


Increases Ren Omimi’s [Block] stat by 10/12/14%
When Ren Omimi performs a block, recovers 10 Stamina and gains 2/2.5/3% [Block] stat. Stacking up to 8 times.
Increases Ren Omimi’s [Reflex] by 8/10/12%. During blocks, his [Reflex] is reduced to 0%. For every 1% reduction, increases his [Defense Technique] by 1% for 2 net crossings.
Ren Omimi performs a block with 220/235/250/265/280% of his [Block] stat.
🔼 Potential Sets
Potential sets
Quick Potentials
Rapid Quick Attack
2 Piece: Increases Quick Attack by 15%
4 Piece: Each time Quick Spike is used, increases Quick Spike by 5%, up to 5 stacks (25% maх)
Sharp Sense
2 Piece: Increases Quick Attack by 15%
4 Piece: Increases Awareness by 15%; When Quick Spike is Critical, increases Strength by 10%
Power Potentials
Power Vibe
2 Piece: Increases Power Attack by 15%
4 Piece: Increases Awareness by 15%; When Power Spike is Critical, increases Strength by 10%
Power Rise
2 Piece: Increases Power Attack by 15%
4 Piece: Increases Attack Technique by 10% when using Power Spike; When scoring with Power Spike, recovers 5 Stamína
Set Potentials
Precise Serve
2 Piece: Increases Set by 15%
4 Piece: Serves never fail and increases Attack Technique by 15% when serving
Precise Set
2 Piece: Increases Set by 15%
4 Piece: Increases setting power by 15% of the Set stat
Block Potentials
Precise Block
2 Piece: Increases Block by 15%
4 Piece: When blocking a Power Spike, increases this block's power by 20% of Block stat
Block Movement
2 Piece: Increases Block by 15%
4 Piece: When blocking a spike with other Block-type players present in the front row, increases this block's power by 20% of Block stat
Receive Potentials
Assist Receive
2 Piece: Increases Receive by 15%
4 Piece: When achieving a PERFECT receive, increases your side's next spike power by 30% of spiker's Power/Quick stat
Supreme Receive
2 Piece: Increases Receive by 15%
4 Piece: When receiving a Quick Spike, increases this reception's power by 30% of Receive
New Potentials
Morale Surge
2 Piece: [Power Attack] +15%
4 Piece: When spiking, morale +5. During morale awakening, your [Awareness] +10% and [Strength] +20%
Note: In-game text changed based on testing
Awareness Enhancement
2 Piece: [Awareness] +7.5%
4 Piece: [Awareness] +22.5%, every time a crit occurs, [Awareness] -10% and [Quick Attack] +5%, max 3 stacks.
Setter Dump
2 Piece: [Set] +15%
4 Piece: [Awareness] +10%. When using a two attack skill, power + 30%
Status Enhancement
2 Piece: [Power Attack] +15%
4 Piece: When stamina less than 70, [Awareness] + 10%, when stamina is recovered, Strength +10% max 3 stacks.
Forceful Guard
2 Piece: [Reflex] +7.5%
4 Piece: [Spirit]+ 15%, when a receive or block is critical, increases next skill’s power by 20% of the corresponding stat
📣 Cheers
Cheers(All cheers provide [Basic Stats] and [Team Morale] when entering a match based on rarity, below lists what active stats each cheer increases)
Active Stats: Active Stats: +Power | +Serve +Quick | +Serve
Active Stats: Active Stats:+Receive | +Serve +Receive | +Save
Active Stats: Active Stats: +Quick | +Save +Set | +Serve
Active Stats: Active Stats: +Block | +Receive +Power | +Block
Active Stats: Active Stats: +Power | +Block +Quick | +Block
Active Stats: Active Stats: +Quick | +Save +Set | +Save
Active Stats: Active Stats: +Power | +Receive +Power | +Serve
Active Stats: Active Stats: +Block | +Receive +Quick | +Set
Active Stats: Active Stats: +Quick | +Block +Quick | +Save
Active Stats: Active Stats: +Quick | +Receive +Quick | +Receive
🧢 Coaches
Coaches will be added here:
💭 Memories
Haikyu Memories
MB Memories
S Memories
WS Memories
OP Memories
LI Memories
MB Memories
MB Memory
Increases equipper’s [Quick Attack] by 6/12%; for every 1 players with Block trait in the opponent’s front row, additionally increases equipper’s [Quick Attack] by 3.2/6.4%
Hirugami SP
Increases the equipper's [Block] by 12/24%. If you have four or more players with the Block specialty, all players on your side have their [Block] and [Quick Attack] increase by 10% for 1 rally.
