/perfect dodges difficult and complicate heat gain.
- Kazuki AoyamaFast breaks, relatively AI-friendly (keep the enemy from moving too far), and no taunting make him a premiere breaker. His shield can help absorb hits, though Enoki’s health drain often overpowers it early.
- Tsuki IrohaOffers good break values plus a crit rate buff. Build her by maxing passive 1 for more Enoki ult spam, or passive 2 to drop her nuke while you nuke with Enoki’s strategy.
- Yo KuronakaA “budget” Kazuki with decent break values, smart AI, and sufficient damage—making him an acceptable breaker partner.
- Miu JujoTwo self-sufficient DPS, one AI-friendly, both capable of chaining ultimates to melt everything (requires some ult efficiency).
- Jio TakinogawaRecommended if available, as he applies armor shred.
Best Team Composition
Party building guide for Enoki YukigayaBest Compatible Monsters
Best Compatible Monsters for Enoki YukigayaDPS Build
Sub Stats: Prioritize Critical DMG Multiplier IV+, followed by Attack or Crit Rate.
Tension cards may supply enough crit rate so you can drop that stat from your patimons. Other stats are based on preference: ult cost efficiency enables absurd nuke combos, while stamina/CA cost reduction allows more secondary/CA use. Increasing strategy or ultimate skill level is very beneficial due to high per-rank scaling. Avoid support, shield, defense, health, and movement speed, as they offer little benefit.
With 3 Critical DMG Multiplier IV+, you're likely set.
Patimon sets
- 2-piece: Increases Strategy Skill DMG Multiplier by 25%.
Berserker
- 2-piece: Increases Ultimate Skill DMG Multiplier by 25%.
Gladiator
- 2-piece: Increases Attack by 15%.
Attacker
Patimon stats
Critical DMG Multiplier
Critical Rate
Attack
Best Tension Cards
Best Tension Cards for Enoki YukigayaRecommended cards include Full Party + Strike Zone and Things to Hold On To for crit rate. Cards boosting strategy skill damage, like Grinder, Professional, Go One Better, Piping Hot, New Hope, and Unpredictable Bomb Girl, work well as fillers. If you let the AI use her, she activates Gem of Flames best with her passive 2; conversely, Chaotic Order synergies well with that passive. Her signature card, Bad Wish, can eliminate the need for crit rate when paired with the right combo. Other good options are Maximization, Excuse, and Fighting with Flames. All Out is tricky due to high stamina costs but offers excellent multipliers.
All Party Members
When granted [Unity], there will be 2x effectiveness.
All Party Members
At the start of battle, grant party members [Unity].
Characters: Conditions Met
[Night Time Ponder]
Maximum 3 stacks.
Increase Critical Rate by 10% for each stack.
When under [Night Time Ponder], each time an Additional Attack hits, stacks will increase.
All Party Members
When executing a Counterattack successfully, grant all members 1 stack of [Disorder].
[Disorder]
Maximum 50 stacks.
For party members granted this effect, based on the number of stacks, increase own Critical Rate by 0.5%.
For enemies granted this effect, based on the number of stacks, increase own Attack point by 1%.
While under [Disorder], when party members take damage or execute a Perfect Evasion/Counterattack successfully, grant all members 1 stack.
If the number of stacks doesn't increase within 15 seconds, all stacks will be removed.
Characters: Conditions Met
When a Secondary Attack hits an enemy granted [Charm], there will be 2x effectiveness.
[Charm]
When oneself is being attacked by an enemy granted [Charm], the enemy will enter a status where Attack point is decreased by 5%.
Characters: Conditions Met
When a Strategy Skill hits an enemy granted [Charm], there will be 2x effectiveness.
[Charm]
When oneself is being attacked by an enemy granted [Charm], the enemy will enter a status where Attack point is decreased by 5%.
Characters: Conditions Met
When under [Unity], further increase Strategy Skill DMG Multiplier by
Characters: Conditions Met
If the Secondary Attack is executed while granted [Unity], there will be 2x effectiveness.
Characters: Conditions Met
If the operating character is granted [Disorder], based on the stacks of [Disorder], further increase Strategy Skill DMG Multiplier by
[Disorder]
Maximum 50 stacks.
For party members granted this effect, based on the number of stacks, increase own Critical Rate by 0.5%.
For enemies granted this effect, based on the number of stacks, increase own Attack point by 1%.
While under [Disorder], when party members take damage or execute a Perfect Evasion/Counterattack successfully, grant all members 1 stack.
If the number of stacks doesn't increase within 15 seconds, all stacks will be removed.
Characters: Conditions Met
This effect will be removed upon a character change.
All Party Members
When the operating character takes damage, recharge allies' Tension by
Enemy's Tension will recharge 2x faster.
[Disorder]
Maximum 50 stacks.
For party members granted this effect, based on the number of stacks, increase own Critical Rate by 0.5%.
For enemies granted this effect, based on the number of stacks, increase own Attack point by 1%.
While under [Disorder], when party members take damage or execute a Perfect Evasion/Counterattack successfully, grant all members 1 stack.
If the number of stacks doesn't increase within 15 seconds, all stacks will be removed.
Characters: Conditions Met
This effect will be removed upon a character change.
[Verge of Death]
Maximum 3 stacks.
Stacks will increase over time.
Based on the number of stacks, increase Critical Rate by 13.34%, and increase basic Stamina recovery by 20%.
When taking damage from enemy or if there is a character change, all stacks will be removed.