Haikyuu Fly High – Character Guide

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Karasuno
Tsukishima Kei (Hanabi)
MB
SP
Tsukishima Kei (Hanabi) portrait
Quick Attack
Block
Bond Skills
Sun vs. Moon
When a player performs a set, [Awareness] increases. If Hinata Shoyo (Hanami) performs a Quick Attack, and the result is critical, the cooldown of [High Jump] is reduced, and Tsukishima Kei (Hanabi)’s [Awareness] is increased.
Hanabi Festival
Tsukishima Kei (Hanabi) and Tetsuro Kuroo (Hanabi)’s basic stats are increased. At the end of each rally, the enemy frontline is given the [Rage] disadvantage. After the attack, inflict [Distracted] disadvantage on opposing members who have the [Rage] disadvantage instead.
Skills
Skill 1: Superior Mind
When an opposing player has a debuff, Tsukishima Kei (Hanabi)'s [Awareness] and [Reflex] are increased by 15/20/25%, and your players’ [Offensive Technique] and [Defensive Technique] are increased by 10%. This lasts for 1 rally. When an ally activates a block skill, Tsukishima Kei's (Hanabi) [Quick Attack] is increased by 3%. Up to 10 stacks. When an ally's quick attack skill is activated, Tsukishima Kei's (Hanabi) [Block] is increased by 3%. Up to 10 stacks.
Skill 2: “Blocking is Systematic”
Tsukishima Kei (Hanabi) Blocks with 300/325/350% of [Block] stat as power. Increases the [Reflex] of your back row players by 10% and their [Spirit] by 20%. This effect lasts for 2 net crossings.
Skill 3: Calmly Analyze the Court
At the start of the match, if Tsukishima Kei (Hanabi)'s [Attack Technique] is greater than or equal to his [Defensive Technique], Tsukishima Kei (Hanabi) gains [Attack I/Attack II/Attack III]. If his [Defensive Technique] is greater than his [Attack Technique], Tsukishima Kei (Hanabi) gains the [Defense I/ Defense II/Defense III] effect. If [Attack I/Attack II/Attack III] is active, the cooldown of [“Blocking is Systematic”] is reduced by 4 Net Crossings. The [Block] modifier of [“Blocking is Systematic”] is reduced by 100%/80%/60%. Lvl 1: Tsukishima Kei (Hanabi) performs a Block with 300/325/350% —> 200/225/250% of [Block] stat. Lvl 3: Tsukishima Kei (Hanabi) performs a Block with 300/325/350% —>240/265/290%. His [Quick Attack] stat is increased by 20%/30%/40%. When performing a Quick Attack, Tsukishima Kei (Hanabi)’s [Awareness] increases by his [Reflex], this may only increase Awareness up to a max of +50%(For example if your Reflex stat is 65%, and your Awareness stat is 30%, your final stat is 50% + 30%, or 80%) This effect lasts for 2 net crossings. If [Defense I/Defense II/Defense III] is active, the cooldown of [Spikes That Use His Height] is reduced by 2 net crossings. The [Quick Attack] modifier of [Spikes That Use His Height] is reduced by 100/80/60%. Lvl 1: Tsukishima Kei (Hanabi) performs a Quick Attack with 260/280/300/320/340% —> 160/180/200/320/340% of [Quick Attack] stat as power. Lvl 3: Tsukishima Kei (Hanabi) performs a Quick Attack with 260/280/300/320/340% —> 200/220/240/260/280% of [Quick Attack] stat as power. His [Block] Stat is increased by 20%/30%/40%. When Blocking, increases [Reflex] by adding your [Awareness] stat, this may only increase Reflex up to a max of +50%(For example if your Awareness stat is 65%, and your Reflex stat is 30%, your final stat is 50% + 30%, or 80%)
Skill 4: Spikes That Use His Height
Tsukishima Kei (Hanabi) performs a Quick Attack with 260/280/300/320/340% of [Quick Attack] stat as power. If an opposing player has a debuff, the power of this quick attack increases by 60% of [Quick Attack] stat.
Hinata Shoyo [Hanami]
MB
SP
Hinata Shoyo [Hanami] portrait
Quick Attack
Receive
Bond Skills
Hanami
At the start of the match, Kozume Kenma (Hanami) gains 3 stacks of [Weakness Eliminating Defense], and the maximum stacks for [Weakness Eliminating Defense] is increased. For each stack of [Weakness Eliminating Defense], Kozume Kenma’s [Awareness] increases and Hinata Shoyo’s [Quick Attack] increases.
Eccentric Duo
When Hinata Shoyo (Hanami) activates his special move, Kageyama Tobio gains the effect of [Competitive Spirit]. When an ally activates a receive skill, the [Competitive Spirit] effect can be consumed and [Receive] is increased. If Hinata Shoyo (Hanami) consumes this effect instead, his [Reflex] is further increased and Kageyama Tobio gains the [Competitive Spirt] effect.
Sun vs. Moon
When a player performs a set, [Awareness] increases. If Hinata Shoyo (Hanami) performs a Quick Attack, and the result is critical, the cooldown of High Jump is reduced, and Tsukishima Kei (Hanabi)’s [Awareness] is increased.
Skills
Skill 1: Manipulate the Moment
When Hinata Shoyo (Hanami) is on the court, the [Defensive Technique] of all front line players is increased by 10/13/16%. Hinata Shoyo performs an action, and it is a Critical hit, his [Offensive Technique] is increased by 3/3.5/4% with a maximum of 4 stacks.
Skill 2: A Foot Hold (such a sick reference to his receive)
Hinata Shoyo (Hanami) receives a ball with 140/160/180% of [Receive] as power, and your team’s base stats increase by 12%. This effect lasts for 6 net crossings.
Skill 3: Counterattack
When Hinata Shoyo (Hanami) is in the back row, the [Defensive Technique] of allied back row players is increased by 10/13/16%. When Hinata Shoyo (Hanami) is on the court and the team’s receive result is not BAD, his [Quick Attack] stat is increased by 12/16/20%. This effect lasts for the next 2 net crossings. If the teammate’s receive is a Critical hit Hinata Shoyo’s (Hanami) quick attack after this play occurs is increased by 100%.
Skill 4: High Jump
Hinata Shoyo (Hanami) performs a quick attack with 260/275/290% of [Quick Attack] as power. If this spike is a Critical hit, the power increases by an additional 40/45/50% of [Quick Attack].
Sugawara Koshi
S
SP
Sugawara Koshi portrait
Serve
Set
Block
Bond Skills
After School
Nishinoya Yu (After School)’s [Reflex] is increased, and [Reflex] when stamina is low is further increased
Skills
Skill 1: Support the Attack
When Sugawara Koshi (After School) is on the court and a frontline ally activates a block skill, the blocking member's [Block] is increased by 5/6.25/7.5% of the combined [Block] stat of your other front row players. A maximum increase of +1000/+1250/+1500 [Block] is possible. This effect lasts for 2 net crossings. When Sugawara Koshi (After School) is on the court and a back row receiver performs a Receive, the receiving member's [Receive] stat is increased by 5/6.25/7.5% of the combined [Receive] stat value of the other back row players. A maximum increase of 1000/1250/1500 [Receive] is possible. This effect lasts for 2 net crossings.
Skill 2: A Skilled Serve That Exposes Weaknesses
Sugawara Koshi (After School) performs a Serve with 140/160/180% of [Serve] as power. This Serve increases team morale by 10, and increases base stats of allied members by 12/14/16%. This effect lasts for 1 rally.
Skill 3: Meticulous Preparation
Increases Koshi Sugawara (After School)’s [Set] by 13/16/20%. When Koshi Sugawara (After School) first enters the game, your players will consume 50% of their current stamina, and for every 6 stamina consumed, your players’ Basic Stats will increase by 1/1.3/1.6%. After Sugawara Koshi (After School) first enters the game, your players’ stamina will recover 15 at the end of each rally. This effect lasts for 4 net crossings.