Tendo SP
Increases the [Awareness] of the member who has this memory by 20%. When the member’s ultimate is activated, their [Quick Attack], [Block], and [Defense Technique] is increased by 4/8%. Up to 2 stacks. This effect lasts for 6 net crossings.
Hinata SP
The equipper’s [Strength] stat is increased by 12/24%. If the equipper’s Quick Attack is a critical, increase [Strength] by 2% (up to 5 stacks). If an ally’s Quick Attack succeeds without the ball being touched by the blocker, the opponent’s front row players [Reflex] and [Spirit] are reduced by 4/8% until the ball crosses the net 10 times. (This pretty much means on a BAD opponent block)
Tsukishima SP
The equipper’s [Quick Attack] stat is increased by 15/27%. If the equipper makes a critical play, their [Block] stat is increased by 6/10% (up to 3 stacks). Randomly inflicts [Suppress] (main stats reduced by 5%) on one opponent until the ball crosses the net 8 times.
Kuroo SP
The equipper’s [Block] stat is increased by 12/24%. When the equipper blocks or receives, if the opponent has a disadvantage effect, the equipper’s [Defense Technique] is increased by 20% until the ball crosses the net 4 times.
Aone SP
The equipper’s [Defense Technique] stat is increased by 6.4/12.8%. When the equipper participates in a 2- or 3-man block, allied front-line [Block] stat is increased by 12% until the ball crosses the net twice. If the equipper blocks as part of a 2- or 3-man block, their [Block] stat is increased by 15% until the ball crosses the net twice.
Kuroo UR
The equipper’s [Block] stat is increased by 12/24%. Each time they gain a [Quick Attack] boost from an ally, they gain 1 stack of [Lockdown]. Each [Lockdown] stack increases [Block] by 1.2/2.4% (up to 10 stacks). When the equipper uses a Block Ultimate, 10 [Lockdown] stacks are consumed to reduce that Ultimate’s cooldown by 10 net crossings.
Hirugami UR
The equipper’s [Block] stat is increased by 10/20%. When an ally scores, the equipper’s [Block] is increased by 2.4/4.8% (up to 3 stacks). If an ally has [Immovable Block], allies and the equipper’s [Defense Technique] is increased by 1.2/2.4% when blocking until the ball crosses the net 4 times (up to 3 stacks).
Hinata SSR
The equipper’s [Awareness] stat is increased by 8/16%. If [Awareness] ≥ 40%, increase [Awareness] by an additional 10/16% and reduce Block stat by 8%.
Tsukishima SSR
The equipper’s [Block] stat is increased by 10/20%. When the equipper casts a Block Ultimate, if the spiker has a debuff, the power of this block is increased by 16/32% of the equipper’s [Block] stat.
Kuroo SSR
The equipper’s [Awareness] stat is increased by 8/16%. When the equipper is blocking, their [Defense Technique] is increased by 12/24% of their [Strength].
Washio SSR
The equipper’s [Block] stat is increased by 12/24%. When the equipper blocks, if the opponent’s Spike is critical, this block is guaranteed to also be critical. If the block result is not BAD, the equipper’s [Block] is increased by 3/5% (up to 3 stacks).
Lev SSR
While the equipper is on the court, ally back-row players' [Receive] stat is increased by 6/12%. If an ally performs a PERFECT Receive, the equipper’s next Quick Attack Ultimate is increased by 12/24% of [Quick Attack].
Aone SSR
The equipper’s [Defense Technique] stat is increased by 8/16%. If the equipper’s Block result is not BAD, the opposing spiker loses 2 stamina (3 stamina if they are a Power Spiker).
Tendo SSR
The equipper’s [Block] stat is increased by 14/28%. If the equipper makes a Critical Block, the cooldown of their Block Ultimate is reduced by 1/2/2/3/3 net crossings.
Rintaro SSR
The equipper’s [Quick Attack] stat is increased by 10/20%. If the opponent’s blocker has a debuff, the equipper’s Quick Attack is increased by 20/40% of [Quick Attack].
Tadashi SR
The equipper’s [Serve] stat is increased by 6/12%. When the equipper aces a serve, increase their [Serve] stat by 10/20% for their next Serve.
