Mir Skills or Fusion Skills can be Returned! to activate a corresponding effect.
[TRAINING] PRIMARY USE: Look to one- or two-shot mobs when using this ability because repeated wind blades to the same enemy will deal 35% less final damage. If used too long, there will be lag time when committing to the next fusion.
[Hyper Passive] Howling Wind: adds one wind blade per attack interval.
[BOSSING]: This fusion can be useful for bosses that move around the map a lot (eg. Lucid Phase 2) or bosses that are in the extremities of the map (eg. Damien) because its range is vast and can lock onto moving targets. Its damage is significantly less than its fusion-counterpart, Thunder Flash.
[Return!]: enemies become debuffed and take an extra 10% Final Damage from all Magical-attribute skills.
[HEXA]: new visuals, more wind blades and more damage.
[TRAINING]: This fusion can be used as an alternative for training when Wind Flash is unable to effectively clear one part of the map. Its damage is strong even at lesser funding levels.
[BOSSING] PRIMARY USE: The damage and hit-boxes of Thunder Flash have been improved significantly but each sequential hit-box after the first does less damage. This skill should be Returned! after the second or third hit-box to refresh the Flash de-buff and transition to the next fusion. (Note: Damage is only inflicted at each vertex of the pentagram; there is no actual damage inflicted when Mir flies in between each vertex.)
[Hyper Passive] Rolling Thunder: adds one line of damage to each hit-box.
[Return!]: enemies become de-buffed and take an extra 10% Final Damage from all Magical-attribute skills.
[HEXA]: new visual and more damage.
[TRAINING]: This fusion can be used for a quick burst of damage to clear some mobs and then immediately Returned! to refresh Dive's attack speed buff.
[BOSSING] PRIMARY USE: The damage and hit-boxes of Earth Dive have been improved significantly but each sequential hit-box after the first does less damage. This skill should be Returned! after the second rock crash to refresh the Dive buff and transition to the next fusion.
[Hyper Passive] Earth-Shattering Dive: boosts fusion's damage by 20%.
[Return!]: Evan and nearby party members gain +1 Attack Speed level for 60 seconds.
[HEXA]: new visual and more damage.
[TRAINING]: This fusion is far too ineffective to be used for training. Its fusion-counterpart, Earth Dive, would serve as a better use for clearing mobs.
[BOSSING]: This fusion's only realistic purpose is to generate thunder orbs that will be used to contribute magic charges to Elemental Radiance. The orbs continue to travel across the floor (even after being Returned!) and will bounce back when hitting a map's wall. This can be useful in small maps or when the boss is positioned in a corner of the map, but otherwise, it temporarily takes away your ability to cast the Earth Dive variant which is one of the primary bossing fusions.
[Hyper Passive] Thunder Overload: adds 2 thunder orbs per attack interval. NEVER TAKE THIS.
[Return!]: Evan and nearby party members gain +1 Attack Speed level for 60 seconds.
[HEXA]: new visual and more damage.
[TRAINING]: This fusion should not be used for training because its fusion-counterpart, Earth Breath, is vastly superior for training.
[BOSSING] PRIMARY USE: Unlike the other fusions used for bossing, Wind Breath's damage is static and has one static hit-box. It is primarily used when Earth Dive and Thunder Flash are both on cool-down, then Returned! to refresh floor fire.
[Hyper Passive] Cyclone Breath: deals an additional 85% damage to enemies with 35% or less HP.
[Return!]: a floor of fire is placed around Evan which deals continuous damage for 30 seconds.
[HEXA]: new visual and more damage.
[TRAINING] PRIMARY USE: Look to one-/two-/three-shot mobs when using this fusion so that there is time to commit to the next fusion. If there is time leftover in its duration, the fusion can be Returned! to refresh floor fire.
[Hyper Passive] Lungs of Stone: increases number of targets by 2.
[BOSSING]: This fusion can be useful for bosses that move around the map a lot (eg. Lucid Phase 2) or bosses that are in the extremities of the map (eg. Damien) because its range is vast and can lock onto moving targets.
[Return!]: a floor of fire is placed around Evan which deals continuous damage for 30 seconds.
[HEXA]: new visual and more damage.
[TRAINING]: This fusion can be used as a map-clear for one or two spawn waves. It is useful when needing to move around the map to loot without using up the cool-down of a primary training fusion.
[BOSSING] PRIMARY USE: This fusion is Evan's "mini-burst". It should be used as often as possible. Be mindful to always have Wyrmking's ready when beginning Elemental Radiance and Zodiac burst so that Elemental Barrage's buff increases your damage output.
[Return!]: a small vortex is placed and deals AoE damage for 5 seconds.
[Hexa]: more final damage and reduced cooldown time.