Skill 4: Set Play
Sugawara Koshi (After School) consumes an additional 15 stamina and performs a set with 260/280/300/320/340% of [Set] as power. The first player to attack (Power Attack/Quick Attack) after this play increases their [Attack Technique] by 20%. This effect lasts for 2 net crossings.
Nishinoya Yu [After School]
LI
SP
Nishinoya Yu [After School] portrait
Set
Receive
Bond Skills
After School
Nishinoya Yu (After School)’s [Reflex] is increased, and [Reflex] when stamina is low is further increased.
Karasuno’s Geniuses
Nishinoya Yu (After School)’s [Reflex] stat and [Receive] stat is increased. When he activates his special move, Kageyama Tobio gains the effect of [Competitive Spirit]. If this results in a Critical Hit, the power of the next spike from one of your players is increased.
Skills
Skill 1: World-Class Acceleration
Nishinoya Yu (After School)'s [Reflex] is increased by 10/13/16%. When an opposing team member makes a Critical play, Nishinoya Yu (After School)'s [Reflex] is increased by 1.5%. Stacks up to 10 times. This effect lasts for 6 net crossings.
Skill 2: A-Pass
Nishinoya Yu (After School) sets the ball with 140/160/180% of [Set] as power. Nishinoya Yu (After School)'s [Awareness] increases by 100% of [Reflex] as power. This effect lasts for 2 net crossings.
Skill 3: Save the Team in Crisis
Nishinoya Yuu (After School)'s [Spirit] is increased by 20/25/30%. When an ally makes a Critical play, the cooldown of Foot Receive is reduced by 1 net crossing.
Skill 4: Foot Receive
Nishinoya Yu (After School) performs a receive with 260/275/290/305/320% of [Receive] of power. Nishinoya Yu (After School)'s [Receive] is increased by 20%. This effect lasts for 2 net crossings.
Kageyama Tobio
S
UR
Kageyama Tobio portrait
Quick Attack
Serve
Set
Bond Skills
Bond Skill: Eccentric Duo (with Hinata Shoyo [SSR])
When Hinata Shoyo and Kageyama Tobio are on the court, they can activate the quick attack skill “Eccentric Combo”.
Eccentric Duo
When Hinata Shoyo (Hanami) activates his special move, Kageyama Tobio gains the effect of [Competitive Spirit]. When an ally activates a receive skill, the [Competitive Spirit] effect can be consumed and [Receive] is increased. If Hinata Shoyo (Hanami) consumes this effect instead, his [Reflex] is further increased and Kageyama Tobio gains the [Competitive Spirt] effect.
Skills
Skill 1: Genius Setter
Kageyama Tobio sets with 120/135/150% of [Set] as power. When Kageyama Tobio sets, the [Quick Attack] of the attacking player is increased by 15% of his [Set]. This effect lasts for 2 net crossings.
Skill 2: Lethal Serve
Kageyama Tobio performs a powerful jump serve with 130/145/160% of his [Serve] as power. If the serve is a Critical Hit, his teammates’ [Attack Technique] is increased by 10%. This effect lasts for 6 net crossings.
Skill 3: Silent King
Increases Kageyama Tobio’s [Attack Technique] by 8/10/12%. When he is on the court and the opponent’s Serve, Setter Dump or Spike is a Critical Hit, he gains 1 stack of [Competitive Spirit], with a maximum of 5 stacks. When he is on the court and an ally performs a Serve, Setter Dump or Spike, 1 stack of [Competitive Spirit] is consumed, and the [Awareness] of the member performing the Setter Dump or Spike is increased by 20%/25%/30%. This effect lasts for 2 net crossings. At the start of a rally, he will gain one stack of [Competitive Spirit].
Skill 4: Control the Game
Kageyama Tobio performs a Setter Dump with 240/255/270/285/300% of [Set] as power. The Setter Dump cannot be blocked. Any opposing players who have blocking skills in cooldown will have that cooldown increased by 4 net crossings.
Nekoma
Kuroo Tetsuro [Hanabi]
MB
SP
Kuroo Tetsuro [Hanabi] portrait
Block
Receive
Bond Skills
“Brain” and Command Center
When Kozume Kenma and Kuroo Tetsuro are on the court, the quick attack skill “Brain and Control Tower” can be activated.
Hanabi Festival
Tetsuro Kuroo (Hanabi) and Tsukishima Kei (Hanabi)’s basic stats are increased. At the end of each rally, the enemy frontline is given the [Rage] disadvantage. After the attack, inflict [Distracted] disadvantage on opposing members who have the [Rage] disadvantage instead.
Skills
Skill 1: The Command Tower That Cannot Be Beaten
When Kuroo Tetsuro (Hanabi) is on the court, the [Spirit] of your players in the same row as Kuroo Tetsuro (Hanabi) is increased by 20/25/30%. After he touches the ball, the power of the next play of the same type as Kuroo Tetsuro (Hanabi)’s action is increased by 40% the corresponding stat ([Set], [Quick Attack], [Power Attack], etc.) of the member making the play. (Example: If Kuroo performs a block, the next block by any player on your team is increased by 40% of the [Block] stat of the blocking player.) If Kuroo Tetsuro (Hanabi)’s play is a critical hit, a random member on the opposing team will be given the [Rage] debuff. ([Power Attack/Quick Attack] will be reduced by 10%).
Skill 2: Skillful Receive
Kuroo Tetsuro (Hanabi) performs a receive with 140/160/180% of [Receive] as power. If this play is a critical play, the power of this receive is further increased by 20% [Receive].
Skill 3: A Flawless, All-Around Player
When Kuroo Tetsuro (Hanabi) is in the front/back row and touches the ball, his [Reflex] is increased by 50% of the [Reflex] of each other allied member in the front/back row (maximum 100%), and his [Spirit] is increased by 50% of the [Spirit] of each other allied member in the front/back row (maximum 100%). Furthermore, when Kuroo Tetsuro (Hanabi) is in the front line, the [Attack Technique] of your players is increased by 14/17/20%, and his block power is increased by 50% of his [Block] stat. Furthermore when Kuroo Tetsuro (Hanabi) is in the back row, the [Defensive Technique] of your players increases by 14/17/20%, and his receiving power increases by 50% of his [Receive] stat.
Skill 4: “Unpleasant” Block
Kuroo Tetsuro (Hanabi) performs a block with 280/300/320/340/360% of [Block] stat as power. If the ball passes through the block, the first [Receive] action performed by your team will NOT result in a lost point. If the ball is blocked, the Main Stats of all of your players will increase by 15%. This effect lasts for 8 net crossings.
Kozume Kenma [Hanami]
S
SP
Kozume Kenma [Hanami] portrait
Receive
Set
Bond Skills
Hanami
The initial and maximum stacks of the [Defense that Eliminates Openings] effect have been increased. Kozume Kenma (Hanami) and Hinata Shoyo (Hanami)’s [Quick Attack] have been further increased.
Skills
Skill 1: Leadership
When Kozume Kenma (Hanami) is on the court, allied members’ [Reflex] is increased by 10/13/16%. When he is on the court and an allied member receives or saves, he gains one stack of the [Defense that Eliminates Openings] effect, allied members’ [Reflex] is increased by 1.5%. Up to 10 stacks. If the results of an allied member’s receive or save is not BAD, he gains one more stack of the [Defense that Eliminates Openings] effect.
Skill 2: Set With No Wasted Movement
Kozume Kenma (Hanami) performs a set with 140/160/180% of [Set] as power. If the player who attacks (Power Attack/Quick Attack) after this play occurs is in the back row, the power of the attack will be increased by 20%.