Kindaichi SR
The equipper’s [Awareness] stat is increased by 40/80% When they cast their first Quick Spike Ultimate. When casting an Ultimate, increase the equipper’s [Block] stat by 2.8/5.6% (up to 3 stacks).
Matsukawa SR
When the equipper blocks, increase their [Block] stat by 2.8/5.6%(up to 5 stacks)
S Memories
S Memory
While the equipper is present, increase your side’s [Set] stat by 4/8%; 1 time per match, when the equipper’s stamina falls below 30, restores 12/24 stamina to the equipper.
Atsumu SP
+12/24% [Set]. At the start of each point, teammates with lower than 50% [Awareness] will get a 7% increase to their basic stats. Those with lower than 30% [Awareness] will instead get a 17% increase to their basic stats.
Oikawa SP
The member with this memory has their [Set] increased by 12/24%. At the start of a rally, if the number of ally [Attack Rhythm] stacks exceeds 2, the member equipped with this memory has their attack parameters ([Power Attack], [Quick Attack], [Set], [Serve], [Awareness], [Strength], [Attack Technique]) increased by 10%. This effect lasts for 1 rally.
Koganegawa SP
The [Block] of the member who has this memory set is increased by 12/24%. If the member is participating in a 2-Piece/3-Piece block, the [Set] of the member is increased by 3%. Up to 5 stacks. When the member is on the Court, the [Defense Technique] of the front line ally is increased by 8/16% when the ally serves. This effect lasts for 1 rally.
Akaashi SP
The member who has this memory set will have their [Set] increased by 12/24%. While an ally has activated Team Morale Awakening, the [Awareness] of that member is increased by 10%. Increases the main parameters of allies with the [Best Surfing Condition] effect by 15%. When an ally loses the [Best Surfing Condition] effect, all allies' [Reflex] is increased by 10%. This effect lasts until the ball has crossed the net 8 times.
Kenma SP
The [Reflex] of the member who has this memory set increases by 8/16%. When an opponent's spike (power attack/quick attack) is a critical play, the teammate who activates the block or receive skill will gain one stack of the [Sticky] effect. Each stack of [Sticky] effect increases [Reflex] by 2/4%. Up to 3 stacks. If the opponent's spike (power attack/quick attack) is a critical play and the teammate who activates the block or receive skill has 3 stacks of the [Sticky] effect, 3 stacks of the [Sticky] effect will be consumed and the teammate's [Reflex] will be increased by 100%. This effect will last until the ball goes over the net once.
Sugawara SP
The main parameters of the member who has this memory set will increase by 8/16%. When the team member is setting, the [Power Attack/Quick Attack] of the member who spikes (Power Attack/Quick Attack) will increase by 1/2% (maximum 15/30%) for every 6 stamina that teammate has. This effect lasts until the ball goes over the net twice. When the skill of the corresponding member is activated, if stamina is consumed in excess(uses extra stamina), the ally member with the lowest stamina will recover 10 stamina.
Kageyama UR
The equipper’s [Set] stat is increased by 12/24%. When the equipper’s Setter Dump skill is activated, [Strength] is increased by [Awareness] by 20/40%, up to a maximum of 100%. This also increases the power of the next spike (power attack/quick attack) by 14/28%.
Oikawa UR
The equipper’s [Serve] stat is increased by 12/24%. When the equippers serve is critical they will gain 2 stacks of the [Attack Tempo]. Each stack of [Attack Tempo] increases the [Awareness] of allies on the court by 1%. Up to 10 stacks. If the serve aces, you will gain 4 more stacks of the [Attack Tempo]. While the equipper is on the court, When [Attack Tempo] reaches 6 stacks, the [Strength] and [Spirit] of the allied members increase by 2/4%. Up to 3 stacks.
Atsumu UR
The equipper’s [Set] stat is increased by 12/24%. While the equipper is on the court, the [Attack Technique] and [Defense Technique] of allies whose [Awareness] and [Reflex] are below 20% will be increased by 3.2/6.4%. When any play by an ally is not critical, the equipper’s [Attack Technique] and [Defense Technique] will increase by 1/2%. Up to 5 stacks. This effect lasts for 1 rally.
Semi SSR
The equipper’s [Awareness] stat is increased by 8/16%. When the equipper casts a Serve Ultimate, their [Serve] stat increases by 3.2/6.4%. Up to 3 stacks.
