Difference between revisions of "User:Boblers/Sandbox3"
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>Boblers (→Chain Co-ability Archetypes: adding some strength-related tables) |
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| + | =Co-abilities Guide= | ||
| + | Co-abilities are special abilities that apply over all adventurers in a team. | ||
| + | |||
| + | __TOC__ | ||
| + | {{Clear}} | ||
| + | {{Tab/start}} | ||
| + | {{Tab/header|[[File:Icon SandTimer 01 Battle.png|25px|link=]] Changelog}} | ||
| + | ==Changelog== | ||
| + | This is a list of all notable updates made to this guide. Note that these updates don't always line up with game updates. | ||
| + | * If multiple updates happen within the same day, they're batched together into that day's entry in this log. For a full archive of edits, you can view the History button at the top of the article. | ||
| + | * Sometimes a couple days of analysis time are needed to judge where new co-abilities can be used. Some new co-abilites may end up not being useful enough, in which case a particular game update might not justify a guide update. | ||
| + | * Build updates happen as the meta develops, which also can be off-schedule from actual game updates. | ||
| + | * Formatting changes occur based on user feedback and discussion over time. | ||
| + | <div style="width:100%"> | ||
| + | <div style="max-height: 500px; overflow: auto;"> | ||
| + | {| class="wikitable mw-collapsible" style="width:100%;" | ||
| + | ! colspan=3 | Update Changelog  | ||
| + | |- | ||
| + | ! Date !! Changes | ||
| + | |- | ||
| + | |'''??? ??, 2020''' || | ||
| + | * Initial guide release. | ||
| + | |} | ||
| + | </div> | ||
| + | </div> | ||
| + | |||
| + | {{Tab/header|[[File:Icon Ability 1020002.png|32px|link=]] Co-ability Basics}} | ||
| + | ==Co-ability Basics== | ||
| + | Each adventurer has access to a '''Co-ability''' (often abbreviated to "'''coab'''", or primary co-ability) as well as a '''Chain Co-ability''' (often abbreviated to "'''CCA'''", or secondary co-ability). We will cover Chain Co-abilities later. | ||
| + | |||
| + | Co-abilities will often depend on the adventurer's weapon type, as follows: | ||
| + | {| class="wikitable" | ||
| + | ! Co-ability !! Weapon Type | ||
| + | |- | ||
| + | | [[File:Icon Ability 1020005.png|32px|link=]] [[Dragon Haste]] || {{InlineIcon|Icon Weapon|Sword}} Sword | ||
| + | |- | ||
| + | | [[File:Icon Ability 1020002.png|32px|link=]] [[Strength]] || {{InlineIcon|Icon Weapon|Blade}} Blade | ||
| + | |- | ||
| + | | [[File:Icon Ability 1020010.png|32px|link=]] [[Critical Rate]] || {{InlineIcon|Icon Weapon|Dagger}} Dagger | ||
| + | |- | ||
| + | | [[File:Icon Ability 1020003.png|32px|link=]] [[Defense]] || {{InlineIcon|Icon Weapon|Axe}} Axe | ||
| + | |- | ||
| + | | [[File:Icon Ability 1020001.png|32px|link=]] [[HP]] || {{InlineIcon|Icon Weapon|Lance}} Lance | ||
| + | |- | ||
| + | | [[File:Icon Ability 1020004.png|32px|link=]] [[Skill Haste]] || {{InlineIcon|Icon Weapon|Bow}} Bow | ||
| + | |- | ||
| + | | [[File:Icon Ability 1010002.png|32px|link=]] [[Skill Damage]] || {{InlineIcon|Icon Weapon|Wand}} Wand | ||
| + | |- | ||
| + | | [[File:Icon Ability 1020009.png|32px|link=]] [[Recovery Potency]] || {{InlineIcon|Icon Weapon|Staff}} Staff | ||
| + | |} | ||
| + | |||
| + | ===Rare Co-abilities=== | ||
| + | Some adventurers will have a different co-ability than what would be normal for their weapon type. We will call these "'''Rare Co-abilities'''": | ||
| + | {| class="wikitable" | ||
| + | ! Co-ability !! Adventurers | ||
| + | |- | ||
| + | | [[File:Icon Ability 1010041.png|32px|link=]] [[HP & Defense]] || {{Icon|Adventurer|Chrom|size=32px|text=1}} | ||
| + | |- | ||
| + | | [[File:Icon Ability 1010016.png|32px|link=]] [[Overdrive Punisher & Gauge Accelerator]] || {{Icon|Adventurer|Mega Man|size=32px|text=1}} | ||