Skill 3: Look For Flaws
When Kozume Kenma (Hanami) performs a Set or Setter Dump, his [Awareness] increases by 40/60/80/% of [Reflex] as power. If he is on the court and his teammate’s block result is not BAD, the power of the opponent’s current spike (Power Attack/Quick Attack) is decreased by the corresponding member’s [Power Attack/Quick Attack] by 10/13/16/%.
Skill 4: Play That Confuses The Opponent
Kozume Kenma (Hanami) performs a Setter Dump with 255/270/285/300/315% of [Set] as power. Setter Dump cannot be blocked. After this play occurs, the first time an opposing player spikes (Power Attack/Quick Attack), the [Power Attack] of that player is reduced by 40%. This effect lasts for 2 net crossings.
Morisuke Yaku
LI
SSR
Morisuke Yaku portrait
Receive
Quick Attack
Bond Skills
Educational Guidance On Protection
Morisuke Yaku’s [Receive] and Haiba Lev’s [Quick Attack] have increased.
Skills
Skill 1: Key To Defense
When Morisuke Yaku is on the court and a teammate’s receiving result is not BAD, Morisuke Yaku’s [Receive] and [Save] are increased by 3/4/5% with a maximum of 5 stacks
Skill 2: Reliable Defense
When Morisuke Yaku is on the court, the Quick Attack of your Quick Attack Specialist on the court is increased by 8/10/12% of that player’s [Quick Attack] stat as power.
Skill 3: Super Libero
Morisuke Yaku’s [Receive] is increased by 11/13/15%. If the result is NORMAL, it changes to PERFECT.
Skill 4: Perfect Receive
Morisuke Yaku performs a Receive with 240/255/270/285/300% of [Receive] as power.
Aoba Johsai
Oikawa Toru
S
UR
Oikawa Toru portrait
Set
Serve
Power Attack
Bond Skills
Perfect Unison
When Oikawa Toru and Iwaizumi Hajime are on the court, the Power Attacking skill “Unspoken Coordination” can be activated.
Skills
Skill 1: The King’s Set
Oikawa Toru Sets with 120/135/150% of [Set] as power. If a teammate on the court performs a play, and the result is a critical play, your team gains 1 stack of [Attack Tempo]. For each stack of [Attack Tempo], the [Awareness] of your deployed players increases by 1%, with a maximum of 10 stacks.
Skill 2: Unparalleled Talent
Oikawa Tooru performs a setter dump with 115% of [Set] as power. The setter dump cannot be blocked. If Oikawa Toru is on the court, the [Strength] of Power Attack players will increase by 20%.
Skill 3: Conductor
When Oikawa Toru is on the court, the [Awareness] of your players on the court is increased by 10/14/18%. (If Oikawa has 6+ stacks of [Attack Tempo]). When one of your players performs a Power Attack skill, consumes 6 stacks of [Attack Tempo], and a critical result is guaranteed.
Skill 4: The Great King’s Jump Serve
Oikawa Toru performs a Jump Serve with 260/275/290/305/320% with [Serve] as power. This play increases his [Awareness] by 20% and his [Power] by 20%. Nekoma Nekoma
Kunimi Akira (Sports Festival)
OP
SP
Receive
Power Attack
Bond Skills
N/A
Skills
Skill 1: Conserve Energy
Kunimi (Sports Festival) gains +10%/13%/16% [Power Attack]. If Kunimi’s Stamina is below 80, his [Power Attack] increases by 12%. While Kunimi is on the court, at the end of each rally, if his Stamina cap exceeds 80, his Stamina cap is reduced by 10 and he recovers 120 Stamina. While Kunimi is on the court, each time an ally uses 10 Stamina, Kunimi gains 1 stack of [Stamina Reserve]. For each stack of [Stamina Reserve], his [Awareness] increases by 7%. Up to 30 stacks total, and up to 10 stacks per rally.
Skill 2: Precise Defense
Kunimi Akira (Sports Festival) performs a receive with power [Receive] × 140%/160%/180%, and his allies’ main stats are increased by 10%. This effect lasts until the ball crosses the net twice.
Skill 3: Give It Your All
Each time Kunimi (Sports Festival) recovers Stamina, his [Power Attack] increases by 0.8%/1.1%/1.4% (up to +16%/22%/28%). At the start of a rally, if Kunimi’s Stamina cap is 80 or lower, he gains [Clutch Moment]. While [Clutch Moment] is active, the cooldown of <Fiery Fighting Spirit> becomes 6 net crossings. If Kunimi’s [Awareness] exceeds 100%, for every +1% over, his [Power] increases by 0.9% (up to +90%). After gaining [Clutch Moment], for the first two activations, each time <Fiery Fighting Spirit> is used, its cooldown is reset.
Skill 4: Fiery Fighting Spirit
Kunimi Akira (Sports Festival) consumes 8 Stamina and performs a [Power Attack] with power [Power Attack] × 295%/315%/335%/355%/375%. If Kunimi’s Stamina is above 50, the power of this attack is increased by [Power Attack] × 50%.
Date Tech
Takanobu Aone [Beach Boy]
MB
SP
Takanobu Aone [Beach Boy] portrait
Serve
Block
Bond Skills
Swimming
While a player has Team Morale Awakening activated, the [Reflex] of team members participating in the players’s 2 man or 3 man block increases. Increases team morale at the start of a rally
Skills
Skill 1: Mighty Wall
Aone Takanobu(Beach Boy)'s [Reflex] is increased by 10/13/16%. If Aone Takanobu (Beach Boy)'s Stamina is less than 80, his [Block] and [Serve] are increased by 10%. When Aone Takanobu (Beach Boy) blocks, if this play results in a 2-person or 3-person block, for each member with a block skill among the blocking members, the block power of this play is increased with 20% of Aone Takanobu (Beach Boy)'s [Block] stat as power.
Skill 2: Team Motivating Jump Serve
Takanobu Aone (Beach Boy) performs a Jump Serve with 140/160/180% of [Serve] as power. The cooldown of the opposing setter’s skill is increased by 4 net crossings. When Takanobu Aone (Beach Boy) leaves the court, if Takanobu Aone (Beach Boy) has activated [Team Motivating Jump Serve] during this match, the [Offensive Technique] and [Defensive Technique] of your players are increased by 5%, and if the number of stacks of the [Tough Block] effect is 3 or more, the [Offensive Technique] and [Defensive Technique] of your players are increased by 5%. This effect lasts until the next time Takanobu Aone (Beach Boy)’s enters the game. (Each stack of [Tough Block] increases [Reflex] by 10%, with a maximum of 20 stacks).
Skill 3: Strong and High Walls
When Takanobu Aone (Beach Boy) is on the court, each time an opposing player performs an attack (Power Attack/Quick Attack), the attacker gains 1 stack of [Locked On]. At the start of the match, all opposing players gain 1 stack of [Locked-On]. If Takanobu Aone (Beach Boys) is on the court and an opposing player has two stacks of [Locked-On], that player will consume all of their stacks of [Locked-On], and Aone Takanobu (Beach Boy) will gain [Tough Block]. If Aone Takanobu (Beach Boys) has more than 2 stacks of [Tough Block], his Block is increased by 10% of [Block] as power. If Takanobu Aone (Beach Boy) has more than 4 stacks of [Tough Block], the cooldown of [Sharp, Leading Block] decreases to 8 net crossings (12 net crossings—>8 net crossings). If Takanobu Aone (Beach Boy) has more than 6 stacks of [Tough Block], his [Spirit] increases by 10% If Takanobu Aone (Beach Boy) has more than 8 stacks of [Tough Block], the cooldown of [Sharp, Leading Block] further decreases to 4 net crossings (8 net crossings—>4 net crossings)
Skill 4: Sharp, Leading Block
Takanobu Aone (Beach Boy) Blocks with 260/275/290/305/320% of [Block] stat as power. Increases team morale by 15.