Shirabu SSR
The equipper’s [Set] stat is increased by 8/16%. When the equipper performs a critical set and the following spiker is performing a power attack, the [Strength] of that spiker is increased by 16/32%.
Akaashi SSR
The equipper’s [Set] stat is increased by 6/12%. While your side is in [Team Morale Awakening], when the equipper sets, the ally spiker recovers 4 stamina and increases [Attack Technique] by 8/16%. When the equipper removes a debuff, the [Down Mode] debuff is also removed.
Kageyama SSR
Increases equipper’s [Serve] stat by 10/20%; when equipper casts a Setter Dump Ultimate, increases their [Awareness] by 10/20% plus 15% of their [Awareness]
Kenma SSR
Increases equipper’s [Set] stat by 4/8%; while equipper is present, increases your side’s back row players’ Receive stat by 6/12%; while equipper is present, when your side’s [Keep It Alive] stacks decrease, receives 1 stacks of [Keep It Alive]: each stack of [Keep It Alive] increases Receive stat of players on your side by 1% up to 6 stacks
Oikawa SSR
Increases equipper’s [Set] stat by 10/20%; the first time in each match when your side’s [Attack Tempo] exceeds 10 stacks, additionally increase equipper’s [Set] stat by 10/20% for 1 Set: each stack of [Attack Tempo] increases the [Awareness] of players on your side by 1%, up to 10 stacks
Koganegawa SSR
Increases equipper's [Set] stat by 8/16%; while equipper is present and your side's block result is not BAD, reduces opponent's next Power Spike power by 10/20% of the spiker's [Power Attack] stat; while equipper is present and your side's block result is BAD, increases your side's next block power by 16/32% of the blocker's [Block] stat
Kageyama SR
Increases equipper's [Serve] stat by 6/12%; If the equipper is a Quick Attack-type player, additionally increase their [Serve] stat by 10/20%.
Sugawara SR
Increases equipper's [Reflex] stat by 4.8/9.6%; When the equipper serves, increase your ally back-row player’s [Reflex] by 2.4/4.8% for 3 net crossings.
Kenma SR
When equipper sets, increase [Set] stat by 2.8/5.6%(up to 5 stacks).
WS Memories
WS Memory
Increases equipper’s [Power Attack] stat by 6/12%; when equipper performs a Power Spike, reduces opponent blocking players’ [Block] stat by 6.4% for 1 net crossings; if the block result is BAD, reduces opponent blocking players’ [Block] stat by an additional 6.4% for 2 net crossings
Hoshiumi SP
Increases the equipper's Basic Stats by 6/12%. When the equipper casts a skill, if the skill specialty is different from the specialty of the skill that the equipper previously casted, their Attack Technique and Defensive Technique increases by 2%, up to 10 stacks.
Ginjima SP
The member with this memory has their power attack +12/24%. For that member’s first three spikes (Power or Quick) per set, their [Power Attack] or [Quick Attack] increase by 15%. When that member successfully lands a spike (Power or Quick), all allied members’ main parameters increase by 2%, up to a maximum of 6 stacks.
Iwaizumi SP
The [Receive] of the member who has this memory set is increased by 12/24%. The power of the member’s receive ultimate is increased by the member’s [Receive] x 70%. When the member’s receive ultimate is activated, their [Power Attack] is increased by 5%. Up to 3 stacks. This effect lasts until the member’s next spike (Power Attack/Quick Attack).
Bokuto SP
The [Strength] of the member who has this memory set is increased by 12/24%. When the corresponding member performs a power attack, [Attack Technique] increases by 5%. If the remaining duration of an ally's Team Morale Awakening is 6 or more ball touches, [Attack Technique] is increased by an additional 20%.
Sakusa UR
The equipper’s [Power Attack] stat is increased by 12/24%. When the equipper performs a receive, Increase [Attack Technique] by 15% until the ball crosses the net twice. After performing the receive, the equipper’s [Spirit] increases by 4/8%, up to 4 stacks.
Hoshiumi UR
The equipper’s [Attack Technique] and [Defense Technique] stats are increased by 3.2/6.4%. When the equipper casts any skill, their [Basic Stats] increases by 1/2% (max 10 stacks). If the play is critical, gain 1 additional stack.
