TRIBE NINE: Tsuki Iroha Skills Guide

This guide will show you all of the skills for the character Tsuki Iroha in TRIBE NINE.

TRIBE NINE: Tsuki Iroha Skills Guide
Akatsuki Games

Tsuki Iroha is one of the available characters in TRIBE NINE. She is a 2-star unit that players get for free at the beginning of the game. Tsuki Iroha is a unit that focuses on dealing damage from a distance, and she’s a great character to have in your team when you’re first starting out.

Tsuki Iroha Character Info

Tsuki Iroha Name Tsuki Iroha
HP 1336
Attack 322
Defense 272
Note: All stats are for Level 50

A character that can perform consecutive long-ranged attacks, constantly granting pressure to the enemies. She excels at setting up combo attacks with her allies, creating opportunities for the party to go on the offensive.

Tsuki Iroha is a unit that can quickly break enemies. If combined with Yo Kuronaka, you can easily Break enemies to then annihilate them with follow-up attacks. A good strategy with Iroha is to try and maintain having both her alpha and beta balls on the field so that you can unleash her kit. In addition, Iroha is also a great unit to have on auto, so don’t be shy about using her as a teammate rather than your main driver.

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Tsuki Iroha Skills

Below is a full breakdown of Tsuki Iroha’s skills.

Skills
Type Icon Name
Basic Iroha Starter Iroha Starter
  • Primary Attack
    • Perform up to 3 stages of Ranged Attack. When the 3rd stage hits, grants oneself [alpha Ball] for a certain period of time.
  • Secondary Attack
    • Perform a tracking pitch that is able to pierce through the target.
    • When the attack hits, grant oneself [beta ball] for a certain period of time.
  • Counterattack
    • Perform a Dodge Counterattack.
    • When executing Counterattack successfully, limit enemy actions by using attacks that will make the enemy lose their balance more easily.
Status
Primary Attack
  • 1st stage Action DMG: 35%
  • 2nd stage Action DMG: 35% x3
  • 3rd stage Action DMG: 240%
  • 1st stage Break Value: 20
  • 2nd stage Break Value: 18
  • 3rd stage Break Value: 60
  • [alpha ball] duration: 7s
Secondary Attack
  • Action DMG: 250%
  • Break Value: 250
  • Stamina Consumption: 480
  • [beta ball] Duration: 7s
Counterattack
  • Action DMG: 50 x3
  • Break Value Successful Counterattack: 501
  • Stamina Consumption: 625
Type Icon Name
Strategy Skill Iroha Ball: Delta Iroha Ball: Delta
  • Can be executed when both [alpha ball] and [beta ball] are granted.
  • perform a splitting pitch towards the target. Make the enemy lose their balance more easily.
Status
Strategy Skill
  • Action DMG: 120 x5
  • Break Value: 400
  • Stamina Consumption: 500
Type Icon Name
Ultimate Skill Iroha Ball: Omega Iroha Ball: Omega
  • Perform an [Ace Up One's Sleeve?] pitch, which will transform into a huge missile, towards the target.
Status
Ultimate Skill
  • Action DMG: 7500%
  • Required Tension Phase: 2
  • Tension Gauge Maximum Consumption: 200
Type Icon Name
Chain Skill Winning Pitch Winning Pitch
  • Can be triggered when inflicting Break on the enemy.
  • Perform a follow-up attack towards the target, and grant party member [Courage] for a certain period of time.
Status
Chain Skill
  • Action DMG: 1200%
  • Tension Gauge Recharge: 50
  • [Courage] Duration: 10s
  • [Courage] Critical Rate Increase: 10%
Type Icon Name
Overdrive Iroha Ball: Epsilon Iroha Ball: Epsilon
  • More likely to strike the batter out, the batter is less likely to hit the ball far out, and allies are more likely to win a bout on base.
  • Additionally, obtain [Defense Factor].
Notes
Alpha Ball
  • When oneself is granted [Beta Ball] at the same time, [Iroha Ball: Delta] can be executed.
  • After executing [Iroha Ball: Delta], this effect will be removed.
Beta Ball
  • When oneself is granted [Alpha Ball] at the same time, [Iroha Ball: Delta] can be executed.
  • After executing [Iroha Ball: Delta], this effect will be removed.
Courage
  • Increase Critical Rate by 10%.

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