Koganegawa Kanji (Sports Festival)
S
SP
Koganegawa Kanji (Sports Festival) portrait
Set
Block
Bond Skills
Bond: Sports Festival — with Akira Kunimi (Sports Festival)
When an ally member touches the ball, consume 1 Stamina and increase that member’s main parameters by 3%/3.5%/4%/4.5%/5% for 2 net crossings. If that ball touch is a block, that member’s [Block] increases by an additional 5% for 2 net crossings.
Bond: Teammates At Training Camp — with Tsukishima Kei (Hanabi)
Ally members on the court with a block skill gain +6%/7%/8%/9%/10% [Block]. The cooldown of <Block System> is reduced by 2 net crossings. When an ally member activates a serve skill, inflict [Anger] on the opponent’s back row ([Power Attack / Quick Attack] −10%) for 8 net crossings.
Bond: Iron Wall — with Takanobu Aone (Beach Boy) and Kenji Futakuchi (SSR)
When Koganegawa is on the court, if at least 2 members included in the Bond Skill are present, the Bond Skill becomes active. When allies perform a 2-person/3-person block, front-row allies’ [Defense Technique] increases by 3%/4%/5%/6%/7% for 1 rally. When an ally activates a serve skill, the serve will not fail. During rallies where an ally activates a serve skill, if allies perform a 2-person/3-person block, gain 1 stack each of [Powerful Block] and [Create Iron Wall] (only activates if the corresponding member is on the court).
Skills
Skill 1: Support Block
Koganegawa's Toss +10%/13%/16%. When he is on the court and an ally serves, the serving member's Awareness increases by +20% for 1 rally (max 1 stack). Also gains 1 stack of [Create Iron Wall]. If a serve skill is activated during this serve, gain an additional 1 stack of [Create Iron Wall]. When Koganegawa is on the court, if allies perform a 2- or 3-man block, then the next time Koganegawa makes a toss, Awareness increases by 30% and [Toss] increases by 10%.
Skill 2: Shortest Distance Setup
Koganegawa tosses with power [Toss] × 140%/160%/180%. During the first ally spike (Power Attack / Quick Attack) after this activates, the spiking member's Awareness +10% and Power Attack / Quick Attack +15% for 2 net crossings. Additionally, the team's morale +6.
Skill 3: Corner of the Iron Wall
While Koganegawa is on the court, at the start of a rally, ally members with Reflex ≥200% gain +10% [Attack Technique] and +10% [Defense Technique]. When allies perform a 2- or 3-man block, or when an ally's block skill activates, gain 1 stack of [Create Iron Wall] (max 12). If stacks ≥3: allies' Awareness and Reflex +20%, and Koganegawa's Awareness and Reflex +30%. If stacks ≥7: at the start of a rally, allies' front-row [Block] increases by Koganegawa's [Block] × 12% (cap 800/900/1000). If stacks ≥10: allies with Awareness >100% gain +15% [Power], and allies with Reflex >100% gain +25% [Mental] for 1 set.
Skill 4: High Wall
Performs a block with power [Block] × 260%/275%/290%/305%/320%. If this is a 2- or 3-person block, Koganegawa's Reflex +40%. If High Wall is not on cooldown, when another ally block Special Move activates, that block's power increases by the blocking member's [Block] × 100%, then High Wall enters cooldown.
Shiratorizawa
Kenjiro Shirabu
S
SSR
Kenjiro Shirabu portrait
Set
Power Attack
Bond Skills
The “Absolute Champion” and the “Solid Setter”
When Ushijima Wakatoshi and Kenjiro Shirabu are on the court, the power attack skill “Absolute Champion and Solid Setter” can be activated.
Skills
Skill 1: As Usual
Increases Kenjiro Shirobu’s [Set] by 10/13/16%. If the member who spikes [Power Attack/Quick Attack] is a power hitter, the power of this spike increases by 8% of that member’s [Power Attack].
Skill 2: Simple Setter Dump
Kenjiro Shirabu performs a setter dump with 120/135/150% of [Set] as power. This cannot be blocked.
Skill 3: Correction Ability
Kenjiro Shirabu’s [Awareness] increases by 9/12/15%.
Skill 4: Set That Makes the Most of the Spiker
Kenjiro Shirabu sets with 210/225/240/250/270% of [Set] as power. This move increases [Awareness] by 10%.
Eita Semi
S
SSR
Eita Semi portrait
Serve
Set
Power Attack
Bond Skills
N/A
Skills
Skill 1: Control
When Eita Semi performs a serve, the opposing receiver’s Receive is reduced by 13/15.5/18% of that player’s [Receive] as power. This effect lasts for 4 net crossings.
Skill 2: Prototype Assembly
Semi Eita performs a Set with 120/135/150% of [Set] as power.
Skill 3: Demonstration of Ability
When Eita Semi serves, [Awareness] increases by 5/5/8% and [Power] increases by 10/15/15%.
Skill 4: This Much is Free
Eita Semi performs a jump serve with a power of 220/235/250/265/280% of his [Serve]. If he scores an ace with this serve, his teammates’ [Awareness] will increase by 3% and [Reflex] by 6%.
Ohira Reon
WS
SSR
Ohira Reon portrait
Receive
Bond Skills
Shiratorizawa Wing Spikers
Increases allied members’ (Power Attack).
Skills
Skill 1: Strong Defense
When Ohira Reon receives, if the opposing hitter performs a quick spike and the result is a critical play, the receive is increased by 40/55/70% of [Receive] as power.
Skill 2: Defense That Changes The Flow
Ohira Reon receives with 120/135/150% of [Receive] as power
Skill 3: The Gentle “Benkei”
Ohira Reon’s [Awareness] is increased by 5/5/8%, and his [Reflex] is increased by 10/15/15%.
Skill 4: Power Spikes
Ohira Reon performs a Power Attack with 240/255/270/285/300% of [Power Attack] stat as power.
Yamagata Hayato
Li
SSR
Yamagata Hayato portrait
Receive
Bond Skills
N/A
Skills
Skill 1: Stable Ability
Yamagata Hayato’s [Reflex] is increased by 13/20/25%
Skill 2: Wide Range of Defense
Yamagata Hayato performs a Save with 120/135/150% of [Save] stat as power.
Skill 3: Reflexes
If the opponent's block result is PERFECT, Yamagata Hayato's [Save] stat increases by 40/50/60%.
Skill 4: Solid receiving
Yamagata Hayato receives with 235/250/265/280/295% of [Receive] as power.
Fukurodani
Kotaro Bokuto [Beach Boy]
WS
SP
Kotaro Bokuto [Beach Boy] portrait
Serve
Power Attack
Bond Skills
Swimming
While a player has Team Morale Awakening activated, the [Reflex] of team members participating in the players’s 2 man or 3 man block increases. Increases team morale at the start of a rally.
Miracle Ace and Caring Setter
Keiji Akaashi (Beach Boy)’s [Set] is increased. While Team Morale Awakening is active, Kotaro Bokuto (Beach Boy)’s [Power Attack] and Keiji Akaashi (Beach Boys)’s [Set] are further increased.
Skills
Skill 1: Encourage
Kotaro Bokuro (Beach Boy)’s [Power Attack] increases by 13/16/20%. When Kotaro Bokuro (Beach Boys) is on the court, the effects of team morale boosts for allies other than "Encourage" are reduced by 100%, and for every 10 morale boost reduced, the player gains 1 stack of [Unity]. For each stack of [Unity], the Main Stats of your players increase by 0.16%, with a maximum up to 199 stacks. When Kotaro Bokuto (Beach Boy) is on the court, his team morale increases by 40 at the end of each rally, and he gains 4 stacks of the [Unity] effect. Changes the effect of team morale awakening for allies to: Increases the Main Stats of all members on the court by 20/25/30%. Lasts for 10 ball touches. (⸝⸝๑ ̫ ๑⸝⸝⸝)
Skill 2: Defensive Participation
Kotaro Bokuto (Beach Boy) performs a Receive with 140/160/180% of [Receive] as power. Gain 3 stacks of [Unity].