| + | |- | ||
| + | | [[File:Icon Ability 1070004.png|32px|link=]] [[Paralyzed Punisher]] || {{Icon|Adventurer|Sharena|size=32px|text=1}} | ||
| + | |- | ||
| + | | [[File:Icon Ability 1070016.png|32px|link=]] [[Reduced Strength & Defense Punisher]] || {{Icon|Adventurer|Gala Leif|size=32px|text=1}} | ||
| + | |- | ||
| + | | [[File:Icon Ability 1020032.png|32px|link=]] [[Shapeshifting Boost]] || {{Icon|Adventurer|Gala Prince|size=32px|text=1}} | ||
| + | |- | ||
| + | | [[File:Icon Ability 1010045.png|32px|link=]] [[Standard Attack Damage]] || {{Icon|Adventurer|Tiki|size=32px|text=1}}<br/>{{Icon|Adventurer|Gala Laxi|size=32px|text=1}} | ||
| + | |- | ||
| + | | [[File:Icon Ability 1010001.png|32px|link=]] [[Force Strike]] || {{Icon|Adventurer|Grace|size=32px|text=1}} | ||
| + | |- | ||
| + | | [[File:Icon Ability 1020011.png|32px|link=]] [[Critical Damage]] || {{Icon|Adventurer|Halloween Mym|size=32px|text=1}}<br/>{{Icon|Adventurer|Valentine's Melody|size=32px|text=1}} | ||
| + | |- | ||
| + | | [[File:Icon Ability 1090004.png|32px|link=]] [[Light Damage]] || {{Icon|Adventurer|Peony|size=32px|text=1}} | ||
| + | |- | ||
| + | | [[File:Icon Ability 1010006.png|32px|link=]] [[Buff Time]] || {{Icon|Adventurer|Tobias|size=32px|text=1}} | ||
| + | |} | ||
| + | |||
| + | ==Co-ability Mechanics== | ||
| + | When using Co-abilities, their mechanics must be kept in mind: | ||
| + | * '''Effect Intensity''' - The initial intensity of a Co-ability will start at different amounts depending on the adventurer's base rarity. | ||
| + | ** For instance, a {{3*}} {{Icon|Adventurer|Taro|size=32px|text=1}} will start with a 1% strength co-ability, while a {{5*}} {{Icon|Adventurer|Ieyasu|size=32px|text=1}} will start with a 5% strength co-ability. | ||
| + | ** Co-abilities can be upgraded in the 5th floor of the Mana Circle, and once fully upgraded, all co-abilities will have the same intensity. For example, a fully-upgraded {{Icon|Adventurer|Taro|size=32px|text=1}} and a fully-upgraded {{Icon|Adventurer|Ieyasu|size=32px|text=1}} will both have a 10% strength co-ability. | ||
| + | * '''Backline''' - Co-abilities will affect your own team in solo play, but will only affect yourself in co-op play. This means that the 3 units in the "back" who don't enter combat, called your "backline", can still support your main adventurer with their co-abilities. However, the other human players will not be affected by your co-abilities at all. | ||
| + | ** In raids, the same principle applies. Co-abilities will only affect your own team, and there is no interaction of Co-abilities between human players. | ||
| + | * '''Stacking Restrictions''' - You cannot stack two of the same Co-ability on a team - the highest value wins. For example, if you have 2 blades with Strength +8% and Strength + 10%, only the 10% will be applied. | ||
| + | * '''Slightly-Confusing Wording''' - Literally every co-ability says "benefits your whole team" at the end, so you can ignore that text for the most part. Where this gets confusing is for effects such as "Poison = User Strength" that only affect the user. It won't buff the entire team when one person lands poison, but anyone on the team is able to activate it on themselves. | ||
| + | |||
| + | ==Chain Co-ability Mechanics== | ||
| + | Chain Co-abilities work similarly to normal co-abilities, but there are some notable differences: | ||
| + | * '''Effect Intensity''' - Unlike normal co-abilities, chain co-abilities will not equalize once fully upgraded. Adventurers with higher base rarity will have higher maximum values on their chain co-abilities. | ||
| + | * '''No Stacking Restrictions''' - Chain co-abilities are freely able to stack with other chain co-abilities, and with normal co-abilities. There is no maximum cap on how much you can stack. | ||
