Jessi
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Jessi
Three-star Chaos backline archer with a small team Defense aura and low personal damage: D DPS everywhere, kept only as a free early buffer body.
Profile
age
28
height
176 cm
weight
53kg
birthday
2/9
nationality
Britannia Empire
hobby
Picking Flowers
PvE
Raid
Brawl
Colosseum
Overview
Strengths
- Training is a permanent +16% Defense team buff at T5: real party value on a three-star sheet.
- Spray Attack hits all enemies for 190% Attack on a 20s cooldown; Triple Shot pokes two targets for 180% every 8s.
- Pain Immunity adds +28% Defense on herself, so the backline body is slightly less fragile than raw three-star stats suggest.
Weaknesses
- Damage coefficients are tiny; she will not clear content as a DPS even with the Chaos tag.
- No Attack amp, no crit buff, no cleanse. Defense +16% is the only team tool.
- D DPS in PVE, Raids, Brawl, and PVP with no upgrade path into a higher role.
Build
Investment
Extra copies
Ignore extras. A three-star Defense aura is not worth Transcend or card spend once real supports arrive.
Transcend stop
Do not plan a stop point. Leave her uninvested. T5 only finishes +16% team Defense and small skill bumps.
Gifts
Skill
Spray Attack Ultimate
Inflict damage equal to 170% of Attack.
Inflict damage equal to 180% of Attack.
Inflict damage equal to 190% of Attack.
Inflict damage equal to 205% of Attack.
Inflict damage equal to 220% of Attack.
Inflict damage equal to 220% of Attack.
Triple Shot Active
Inflict damage equal to 198% of Attack.
Inflict damage equal to 174% of Attack.
Inflict damage equal to 180% of Attack.
Inflict damage equal to 189% of Attack.
Inflict damage equal to 198% of Attack.
Inflict damage equal to 198% of Attack.
Training Passive 1
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Defense +8%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Defense +12%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Defense +16%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Defense +20%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Defense +24%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Defense +24%.
- Spell Type
- Cannot be removed.
Pain Immunity Passive 2
- Target
- Self
- Effect
- Defense +20%.
- Target
- Self
- Effect
- Defense +24%.
- Target
- Self
- Effect
- Defense +28%.
- Target
- Self
- Effect
- Defense +32%.
- Target
- Self
- Effect
- Defense +36%.
- Target
- Self
- Effect
- Defense +36%.
Review
Jessi is a 3★ Chaos Archer in the back line. She looks like a DPS on the class tag and plays like a tiny Defense buffer with some splash damage. The tier list rates her D DPS in PVE, Raids, Brawl, and PVP. Correct if you judge her as a carry, slightly harsh if you only wanted the aura for early story. Chaos element does not rescue the coefficients; there is no Chaos-specific shred or amp in the kit.
Training (Passive 1) is the reason she exists past the tutorial. At Transcend 5 it gives all allies Defense +16% permanently. That is a real team buff on a free unit, and it is the only number on her sheet worth remembering. Pain Immunity (Passive 2) adds Defense +28% on herself. Together she is a slightly padded backliner who makes the party a little harder to kill. Nothing more. She does not cleanse, she does not heal, and she does not raise party Attack.
Spray Attack, the ultimate, deals 190% of Attack to all enemies on a 20s cooldown. Triple Shot, the active, hits 2 enemies for 180% of Attack every 8 seconds. Those coefficients do not compete with five-star archers; they are there so she is not idle. A full minute of Triple Shot plus a few Spray Attacks still loses to a single Hikage Scatter cycle. There is no crit chance in the kit, no multi-target passive, and no transform. The Chaos archer fantasy stops at "shoots sometimes."
Gear, synergy, and card lists on this site are empty for her. If she is still in a beginner team, any Attack weapon is fine; do not craft or heavily enhance for her. The moment you pull a real healer, tank, or archer support, she loses the slot. The Defense aura is nice early and replaceable the first time a five-star support passive shows up. Sanctuary's +52% Defense from Galahad alone makes Training redundant.
Skip Transcend, skip the character card, and do not draft Chaos team comps around her. Jessi's job is to hold a backline seat until someone better arrives. Then she is bench fodder with a polite +16% Defense memory.