Bokuto UR
The equipper’s [Power Attack] stat is increased by 12/24%. Each time your side enters [Team Morale Awakening], the equipper’s [Power Attack] increases by 4/8%, up to 3 stacks. While the equipper’s on the court, the duration of [Team Morale Awakening] increases by 2 ball touches.
Ginjima SSR
The equipper’s [Receive] stat is increased by 10/20%. When the equipper receives, their [Power Attack] increases by 8/16%, lasting until the ball crosses the net 6 times. If equipper's receive is Critical, their next Power Spike is guaranteed to be a Critical
Aran SSR
The equipper’s [Power Attack] stat is increased by 10/20%. For every 6 Stamina the equipper recovers, [Power Attack] is increased by 3.2/6.4%. This effect lasts until the ball has crossed the net 5 times. If the Stamina recovered in a single instance exceeds 10, [Attack Technique] increases by 3.2/6.4%; this effect lasts until the ball has crossed the net 5 times.
Kita SSR
The equipper’s [Receive] stat is increased by 10/20%. If equipper’s receive is not critical, the power of the next ally's receive increases by 20/40% of the receiving member's [Receive] stat.
Tanaka SSR
The equipper’s [Power Attack] stat is increased by 10/20%. The equipper’s first two spike Ultimates have their power increase by 18/36% of the equipper’s [Power Attack].
Asahi SSR
If the equipper has 50 or more Stamina, the equipper’s [Power Attack] stat is increased by 18/36%. When the equipper casts a Power Spike skill that uses more than 20 Stamina, this Power Spike's power increases by 16/32% of the equipper’s [Power Attack].
Iwaizumi SSR
The equipper’s [Receive] stat is increased by 10/20%. When the equipper performs a Critical Power Spike Ultimate, increase the equipper’s [Power Attack] stat by 8/16% of their [Receive] stat for 3 net crossings.
Futakuchi SSR
The equipper’s [Block] stat is increased by 10/20%. For each ally Block-type member on the court, the equipper’s Ultimate skill increases by 3.2/6.4% of the Ultimate’s corresponding stat.
Goshiki SSR
The equipper’s [Power Attack] stat is increased by 10/20%. While your side’s in [Team Morale Awakening], the equipper’s [Power Attack] stat increases by 16/32%.
Reon SSR
When the equipper casts a Skill, The equipper’s [Awareness] and [Reflex] are increased by 1.6/3.2%, up to 5 stacks.
Terushima SSR
The equipper’s [Power Attack] is increased by 12/24%. When this member loses the [Play Hard] effect, gain 2 stacks of [Play Hard] and increase back-row allies' [Receive] by 6/12% for 1 rally.
Each stack of [Play Hard] increases the equipper’s [Power/Quick Attack] by 2.5%, up to 4 stacks.
Ennoshita SR
The equipper’s [Defense Technique] is increased by 3.2/6.4%. When this member scores with a spike, increase your team’s back row players’ [Receive] stat by 4/8% for 2 net crossings.
Asahi SR
The equipper’s [Awareness] is increased by 4/8% when serving. When equipper scores a Service Ace, restore 5 stamina and increase the next serve by 8/16% of [Serve] stat.
Iwaizumi SR
The equipper’s [Awareness] is increased by 4.8/9.6%. When equipper performs a Critical play, increase [Strength] by 2.8/5.6%
(up to 3 stacks).
OP Memories
OP Memory
When equipper enters the court for the first time in each match, increase their [Receive] stat by 12/24% for 3 turns
Osamu SP
Increases the [Quick Attack] of the member who has this memory set by 12/24%. When an ally sets, the corresponding member's [Strength] increases by 2%. Up to 15 stacks. If the equipper sets, they gain an additional 2 stacks.
Ushijima SP
The member who has this memory will have their [Strength] increased by 12/24% and their [Awareness] increased by 40%. When the member uses a spike, their [Awareness] will decrease by 10% and their [Strength] will increase by 8%. Up to 3 stacks.
Kunimi SP
Increases the [Power Attack] of the member who has this memory by 12/24%. If the member’s stamina is below 80, increase the members [Attack Technique] by 4/12%. Each time the member’s stamina is restored, increase the member’s [Strength] by 6%. Stacks up to 5 times.
Ushijima UR
The equipper’s [Awareness] stat is increased by 10/20%. If [Awareness] exceeds 20%, every 1% additional [Awareness] increases [Strength] by 0.5/1% (up to 50/100%).