| + | * '''Element Locking''' - The vast majority of chain co-abilities must match the element of the original adventurer. For example, a Light adventurer may have a chain co-ability that only works on other Light adventurers. | ||
| + | ** The main 5 story adventurers ({{Icon|Adventurer|The Prince|size=32px|text=1}}, {{Icon|Adventurer|Elisanne|size=32px|text=1}}, {{Icon|Adventurer|Ranzal|size=32px|text=1}}, {{Icon|Adventurer|Cleo|size=32px|text=1}}, and {{Icon|Adventurer|Luca|size=32px|text=1}}) are exceptions to this rule. Their chain co-abilities have no element lock, and theorefore work on anyone. However, their chain co-abilities have the intensity of a {{3*}} rather than a {{4*}}. | ||
| + | * '''Wide Variation in Availability''' - An adventurer's chain co-ability could be almost anything - there is no pattern based on weapon type. Sometimes it will be something that aids the adventurer's play style, and sometimes it will have nothing at all to do with their play style. | ||
| + | |||
| + | ==General Co-ability setups== | ||
| + | From a building standpoint, chain co-abilities also tend to be less significant than normal co-abilities in most cases. As such, they should only be considered after a general co-ability backline has been attempted, so that it can be further optimized. | ||
| + | |||
| + | {{Tab/header|[[File:Icon Ability 1020036.png|32px|link=]] Chain Co-ability Archetypes}} | ||
| + | ==Chain Co-ability Archetypes== | ||
| + | |||
| + | ===Buff Skill Time=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect !! {{4*}} Effect !! {{5*}} Effect | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water || {{Icon|Adventurer|Cibella|size=32px|text=1}} || {{Icon|Adventurer|Renee|size=32px|text=1}}<br/>{{Icon|Adventurer|Summer Estelle|size=32px|text=1}} || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow || - || - || - | ||
| + | |} | ||
| + | |||
| + | ===Dragon Haste=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect !! {{4*}} Effect !! {{5*}} Effect | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|None}} Any || {{Icon|Adventurer|The Prince|size=32px|text=1}} || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame || - || {{Icon|Adventurer|Yuya|size=32px|text=1}} || {{Icon|Adventurer|Halloween Mym|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water || {{Icon|Adventurer|Pietro|size=32px|text=1}} || {{Icon|Adventurer|Nurse Aeleen|size=32px|text=1}}<br/>{{Icon|Adventurer|Pipple|size=32px|text=1}} ||{{Icon|Adventurer|Tiki|size=32px|text=1}}<br/>{{Icon|Adventurer|Yurius|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow || - || {{Icon|Adventurer|Audric|size=32px|text=1}} || {{Icon|Adventurer|Ieyasu|size=32px|text=1}}<br/>{{Icon|Adventurer|Lathna|size=32px|text=1}} | ||
| + | |} | ||
| + | |||
| + | ===Combo Time=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect !! {{4*}} Effect !! {{5*}} Effect | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame || - || - || {{Icon|Adventurer|Ezelith|size=32px|text=1}}<br/>{{Icon|Adventurer|Nobunaga|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water || - || - || {{Icon|Adventurer|Dragonyule Cleo|size=32px|text=1}}<br/>{{Icon|Adventurer|Gala Elisanne|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light || - || {{Icon|Adventurer|Fritz|size=32px|text=1}} || {{Icon|Adventurer|Mitsuhide|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow || - || - || - | ||
| + | |} | ||
| + | |||