Skill 3: Always Cheerful!
At the start of the match, Kotaro Bokuto (Beach Boy) gains [Floating and Sinking]. When you activate Team Morale Awakening, Kotaro Bokuto (Beach Boy) gains [Best Surfing Conditions] and loses [Floating and Sinking]. ദ്ദി( •̀ ᴗ - ˵ ) After Kotaro Bokuto (Beach Boy) activates his Ultimate, Kotaro Bokuto (Beach Boy) loses [Best Surfing Conditions] and gains [Floating and Sinking]. =͟͟͞͞(꒪ᗜ꒪‧̣̥̇) If Kotaro Bokuto (Beach Boy) is on the court, and Team Morale Awakening ends, Team Morale increases by 20. If he has [Best Surfing Conditions], when Kotaro Bokuro (Beach Boy) activates his Ultimate, his [Power Attack] is increased by 1% for each stack of [Unity], with a maximum of 70% increase possible. This effect lasts for 2 net crossings. For each stack of [Unity], the power of his Power Attack is increased by 1.5% of Power Attack stat, with a maximum of 120% increase possible. This effect lasts for 2 net crossings. If he has [Floating and Sinking], he can't activate his Power Attack Ultimate. Kotaro Bokuto (Beach Boy)’s Power Attack is increased by 30% of his [Power Attack] stat. After performing a Power Attack, he gains 3 stacks of the [Unity] effect.
Skill 4: Miracle Spike
Kotaro Bokuro (Beach Boy) will perform a spike with power equal to 260/280/300/320/340% of his [Power Attack]. For each stack of the [Unity] effect, Kotaro Bokuro (Beach Boy)’s [Attack Technique] will increase by 0.75%. Up to a maximum of 30% increase is possible. This effect lasts for 2 net crossings.
Keiji Akaashi [Beach Boy]
S
SP
Keiji Akaashi [Beach Boy] portrait
Set
Power Attack
Bond Skills
Swimming
While a player has Team Morale Awakening activated, the [Reflex] of team members participating in the players’s 2 man or 3 man block increases. Increases team morale at the start of a rally.
Miracle Ace and Caring Setter
Keiji Akaashi (Beach Boy)’s [Set] is increased. While Team Morale Awakening is active, Kotaro Bokuto (Beach Boy)’s [Power Attack] and Keiji Akaashi (Beach Boy)’s [Set] are further increased.
Skills
Skill 1: Team Organizer
Akaashi Kyoji (Beach Boy)’s [S] increases by 13/15/18%. When an ally's team morale increases, Akaashi Kyoji (Beach Boy) gains 1 stack of the [Calm Mind] effect for every 10 increase in team morale. Each stack of [Calm Mind] increases [Set] by 1.5%. Up to 10 stacks. While Team Morale Awakening is not active, all [Calm Mind] stacks are consumed when Akaashi Kyoji (Beach Boy) touches the ball. Each time one stack of [Calm Mind] is consumed, Akaashi Kyoji (Beach Boy)’s [Spirit] increases by 3%. This effect can be increased by up to 30%. This effect lasts for 2 net crossings.
Skill 2: Bring out 100% of Your Training
Keiji Akaashi (Beach Boy) performs a Set with 140/155/170% of [Set] as power. After this play occurs, the next time Keiji Akaashi (Beach Boy) activates his Ultimate, his [Set] is increased by 15%. This effect lasts for 2 net crossings.
Skill 3: Attacking Set
While an ally has activated Team Morale Awakening, when Keiji Akaashi (Beach Boy) touches the ball, 5 stacks of [Calm Mind] are consumed, and Keiji Akaashi (Beach Boy)'s [Spirit] is increased by 70%. This effect lasts for 2 net crossings. If Keiji Akaashi (Beach Boy)'s set is a Critical Hit, the [Awareness] of the first player to spike (Power Attack/Quick Attack) after this play is increased by 50% of Keiji Akaashi (Beach Boy)'s [Awareness] Stat, up to a maximum of 60%. If this spike is a Power Attack, the [Awareness] of the team member who performed the spike will be increased by an additional 50% of Keiji Akaashi (Beach Boys)’s [Awareness]. Up to a maximum of 60%. When [Bring out 100% of Your Training] is activated, for each stack of [Calm Mind] he has, the [Power Attack] of the member performing the spike will increase by 3/3.5/4%, up to a maximum of 24/28/32%
Skill 4: Decisive Blow
Akaashi Kyoji (Beach Boy) performs a Setter Dump with a power of 260/280/300/320/340% of [Set]. The Setter Dump cannot be blocked. If this Dump is a Critical Hit, the cooldown of ["Bring Out 100% of Your Practice"] is reduced by 4 net crossings. Gain 1 stack of [Calm Mind].
Kotaro Bokuto
WS
UR
Kotaro Bokuto portrait
Serve
Power Attack
Bond Skills
Miracle Ace and Caring Setter
When Kotaro Bokuto and Keiji Akaashi are on the court, the Power Attacking skill “Miracle Ace and Caring Setter” can be activated.
Skills
Skill 1: Influence of Enthusiasm
When Bokuto Kotaro first enters the game, increases team morale by 20/25/30%. When Bokuto Kotaro is on the court, team morale increases by 4 when one of your players touch the ball. Effect of Team Morale Awakening changes to: Main stats of all members on the court increase by 32/36/40%. Lasts for 4 ball touches.
Skill 2: Big Server
Kotaro Bokuto performs a Jump Serve with 125/140/155% of [Serve] stat as power.
Skill 3: Moody Boy
When activating Team Morale Awakening, Kotaro Bokuto gains [Happy Mode]. While under the effect of [Happy Mode], Kotaro Bokuto's [Power Attack] is increased by 12/15/18% and his [Power] is increased by 18/22.5/27%. When Team Morale Awakening ends, Kotaro Bokuto will gain [Depresso Mode] While under the effect of [Depresso Mode], Kotaro Bokuto cannot activate Power Attack skills. At the end of each rally, Kotaro Bokuto loses [Depresso Mode].
Skill 4: Ace Thanks to Everyone
Kotaro Bokuto performs a Power Attack with 260/275/290/305/320% of [Power Attack] stat as power. If this spike is a Critical Hit Kotaro Bokuto's [Power] increases by 12/14/16/18/20% and his team's morale increases by 16.
Keiji Akaashi
S
SSR
Keiji Akaashi portrait
Set
Power Attack
Bond Skills
Miracle Ace and Caring Setter
When Kotaro Bokuto and Keiji Akaashi are on the court, the Power Attacking skill “Miracle Ace and Caring Setter” can be activated.
Skills
Skill 1: Instant Insight
When Keiji Akaashi is on the court and an ally achieves a PERFECT block of receive, all of that ally’s adverse effects are reset. Keiji Akaashi’s [Awareness] increases by 8/10/12% and allies’ team morale increases by 3.
Skill 2: The Brain of Fukurodani
Keiji Akaashi performs a setter dump with 120/135/150% of [Set] as power. This attack cannot be blocked. If a point is scored with this setter dump, the power of the next teammate’s serve after this play is increased by 10% of that teammates [Serve] as power.
Skill 3: Devoted Set
Increases Keiji Akaashi’s [Set] by 8/10/12%. While Team Morale Awakening is active, for every 4 increase in team morale, Keiji Akaashi’s [Awareness] increases by 1.2/1.75/2.3%. If his set results in a critical play, the first spike [Power Attack/Quick Attack] by an ally after this play is guaranteed to be a critical play.
Skill 4: The Usual Set
Keiji Akaashi sets with 240/255/270/285/300% of [Set] as power.