Osamu UR
The equipper’s [Quick Attack] stat is increased by 12/24%. If [Attack Technique] exceeds 40%, the equipper’s [Quick Attack] is increased by an additional 24/48%.
Daichi SSR
The equipper’s [Receive] stat is increased by 10/20%. While the equipper is on the court, gain 1 stack of [Grit] whenever a Power-type ally consumes 20 stamina. Each stack increases Power Spike by 2/4% of that ally’s [Power Attack] stat (up to 10 stacks).
Konoha SSR
The equipper’s [Basic Stats] are increased by 6/12%. While Team Morale Awakening is active, the equipper’s [Reflex] stat is increased by 4/8%.
Kyotani SSR
While the equipper is on the court, Increase ally Power-type players [Strength] stat by 6/12%. If the opponent’s stamina is below 60, their [Block] stat is reduced by 8/16% until the ball crosses the net 3 times. This can be activated once per set per member.
Sasaya SSR
The equipper’s [Power Attack] and [Block] stats are increased by 6/12%. If the opponent is leading in score, the equipper’s spike increases by 14/28% of their [Power Attack].
Daichi SR
When the equipper receives, increase your ally’s next spike by 18/36% of their [Power/Quick Attack] stat.
Kunimi SR
At the start of each rally, the equipper receives 1 stack of [Strength Boost], each stack increases the equipper’s [Strength] stat by 5.2/10.4% (up to 3 stacks); when [Strength Boost] exceeds 3 stacks, increase equippers [Awareness] by 6/12%
Kyotani SR
Increase the equipper’s [Serve] stat by 6/12%, when the equipper performs a Critical Serve, increase this serve’s power by 10/20% of [Serve] stat.
LI Memories
LI Memory
Increases equipper's [Basic Stats] by 3.2/6.4% when equipper’s receive result is not BAD, increases your side’s next Power Spike power by 12/24% of the spiker’s [Power Attack] stat
Nishinoya SP
The equiper’s receive is increased by 12/24% of their [Receive]. When using an Ultimate, the equipper gains 0.6/1.2% [Reflex] and 1.2/2.4% [Spirit] (up to 5 stacks). If the equipper has already used an ultimate this rally, when using an ultimate restore 10 stamina and increase [Defense Technique] by 8/16% for their next Ultimate within 2 net crossings.
Komori UR
The equipper [Receive] stat is increased by 12/24%. When the equipper receives, back row allies’ [Defense Technique] are increased by 2% (up to 3 stacks). While the equipper is on the court, when an ally casts a Receive skill, that ally restores 2 stamina and gains +15% [Power/Quick Attack], lasting until the ball crosses the net twice.
Nishinoya SSR
While the equipper is on the court, back row allies’ [Save] stat is increased by 4/8%. If the equipper spends 8 or more stamina when activating a Receive skill, they perform a Receive with an additional 10/20% of their [Receive] and recover 2 stamina.
Yaku SSR
When the equipper receives, their receive increases by 2/4% (up to 5 stacks). If the Receive result is PERFECT, the next ally Quick Attack is increased by 16/32% [Quick Attack].
Haruki SSR
The equipper’s [Receive] and [Save] stats are increased by 8/16%. If the equipper’s Receive or Save result is not BAD, team Morale increases by 10. In addition, the next ally Power Spike is increased by 6/10% of that member’s [Power Spike] stat.
Yamagata SSR
The equipper’s [Receive] stat is increased by 10/20%. When the equipper activates a Receive Ultimate, their [Reflex] stat is increased by 6/12%.
Akagi SSR
The equipper’s [Receive] stat is increased by 10/20%. If the equipper’s Receive or Save result is not BAD, allies’ [Defense Technique] stat is increased by 8/16% (up to 3 stacks). This effect lasts for 1 rally.
Nishinoya SR
The equipper’s [Defense Technique] stat is increased by 3.6/7.2%. When the equipper’s save result is not BAD, increase their [Save] stat by 4/8% for their next save.
Yaku SR
The equipper’s [Receive] stat is increased by 6/12%. When the equipper casts a Receive Ultimate against a Quick Spike, increase their [Receive] stat by 10/20% for this receive.
Watari SR
When equipper’s receive result is not BAD, increase your ally’s next Power/Quick spike by 22/44% of their [Power/Quick Attack] stat.
🐦⬛ Karasuno
Karasuno
Shoyo Hinata - SP