| + | ===HP=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect !! {{4*}} Effect !! {{5*}} Effect | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame || {{Icon|Adventurer|Marty|size=32px|text=1}} || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water || {{Icon|Adventurer|Ricardt|size=32px|text=1}} || {{Icon|Adventurer|Summer Ranzal|size=32px|text=1}} || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light || {{Icon|Adventurer|Estelle|size=32px|text=1}} || {{Icon|Adventurer|Sha Wujing|size=32px|text=1}} || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow || {{Icon|Adventurer|Taro|size=32px|text=1}} || {{Icon|Adventurer|Sazanka|size=32px|text=1}} || - | ||
| + | |} | ||
| + | |||
| + | ===Above 10 Hits = Strength=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect !! {{4*}} Effect !! {{5*}} Effect | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame || - || {{Icon|Adventurer|Karl|size=32px|text=1}} || {{Icon|Adventurer|Marth|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water || - || {{Icon|Adventurer|Thaniel|size=32px|text=1}} || {{Icon|Adventurer|Catherine|size=32px|text=1}}<br/>{{Icon|Adventurer|Xander|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind || - || {{Icon|Adventurer|Ku Hai|size=32px|text=1}} || {{Icon|Adventurer|Lin You|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light || {{Icon|Adventurer|Raemond|size=32px|text=1}} || - || {{Icon|Adventurer|Halloween Elisanne|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow || - || - || - | ||
| + | |} | ||
| + | |||
| + | ===Affliction = User Strength=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect !! {{4*}} Effect !! {{5*}} Effect | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame ({{Icon|Affliction|Burn|size=24px|text=1}}) || {{Icon|Adventurer|Valentine's Orion|size=32px|text=1}} || - || {{Icon|Adventurer|Nadine|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water ({{Icon|Affliction|Frostbite|size=24px|text=1}}) || {{Icon|Adventurer|Jakob|size=32px|text=1}} || {{Icon|Adventurer|Gauld|size=32px|text=1}}<br>{{Icon|Adventurer|Halloween Odetta|size=32px|text=1}} || {{Icon|Adventurer|Fjorm|size=32px|text=1}}<br/>{{Icon|Adventurer|Lazry|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind ({{Icon|Affliction|Poison|size=24px|text=1}}) || {{Icon|Adventurer|Johanna|size=32px|text=1}} || - || {{Icon|Adventurer|Sylas|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light ({{Icon|Affliction|Paralysis|size=24px|text=1}}) || - || - || {{Icon|Adventurer|Dragonyule Malora|size=32px|text=1}}<br>{{Icon|Adventurer|Sharena|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow ({{Icon|Affliction|Poison|size=24px|text=1}}) || {{Icon|Adventurer|Erik|size=32px|text=1}}<br>{{Icon|Adventurer|Zace|size=32px|text=1}} || - || {{Icon|Adventurer|Heinwald|size=32px|text=1}}<br>{{Icon|Adventurer|Gala Alex|size=32px|text=1}} | ||
| + | |} | ||
| + | |||
| + | ===Dragon's Claws=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect !! {{4*}} Effect !! {{5*}} Effect | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|None}} Any || {{Icon|Adventurer|Cleo|size=32px|text=1}} || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame || - || {{Icon|Adventurer|Verica|size=32px|text=1}} || {{Icon|Adventurer|Gala Mym|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water || - || - || {{Icon|Adventurer|Eugene|size=32px|text=1}}<br/>{{Icon|Adventurer|Summer Celliera|size=32px|text=1}}<br/>{{Icon|Adventurer|Xainfried|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind || - || {{Icon|Adventurer|Dragonyule Xainfried|size=32px|text=1}} || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow || - || - || {{Icon|Adventurer|Forte|size=32px|text=1}} | ||
| + | |} | ||
| + | |||
