Tidepin Shot
Fire a water-weighted arrow that pins the lead enemy in a dragging undertow.
Isekai VanguardHeroes · Water
The tide pulls before the arrow lands.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A sea-glass marksman whose arrows mark the front line for the party's focus fire and drown its advance in cold undertow.
Maelle hunted on the roofs of a drowned archipelago, where whole districts surfaced for an hour at low tide and vanished again by dusk. She learned to read water the way others read wind: where it would pull, where it would break, where it would hide a shot. The veil took her as a tidal gate collapsed behind her. She has not forgiven the sea, but she still knows how to command it.
Game guide
Fire a water-weighted arrow that pins the lead enemy in a dragging undertow.
Read the fight like surf and loose into the gap before it forms.
Glass-edged arrows cut clean and catch the light.
Drag the front ranks out of formation on a riptide — caught in the open, they take bonus damage from the whole party.
Knows what the battlefield reveals after the wave pulls back.
Arc a curtain of cold arrows into every enemy trying to cross the line.
Pain sharpens like brine in the wound.
The farther the shot, the harder the tide behind it hits.
A wide barrage that turns a crowded wave into wreckage.
Moves with the pull of battle instead of against it.
Read the hidden reef before the wave breaks over it.
A low, patient stance turns clean water into cleaner shots.
Cut a target loose from its footing with a fast shearing current.
The map only appears after the water drains away.
Every kill is a wave crest — she fires faster while the tide keeps rising.
Drag the enemy line into a bad tide — while the moon holds them there, everything hits them harder and longer.
A falling scatter of seaglass arrows that punishes clustered waves.
Every retreating wave leaves one better firing line behind it.
Draw the bow like a tide gate failing and smash the front of the wave apart.
The first hit on each enemy deals up to +24% damage (+12%/level).
Hit the selected foe for 4.1× ATK (+12% at rank 2). Cooldown 18s.
The owner's first hit on each foe deals 9% more damage per rank (up to 18%). Later hits do not repeat it; each new foe has its own opening.
Deal 22% more damage to foes at 30% HP or less.
Hit the front foe for 3.2× ATK (+12% at rank 2) and up to 4 nearby foes for 50% of that hit. Cooldown 18s.
At 55% HP or less, deal 7% more damage per rank (up to 14%). The bonus ends above that threshold.
After the owner gets a kill, gain 18% attack speed for 4s. Further kills refresh the duration; the bonus does not stack.
Restore 2.8× maelle's ATK as own HP (+12% at rank 2), limited to missing HP. Cooldown 18s.
At 45% HP or less, take 10% less damage per rank (up to 20%). The reduction ends above that threshold.
After the owner gets a kill, gain 14% attack speed for 5s. Further kills refresh the duration; the bonus does not stack.