

MASKS OF REDUCTION
Active skill - Deals 350% damage to all enemies. If the target is a Brawler, reduce their Hit Chance by 50% for 2 rounds. If the target is a Finisher, reduce their Crit Chance by 50% for 2 rounds. If the target is a Mage, reduce their Skill Damage by 50% for 2 rounds.
Debuff-oriented support with no mech damage output. Masks of Reduction's role-based debuffs (-50% Hit Chance on Brawlers, -50% Crit on Finishers, -50% SD on Mages) are irrelevant against a single mech boss.
Mask of Healing's basic-attack heal is too slow for mech's damage-race format. Largely obsoleted by Chancer's release — as community consensus states, Chancer completely erased Face from the meta.
Role-targeted debuffs have some Smash utility against mixed enemy teams. Masks of Reduction's -50% to Brawler Hit Chance, Finisher Crit, and Mage Skill Damage weakens key enemy threats.
Mask of Recovery's death trigger (heals 3 allies for 200% max HP + 50% DR + Control Resist for 3 rounds) provides strong team protection. But overall impact is too passive for Smash's aggressive format. Outclassed by Crane's damage-oriented fighters.
Debuff support that has been fully power-crept. Masks of Reduction's role-based debuffs are broad but shallow — -50% reductions sound strong but don't prevent burst kills from high-investment enemies.
Mask of Healing's basic-attack heal on 2 lowest HP allies provides sustain but can't match dedicated supports like Laguna. Chancer does everything Face does while also dealing top-tier damage.
Not part of the core Crane hard mode team. Healing and debuffs are useful but Laguna provides superior support. No CC to control minion waves, no boss-killing capability.
Mask of Recovery's death trigger offers a safety net, but building around a fighter dying is not a viable HM strategy. Crane HM slots are filled by the core four (Xeno, Scythe, Locke, Laguna).
Exception to Face's general obsolescence. At GM4, Face carries through Crane sewer floor 460+ (dual-Nyx stage) thanks to massive healing output and 50% DR. Heals a lot and the damage reduction sustains the team through the hardest sewer waves.
Mask of Recovery's death trigger provides a comeback mechanic in long sewer attrition. Role-based debuffs weaken sewer enemies across all types. Niche but genuinely valuable at high sewer floors.
Passive support with minimal campaign contribution. Mask of Healing's basic-attack heals provide sustain but campaign rewards fighters who clear waves quickly, not ones who heal through them.
Mask of Recovery's death trigger can save campaign runs but is a reactive strategy, not a proactive one. Outclassed by Laguna for support and by any damage-oriented Crane fighter for progression.