| + | ===HP 60 = Strength=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect !! {{4*}} Effect !! {{5*}} Effect | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|None}} Any || {{Icon|Adventurer|Elisanne|size=32px|text=1}}<br>{{Icon|Adventurer|Ranzal|size=32px|text=1}} || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame || - || {{Icon|Adventurer|Halloween Lowen|size=32px|text=1}}<br>{{Icon|Adventurer|Vanessa|size=32px|text=1}}<br>{{Icon|Adventurer|Xuan Zang|size=32px|text=1}} || {{Icon|Adventurer|Naveed|size=32px|text=1}}<br>{{Icon|Adventurer|Ramona|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water || {{Icon|Adventurer|Rex|size=32px|text=1}}<br>{{Icon|Adventurer|Zardin|size=32px|text=1}} || {{Icon|Adventurer|Karina|size=32px|text=1}} || {{Icon|Adventurer|Summer Julietta|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind || - || {{Icon|Adventurer|Templar Hope|size=32px|text=1}} || {{Icon|Adventurer|Summer Amane|size=32px|text=1}}<br>{{Icon|Adventurer|Wedding Elisanne|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light || {{Icon|Adventurer|Linus|size=32px|text=1}} || {{Icon|Adventurer|Odetta|size=32px|text=1}}<br>{{Icon|Adventurer|Ryozen|size=32px|text=1}} || {{Icon|Adventurer|Alfonse|size=32px|text=1}}<br>{{Icon|Adventurer|Hildegarde|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow || {{Icon|Adventurer|Edward|size=32px|text=1}}<br>{{Icon|Adventurer|Rodrigo|size=32px|text=1}} || {{Icon|Adventurer|Patia|size=32px|text=1}} || {{Icon|Adventurer|Summer Verica|size=32px|text=1}}<br>{{Icon|Adventurer|Yaten|size=32px|text=1}} | ||
| + | |} | ||
| + | |||
| + | ===HP Below 40 = Strength=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect !! {{4*}} Effect !! {{5*}} Effect | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame || {{Icon|Adventurer|Alain|size=32px|text=1}} || {{Icon|Adventurer|Yue|size=32px|text=1}}<br>{{Icon|Adventurer|Emma|size=32px|text=1}} || {{Icon|Adventurer|Valentine's Hildegarde|size=32px|text=1}} | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow || - || {{Icon|Adventurer|Berserker|size=32px|text=1}} || {{Icon|Adventurer|Curran|size=32px|text=1}}<br>{{Icon|Adventurer|Summer Patia|size=32px|text=1}} | ||
| + | |} | ||
| + | |||
| + | ===Affliction Edge=== | ||
| + | {| class="wikitable" | ||
| + | ! Element !! {{3*}} Effect (+40%) !! {{4*}} Effect (+45%) !! {{5*}} Effect (+50%) | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Flame}} Flame ({{Icon|Affliction|Burn|size=24px|text=1}})|| {{Icon|Adventurer|Joe|size=32px|text=1}} || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Water}} Water || - || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Wind}} Wind ({{Icon|Affliction|Poison|size=24px|text=1}})|| - || {{Icon|Adventurer|Eleonora|size=32px|text=1}} || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Light}} Light ({{Icon|Affliction|Paralysis|size=24px|text=1}})|| {{Icon|Adventurer|Malora|size=32px|text=1}} || - || - | ||
| + | |- | ||
| + | | {{InlineIcon|Icon Element|Shadow}} Shadow ({{Icon|Affliction|Poison|size=24px|text=1}})|| - || - || {{Icon|Adventurer|Delphi|size=32px|text=1}} | ||
| + | |} | ||
| + | |||
| + | Utility | ||
| + | * Buff Skill Time | ||
| + | * Dragon Haste | ||
| + | * Combo Time | ||
| + | |||
| + | Healing | ||
| + | * low HP = healing | ||
| + | * combo = healing (just Summer Norwin) | ||
| + | * shapeshift = healing (just Gala Prince) | ||
| + | |||
| + | Force Strike | ||
| + | * damage taken = FS (just Hunterzerker) | ||
| + | |||
| + | Energy | ||
| + | * combo = Energy (Sarisses) | ||
| + | |||
| + | HP or Defense | ||
| + | * HP | ||
| + | * Defense | ||
| + | |||
| + | Strength | ||
| + | * Combo = strength | ||
| + | * Affliction = user strength | ||
| + | * Dragon's Claws - significant for units with ample access to dragon form, such as Forte | ||
| + | * High HP = strength - 6% at the high end, falling below the 10% of Blades. This CCA is usually not relevant. | ||
| + | * Low HP = strength - 15% at the high end, beating the 10% of Blades. Ideal on enmity units. | ||
| + | * Energy = strength - 10% at the high end, and lasts for 15 seconds every time energy is recieved. This matches the 10% of blades, but such uptime may not be realistic. | ||