Akinori Konoha
OP
SSR
Akinori Konoha portrait
Receive
Bond Skills
N/A
Skills
Skill 1: Excellent Receive
Akinori Konoha [Receive] is increased by 8/10/12%. While Team Morale Awakening is activated, his [Receive] and [Save] are increased by 10%.
Skill 2: An Exquisite Combination
Akinori Konoha performs a Save with 120/135/150% of [Save] as power.
Skill 3: All-Rounder’s Block
When Akinori Konoha is in the front row, the [Block] and [Power Attack/Quick Attack] of all allies in the front row is increased by 8/10/12%. If he is in the back row, the [Receive] and [Save] of all of your players in the back row is increased by 8/10/12%.
Skill 4: Mr. Handy But Poor
Akinori Konoha performs a Receive with 225/240/255/270/285% of [Receive] as power. If the result of this play is not BAD, team morale is increased by 20.
Tatsuki Washio
MB
SSR
Tatsuki Washio portrait
Block
Quick Attack
Bond Skills
N/A
Skills
Skill 1: An Intimidating Block
Tatsuki Washio’s [Block] is increased by 8/10/12%. When he blocks, the power of the next teammate’s receive after this play is increased by 20% of [Receive] as power. If Tatsuki Washio’s block result is not BAD, the next time he blocks, that block is increased by 20% of [Block] stat as power.
Skill 2: High Scoring Attack
Tatsuki Washio performs a quick attack with 120/135/150% of [Quick Attack] as power.
Skill 3: A Worker With Hidden Talent
When an opposing team member makes a critical play, Tatsuki Washio’s [Block] and [Quick Attack] are increased by 2/2.5/3%. Up to 5 stacks.
Skill 4: A Block That Takes Advantage Of Its Tall Body
Tatsuki Washio blocks with 220/235/250/265/280/% of [Block] of the attack’s power.
Haruki Komi
LI
SSR
Haruki Komi portrait
Receive
Bond Skills
N/A
Skills
Skill 1: Master of Defense
Haruki Komi’s [Receive] is increased by 8/10/12%. If his receive result is not BAD, the opponent's team morale will decrease by 12.
Skill 2: Team Lubricant
Haruki Komi performs a save that uses 110/125/140% of [Save] as power. If the result of this play is not BAD, the main stats of allies are increased by 5/6.5/8%. This effect lasts for 1 net crossing.
Skill 3: Proven Receiving
When Haruki Komi receives a Power Attack, the power of the Receive increases by 30/40/50% of [Receive] as power.
Skill 4: Center of Defense
Haruki Komi performs a receive that uses 235/250/265/280/295% of [Receive] as power.
Johzenji
Terushima Yūji
WS
SSR
Terushima Yuji portrait
Serve
Power Attack
Bond Skills
N/A
Skills
Skill 1: Free Spirit
Increases Terushimi Yuji’s [Power Attack] by 8/10/12%. When he is on the court and the result of a receive, save, or set by an ally is not a BAD result, Terushima Yuji gains 1 stack of the [Play More, Play More] effect. Each stack increases [Power Attack/Quick Attack] by 2.5%. Up to 4 stacks.
Skill 2: Fun Serve
Terushima Yuji performs a jump serve with 120/135/150% of [Serve] as power.
Skill 3: Asoviva
For each receiving team member on the team’s court., Terushima Yuji’s [Receive] increases by 4/5/6%. If he misses a receive, no points are lost. The cooldown for this effect lasts for 10 net crossings.
Skill 4: Exciting Spike
Terushima Yuji hits a powerful spike with 235/250/265/280/295% of [Power Attack] as power. If this scores a point, the [Receive] of allies will increase by 10%. This effect will last for 3 net crossings..
Inarizaki
Miya Atsumu
S
UR
Miya Atsumu portrait
Quick Attack
Serve
Set
Bond Skills
Strongest High School Twins
When Miya Atsumu and Miya Osamu are on the court, they can activate the quick attack skill "Strongest High School Twins." When Miya Atsumu sets the ball, Miya Osamu can perform a [Minus Tempo Attack] with 265/280/295/310/325% of his [Quick Attack] as power. Miya Osamu’s [Attack Technique] increases by 15%. This effect lasts until either Twin leaves the court. This play cannot be blocked.
Head and Spine (With Miya Osamu and Kita Shinsuke).
Miya Osamu’s [Attack Technique] will increase by 3/3.5/4/4.5/5%; Kita Shinsuke’s Basic Stats increase by 3/3.5/4/4.5/5%. Beginning of Match: Miya Atsumu gains 3 stacks of [Perfect Timing]. Each stack of [Perfect Timing] increases [Set] stat by 2%, with a maximum of 10 stacks. Kita Shinsuke gains 1 stack of [Reliable Action]. Each stack of [Reliable Action] increases [Receive] stat by 2%, with a maximum of 3 stacks. Miya Osumu’s first quick attack of each set is increased by 12% of [Quick Attack] stat as power.
Skills
Skill 1: Unpredictable Play
When Miya Atsumu performs a serve, if the serve is aimed at a weak spot in the opposing team’s defense, the power of that serve is increased by 30/40/50% of [Serve] stat as power. When the serve is not aimed at a weak spot in the opposing team’s defense, the [Receive] of your back row players increases by 10/12/14%. This effect lasts for one rally (one full point).
Skill 2: Delicate Set
Miya Atsumu will set with 125/140/155% of [Set] as power. This set removes all debuffs of the player who spikes (Power Attack/ Quick Attack)
Skill 3: Devoted and Sincere Set
Increases Miya Atsumu’s [Set] by 8/11/14%. When one of your players’ performs an action, and the result is not a critical play, Miya Atsumu gains two stacks of [Perfect Timing]. Each stack of [Perfect Timing] increases [Set] by 2%, with a maximum of 10 stacks. When Miya Atsumu sets, he consumes all stacks of [Perfect Timing], increasing the [Attack Technique] and [Quick Attack] stats of the player who spikes (Power Attack/Quick Attack) by 2.5 for each stack. This effect lasts for 10 net crossings.
Skill 4: Twin Swords Serve
Miya Atsumu alternates between a Jump Serve and a Jump Float Serve. Jump Float Serve: Miya Atsumu performs a Jump Float Serve with 230/245/275/290% of [Serve] as power. Opposing players cannot use [Power Attack] or [Quick Attack] ultimates. This effect lasts for 2 net crossings. Jump Serve: Miya Atsumu performs a Jump Serve with 260/275/290/305/320% of [Serve] as power. For every 3 Team Morale, Miya Astumu’s [Awareness] will increase by 1%. This effect lasts for 2 net crossings.
Miya Osamu
OP
UR
Miya Osamu portrait
Quick Attack
Serve
Bond Skills
Strongest High School Twins
When Miya Atsumu and Miya Osamu are on the court, they can activate the quick attack skill "Strongest High School Twins." When Miya Atsumu sets the ball, Miya Osamu can perform a [Minus Tempo Attack] with 265/280/295/310/325% of his [Quick Attack] as power. Miya Osamu’s [Attack Technique] increases by 15%. This effect lasts until either Twin leaves the court. This play cannot be blocked.
Head and Spine
Miya Osamu’s [Attack Technique] will increase by 3/3.5/4/4.5/5%; Kita Shinsuke’s Basic Stats increase by 3/3.5/4/4.5/5%. Beginning of Match: Miya Atsumu gains 3 stacks of [Perfect Timing]. Each stack of [Perfect Timing] increases [Set] stat by 2%, with a maximum of 10 stacks. Kita Shinsuke gains 1 stack of [Reliable Action]. Each stack of [Reliable Action] increases [Receive] stat by 2%, with a maximum of 3 stacks. Miya Osumu’s first quick attack of each set is increased by 12% of [Quick Attack] stat as power.
Skills
Skill 1: Flexible Offense
Increases Miya Osamu’s [Quick Attack] by 10/12/14%. Beginning of match: Miya Osamu’s [Awareness] decreases to 0%, and for every 1% decrease, Miya Osamu’s [Attack Technique] increases by 1%.
Skill 2: Cool Jump Serve
Miya Osamu performs a Jump Serve with 120/135/150% of [Serve] stat as power. If the opponent’s receiver has the debuff [Suppression], Miya Osamu’s [Attack Technique] is increased by 10%. This effect lasts for 8 net crossings.
Skill 3: Multi-talented
Increases Miya Osamu’s [Attack Technique] by 10/13/16%. When Miya Osamu performs an attack or serve, he inflicts one stack of the debuff [Suppression] on the opponent’s back row players. (Players with the debuff [Suppression] have their [Receive] stat reduced by 10%, per stack). This effect lasts for 10 net crossings.
Skill 4: Flexible Counter Attack
Miya Osamu performs a quick attack with 260/275/290/305/320% of [Quick Attack] as power. Miya Osamu’s [Quick Attack] stat is increased by 40% of [Attack Technique] This effect lasts for 2 net crossings. Note: This is influenced by the [Attack Technique] gained by [Flexible Counter Attack].
Shinsuke Kita
WS
SSR
Shinsuke Kita portrait
Receive
Bond Skills
Head and Spine
Miya Osamu’s [Attack Technique] will increase by 3/3.5/4/4.5/5%; Kita Shinsuke’s Basic Stats increase by 3/3.5/4/4.5/5%. Beginning of Match: Miya Atsumu gains 3 stacks of [Perfect Timing]. Each stack of [Perfect Timing] increases [Set] stat by 2%, with a maximum of 10 stacks. Kita Shinsuke gains 1 stack of [Reliable Action]. Each stack of [Reliable Action] increases [Receive] stat by 2%, with a maximum of 3 stacks. Miya Osumu’s first quick attack of each set is increased by 12% of [Quick Attack] stat as power.
Skills
Skill 1: Repetition, continuity, and caution
Increases Kita Shinsuke’s Basic Stats by 6/8/10%. Kita can’t perform a critical play. Kita’s [Defensive Technique] is increased by 80% of [Reflex] as power. Note: This is an increase of [Defensive Technique] by the value of [Reflex]
Skill 2: Calm Play
Kita Shinsuke performs a [Save] with 120/135/150% of [Save] stat as power.
Skill 3: I’ll Do It Properly
Kita Shinsuke’s [Receive] stat is increased by 8/10/12%. Kita Shinsuke performs a [Receive]. If the [Receive] result is not a critical play, he gains 1 stack of [Reliable Action]. Each stack of [Reliable Action] increases Kita Shinsuke’s [Receive] stat by 3%, up to a maximum of 3 stacks. If Kita Shinsuke possess 3 or stacks of [Reliable Action], consume 3 stacks of [Reliable Action] increase [Attack Technique] of your side’s front row players by 10%. This effect lasts for 8 net crossings.
Skill 4: Solid Play
Kita Shinsuke performs a [Receive] with 235/250/265/280/295% of [Receive] stat power.
Oshiro Aran
WS
SSR
Oshiro Aran portrait
Power Attack
Serve
Bond Skills
Friends from the Volleyball Club
Miya Atsumu's [Serve], Miya Osamu's [Quick Attack], and Oshiro Alan’s [Power Attack] are increased by 5+1%/5+2%/9+3%/12+4%/15%.
Skills
Skill 1: Rhythm Control
Every time Oshiro Alan consumes 10 stamina, he gains 1 stack of [Quick Breather]. Each stack of [Quick Breather] effects increases [Attack Technique] by 3/3.5/4%. At the end of a rally, all [Quick Breather] effects are consumed. For every stack of [Breathing Time] that is consumed, Oshiro Alan recovers 4 stamina.
Skill 2: Highly Skilled Serve
Ojiro Alan performs a Jump Serve with 110/125/140% of [Serve] stat as power. The opponent receiver will have their [Receive] reduced by 10%. This effect lasts for 6 net crossings.
Skill 3: Aggressive Assault
Increases Oshiro Alan's [Power Attack] by 6/8/10% and [Serve] by 6/8/10%. When Oshiro Alan performs a Power Attack, 60% of his current stamina is consumed, and this power attack increases by 30/40/50% of [Power Attack] as power.
Skill 4: Thunderous Spike
Ojiro Alan performs a power attack with 240/255/270/285/300% of Power Attack as power.
Michinari Akagi
LI
SSR
Michinari Akagi portrait
Receive
Bond Skills
N/A
Skills
Skill 1: Seriousness boosting save
Increases Akagi Michinari's [Receive] and [Save] by 8/10/12%. Increases team morale by 10 when Akagi Michinari receives or saves.
Skill 2: A reliable libero
Akagi Michinari will cover with a power equal to 120/135/150% of [Save]. Increases the [Defensive Technique] of your team by 4/6/8%. This effect lasts for 6 net crossings.
Skill 3: Chase the ball with your hand
Akagi Michinari's [Receive] is increased by 10/12/14%. When Akagi Michinari is on the court, an opposing member who hits a powerful shot will be inflicted with one stack of the [Approaching] debuff For each stack of the [Approaching] debuff, [Approaching] will decrease [Power Attack] by 8/10/12%. This effect lasts for 3 net crossings. When Akagi Michinari is on the court and an opposing member who spikes with Power Attack already has the [Approaching] debuff, your team's [Defensive Technique] will be increased by 4/6/8%. This effect lasts for 3 net crossings.
Skill 4: Gutsy Receive
Akagi Michinari performs a receive with 240/255/270/285/300% [Receive] as power.
Hitoshi Ginjima
WS
SSR
Hitoshi Ginjima portrait
Receive
Power Attack
Bond Skills
N/A
Skills
Skill 1: Stable Offense and Defense
LV.1: Increases Ginjima Yui's [Power Attack] by 6/8/10% and [Receive] by 6/8/10%. When Ginjima Yui receives, if the opponent performs a Power Attack, the power of this receive increases by 15/25/35% of [Receive] stat.
Skill 2: Powerful Receive
LV.1: Ginjima Yui receives with a power of 120/135/150% of [Receive].
Skill 3: An Enthusiastic Attack
LV.1: For each receiving member on the team, Ginjima Yui's [Attack Technique] increases by 2/2.5/3%. If the receiving result of the team member is not BAD, Ginjima Yui's [Power Attack] increases by 15%. This effect lasts for 4 net crossings.
Skill 4: A Powerful Blow
LV.1: Ginjima Yui will perform a Power Attack with 225/240/255/270/285% of [Power Attack]. If Ginjima Yui is in the rear guard, the power of this powerful attack will increase by 30% of [Power Attack] .
Rintaro Suna
MB
SSR
Rintaro Suna portrait
Block
Quick Attack
Bond Skills
N/A
Skills
Skill 1: Close The Course
Increases Rintaro Suna’s [Block] by 10/12/14%. When he is on the court and an opposing team member who spikes has the disadvantage effect of [Confusion], the power of the team’s block increases by 15/20/25% of the blocking team member’s [Block].
Skill 2: Expert Block
Rinatro Suna blocks with 120/135/150% of [Block] as power.
Skill 3: Confusing Playmaking
Increases Rinatro Sun’s [Quick Attack] by 10/12/14%. When he is on a quick attack, he inflicts 1 stack of the [Confusion] effect on the opponent's front line. For each stack of [Confusion], their [Block] is reduced by 10%. This effect lasts for 8 net crossings.
Skill 4: Spike with Incredible Range.
Rinatro Suna performs a quick attack with 240/255/270/285/300% of [Quick Attack] as power.