| + | * strength doublebuff = 10% at the high end, and lasts for 15 seconds every time a defense buff is recieved. This matches the 10% of blades, and such uptime is probably realistic. | ||
| + | |||
| + | Critical Rate | ||
| + | * Combo = crit rate | ||
| + | * Affliction = user crit rate | ||
| + | * High HP = crit rate | ||
| + | * crit rate doublebuff | ||
| + | |||
| + | Inspiration | ||
| + | * Energy = inspiration (just Lucretia) | ||
| + | |||
| + | Shield | ||
| + | * low HP = shield (Chelsea and Grace) | ||
| + | |||
| + | Affliction Chance | ||
| + | * Affliction Edge | ||
| + | |||
| + | Elemental Resistance | ||
| + | * combo = elemental res | ||
| + | * affliction = user elemental res | ||
| + | * High HP = elemental res | ||
| + | * Low HP = elemental res | ||
| + | * Energy = elemental res | ||
| + | * elemental res doublebuff | ||
| + | {{Tab/end}} | ||
| + | |||
| + | <!--=Cube Puzzles= | ||
| + | The '''Cube Puzzles''' are a set of puzzles surrounding the cube-like boss enemies in chapters 10 through 14 of the [[Campaign Quests|Main Campaign]]. Once solved, these puzzles will reveal the names of the cube enemies, which are initially hidden by question marks. | ||
| + | |||
| + | These puzzles were solved through the efforts of the Dragalia Lost Subreddit community, and are compiled in several threads by the user VStruct [https://www.reddit.com/user/VStruct/comments/g4qzkw/dragalia_lost_ex_boss_puzzle_threads/ here], and the information in this article is posted with their permission. | ||
| + | |||
| + | The puzzle solutions are being recorded on this wiki for archival purposes, and to make the information more accessible. | ||
__TOC__ | __TOC__ | ||
| − | == | + | ==Overview== |
| − | The | + | Each puzzle shares 3 components: |
| − | { | + | * The cube boss's attack names, which initially appear as a jumbled enigma of letters and numbers |
| − | ! | + | * The epithets awarded for defeating the cube boss on Normal and Hard difficulties, which offer hints on decoding the attack names |
| + | * The amount of question marks in the cube boss's name, hinting at the size of the answer phrase. | ||
| + | |||
| + | ==Chapter 10: New Horizons== | ||
| + | |||
| + | ===Epithets=== | ||
| + | {| class="wikitable" | ||
| + | ! Epithet | ||
|- | |- | ||
| − | | | + | |[[File:Icon Profile 04 Frame.png|42px|link=]] Binary Subtractor |
| − | | | + | |- |
| − | + | |[[File:Icon Profile 04 Frame.png|42px|link=]] Septenary Increaser | |
| − | + | |} | |
| + | ===Boss Attacks=== | ||
| + | ===Explanation=== | ||
| − | == | + | ==Chapter 11: Ulysses & Jupiter== |
| − | + | ===Epithets=== | |
| − | { | + | {| class="wikitable" |
| − | ! | + | ! Epithet |
|- | |- | ||
| − | | | + | |[[File:Icon Profile 04 Frame.png|42px|link=]] Master of the Indecipherable |
| − | |||
|- | |- | ||
| − | | | + | |[[File:Icon Profile 04 Frame.png|42px|link=]] The 127th Cryptologist |
| − | + | |} | |
| + | ===Boss Attacks=== | ||
| + | ===Explanation=== | ||
| + | |||
| + | ==Chapter 12: Phoenix== | ||
| + | ===Epithets=== | ||
| + | {| class="wikitable" | ||
| + | ! Epithet | ||
|- | |- | ||
| − | | | + | |[[File:Icon Profile 04 Frame.png|42px|link=]] Word Sleuth |
| − | |||
|- | |- | ||
| − | | | + | |[[File:Icon Profile 04 Frame.png|42px|link=]] Selfless Enigma |
| − | + | |} | |
| + | ===Boss Attacks=== | ||
| + | ===Explanation=== | ||
| + | |||
| + | ==Chapter 13: OSIRIS-REx== | ||
| + | ===Epithets=== | ||
| + | {| class="wikitable" | ||
| + | ! Epithet | ||
|- | |- | ||
| − | |{ | + | |[[File:Icon Profile 04 Frame.png|42px|link=]] Ancient Linguist |
| − | |'' | + | |- |
| + | |[[File:Icon Profile 04 Frame.png|42px|link=]] 13XXX | ||
| + | |} | ||
| + | ===Boss Attacks=== | ||