Kamomedai
Hoshiumi Korai
WS
UR
Hoshiumi Korai portrait
Receive
Serve
Power Attack
Block
Bond Skills
Best Friend From Middle And High School
The [Block] of allied frontline is increased. At the start of the match, Hoshiumi Korai gains the [All-Rounder] effect, and Sachiro Hirugami gains the [Strong Block] effect.
Skills
Skill 1: Break The Chain
When Hosiumi Korai is on the court and an ally blocks, for every 50 [Block] of the opposing players, the power of the opponents spike (Power Attack/Quick Attack) is reduced by 0.3/0.4/0.5% of the spiking team members [Power Attack/Quick Attack] with a maximum of 30%. For every 1% decrease in the opponent's spike (Power Attack/Quick Attack) power, the power of Hoshiumi Korai’s next skill is increased by 1%.
Skill 2: All Rounded Exploitation
Hoshiumi Korai can activate multiple skills. These skills share a cooldown. Spike Serve: Hoshiumi Korai performs a Jump Serve with 140/160/180% of [Serve] stat. Receive: Hoshiumi Korai performs a Receive with 140/160/180% of [Receive] stat. Block: Hoshiumi Korai performs a Block with 140/160/180% of [Block] stat.
Skill 3: No. 1 Point Getter
Increases Hoshiumi Korai’s [Power Attack] by 16/20/24%. When [All Rounded Exploitation] is activated, gaining one stack of [All-Rounder]. When Hoshiumi Korai activates a skill, a stack of [All-Rounder] is consumed, and different effects are activated depending on the play. Powerful Attack: Increases Hoshiumi Korai’s [Awareness] by 14/17/20%. This effect lasts for 2 net crossings. Serve: Reduces the opponent’s back row players [Receive] by 14/17/20%. This effect for 2 net crossings. Receive: Increases Hoshiumu Korai’s [Reflex] by 14/17/20%. This effect lasts for 2 net crossings. Block: Increases Hoshiumi Korai’s [Block] by 50. The power of the opponent's spike (Power Attack/Quick Attack) is reduced by 0.3/0.4/0.5% of that spiker’s [Power Attack/Quick Attack].
Skill 4: Shining Spear
Hoshiumi Korai performs a spike with 265/280/295/310/325% of [Power Attack]. If he is in the front line, the power of this spike is increased by a further 40/45/50/55/60% of [Power Attack]
Hirugami Sachiro
MB
UR
Hirugami Sachiro portrait
Serve
Block
Bond Skills
Bond Skill: Best Friend From Middle And High School
The [Block] of allied frontline is increased. At the start of the match, Hoshiumi Korai gains the [All-Rounder] effect, and Sachiro Hirugami gains the [Strong Block] effect.
Skills
Skill 1: The Core Of The Kamomedai System
When Hirugami Sachiro serves, his [Awareness] increases by 12/16/20%. When he is on the court, allies gain one stack of the [System] effect when blocking. Each stack of the [System] effect increases allies main parameters by 8%. Up to 5 stacks. This effect lasts until the ally scores. Each stack of the [System] effect increases Hirugami Sachiro’s base stats by an additional 10%.
Skill 2: A Psychologically Pressing Serve
Hirugami Sachiro performs a Jump Floater Serve with a power of 140/160/180% of his serve. If this play is a nice play, the opponent’s team morale awakening ends. The opponent will not be able to gain team morale with one rally.
Skill 3: Defense Is The Best Attack
When Hirugami Sachiro is on the court, gain one stack of the [Strong Block] effect each time the ball goes over the net. When an ally blocks, different effects are activated depending on the number of stacks of the [Strong Block] effect. 2 stacks: Block power is increased by 15/20/25% of the blocking members [Block]. This effect lasts for 2 net crossings. 3 stacks: Receive power increases by 15/20/25% of the receiving team members [Receive].
Skill 4: The Immovable God of Day
Hirugami Sachiro performs a Block with 260/275/290/305/320% of [Block] stat as power. If the opponent spikes with Power Attack, the power of this block increases by an additional 40/45/50/55/60% of [Block] Stat.
Itachiyama
Kiyoomi Sakusa
WS
UR
Kiyoomi Sakusa portrait
Receive
Power Attack
Bond Skills
Top Spiker and Top Libero
Increases the power of Kiyoomi Sakusa’s [Power Attack], Motoya Komori’s [Receive], and the receive power of allies.
Skills
Skill 1: Persistent Attack
Kiyoomi Sakusa’s [Power Hit] is increased by 10/12.5/15%, and his [Receive] is increased by 20/22/25%. When he receives an attack, [Power Attack] is increased by 6%. Stacks up to 3 times. This effect lasts until his next Power Attack. When he performs a power attack, [Receive] increases by 15%. This effect lasts until Kiyoomi Sakusa’s next receive.
Skill 2: Take All Precautions
Kiyoomi Sakusa performs a [Receive] with 150/170/190% power. When he receives a ball, if his receiving power exceeds 170% of [Receive] stat, his [Reflex] increases by 10% and the cooldown of [Take All Precautions] is reduced by 2 net crossings. This effect lasts until the end of the match. When he receives, if the receiving power exceeds 200% of [Receive], his [Defensive Technique] increases by 15%. This effect lasts until the end of the match.
Skill 3: Top Spiker
When Kiyoomi Sakusa is on the court, if player on your team performs receive, save, or block, and the result is a critical hit, he gains one stack of the [Perfectionism] effect. Each stack of [Perfectionism] increases Receive power by 6% of [Receive] and Power Attack power by 6% of [Power Attack], with a maximum of 20 stacks. When Kiyoomi Sakuso performs a spike, his [Awareness] increases by 10% for each stack of [Perfectionism]. This effect lasts for 2 net crossings.
Skill 4: Spikes that Change Trajectory by Revolution
Kiyoomi Sakusa performs a Power Attack with 260/280/300/320/340/% of [Power Attack]. If he is in the back row, the power of this Power Attack is increased by 40% of [Power Attack]. If this play results in a critical hit, the power of the first receive by an opposing player after this spike is reduced by 15% of the receiving player’s [Receive] Stat.
Motoya Komori
LI
UR
Motoya Komori portrait
Receive
Set
Bond Skills
Top Spiker and Top Libero
Increases the power of Kiyoomi Sakusa’s [Power Attack], Motoya Komori’s [Receive], and the receive power of allies.
Skills
Skill 1: Key Person Of The Team
When Motoya Komori is on the court, the [Defensive Technique] of all allied backcourt players is increased by 10/13/16/%. When he is on the court, he gains 6 stacks of [Connect to Next] effect at the start of a rally. Each stack of [Connect to Next] effect increases [Set] by 3% and [Reflex] by 5%. Up to 10 stacks.
Skill 2: Skillful Set
Motoya Komori sets a ball with a power equal to 140/160/180% of the [Set]. The team morale increases by 10. The next spike (Power Attack/Quick Attack) by an ally after this play occurs increases the [Awareness] of the spiker (Power Attack/Quick Attack) by 15%. This effect lasts for 2 net crossings.
Skill 3: Create The Flow Of The Game
Motoya Komori’s [Receive] is increased by 12/16/20%. When he is on the court and an ally activates a non-special move receive, or when Motoya Komori activates a receive special move, 2 stacks of the [Connect to Next] effect are consumed, and the power this receive is increased by 30% x [Receive] of the receiving member, and when an ally spikes (Power Attack/Quick Attack) for the first time after this play occurs, the [Power Attack/Quick Attack] of the spiking member (Power Attack/Quick Attack) is increased by 20%.
Skill 4: Receive That Creates Momentum
Motoya Komori receives the ball with a power equal to 260/275/290/305/320% of his [Receive]. After this play occurs, the first time a teammate spikes (Power Attack/Quick Attack), the [Attack Technique] of the teammate who spikes (Power Attack/Quick Attack) increases by 20%. This effect lasts for 2 net crossings.

Glossary