| + | ===Explanation=== | ||
| + | |||
| + | ==Chapter 14: Artemis== | ||
| + | ===Epithets=== | ||
| + | {| class="wikitable" | ||
| + | ! Epithet | ||
| + | |- | ||
| + | |[[File:Icon Profile 04 Frame.png|42px|link=]] Lunar Wordsmith | ||
| + | |- | ||
| + | |[[File:Icon Profile 04 Frame.png|42px|link=]] Lexical Artist | ||
| + | |} | ||
| + | ===Boss Attacks=== | ||
| + | ===Explanation=== | ||
| + | --> | ||
| + | <!--Adventurer auto-navbox draft | ||
| + | {{Navbox | ||
| + | | name = Gala navbox | ||
| + | | title = [[Gala Dragalia Showcase|Gala Dragalia]] | ||
| + | | listclass = hlist | ||
| + | | state = show | ||
| + | | group1 = Adventurers | ||
| + | | list1 = <div style="display:grid;grid-template-columns:repeat(auto-fill,90px)"> | ||
| + | {{#invoke:CargoQuery|main | ||
| + | |q?tables=Adventurers | ||
| + | |q?fields=CONCAT('1')=text,FullName=Name | ||
| + | |q?where=Availability="Gala" | ||
| + | |q?groupBy=_pageName | ||
| + | |q?orderBy= ReleaseDate ASC, Rarity DESC, ElementalTypeId ASC, WeaponTypeId ASC, Id DESC, FullName ASC | ||
| + | |template=AdventurerIcon | ||
}} | }} | ||
| + | </div> | ||
| + | | group2 = Dragons | ||
| + | | list2 = <div style="display:grid;grid-template-columns:repeat(auto-fill,90px)"> | ||
| + | {{#invoke:CargoQuery|main | ||
| + | |q?tables=Dragons | ||
| + | |q?fields=CONCAT('1')=text,FullName=Name | ||
| + | |q?where=Availability="Gala" | ||
| + | |q?groupBy=_pageName | ||
| + | |q?orderBy= ReleaseDate ASC, Rarity DESC, ElementalTypeId ASC, Id DESC, FullName ASC | ||
| + | |template=DragonIcon | ||
| + | }} | ||
| + | </div> | ||
| + | }}--> | ||
| + | |||
| + | <!--=Inventory Management Guide= | ||
| + | {{NoticeUnderConstruction}} | ||
| + | |||
| + | Wyrmprints are card-like pieces of equipment that can grant additional abilities and stats when equipped. | ||
| − | == | + | __TOC__ |
| − | + | {{Clear}} | |
| − | {{Wikitable| class="wikitable | + | |
| − | ! Wyrmprint | + | ==Inventory Basics== |
| + | Inventory space for wyrmprints, weapons, and dragons is a limited resource. More space can be purchased with {{Wyrmite-}} or {{Diamantium-}}, but that is generally considered a poor use of those currencies. Additionally, some inventory space upgrades are available for free from the red overworld chests in the Main Campaign. With careful inventory management, a player can make do with just these free storage upgrades. | ||
| + | {{Wikitable| class="wikitable" style="width:100%" | ||
| + | ! Story Chapter !! Wyrmprint space !! Weapon space !! Dragon space | ||
|- | |- | ||
| − | | | + | | Chapter 2 |
| − | + | | | |
| − | | | + | | |
| + | * Chapter 2 - Hard EX 1 chest | ||
| + | * Chapter 2 - Very Hard EX 1 chest | ||
| + | | | ||
| + | * Chapter 2 - Very Hard EX 2 chest | ||
|- | |- | ||
| − | | | + | | Chapter 6 |
| − | + | | | |
| − | + | | | |
| − | + | * Chapter 6 - Normal EX 1 chest | |
| − | + | * Chapter 6 - Hard EX 1 chest | |
| − | + | * Chapter 6 - Very Hard EX 1 chest | |
| − | + | | | |
|- | |- | ||
| − | | | + | | Chapter 7 |
| − | | | + | | |
| − | + | * Chapter 7 - Normal EX 2 chest | |
| − | + | * Chapter 7 - Hard EX 2 chest | |
| − | + | | | |
| − | + | | | |
| − | |||
|- | |- | ||
| − | | | + | | Chapter 8 |
| − | + | | | |
| − | + | * Chapter 8 - Normal EX 1 chest | |
| − | + | * Chapter 8 - Hard EX 1 chest | |
| − | + | * Chapter 8 - Very Hard EX 1 chest | |
| − | + | | | |
| − | + | * Chapter 8 - Normal EX 2 chest | |
| + | * Chapter 8 - Hard EX 2 chest | ||
| + | * Chapter 8 - Very Hard EX 2 chest | ||
| + | | | ||
|- | |- | ||
| − | | | + | | Chapter 9 |
| − | | | + | | |
| − | | | + | | |
| − | + | | | |
| − | + | * Chapter 9 - Normal EX 1 chest | |
| − | + | * Chapter 9 - Hard EX 1 chest | |
| − | |||
| − | |||
| − | |||
|- | |- | ||
| − | | | + | | Chapter 11 |
| − | | | + | | |
| − | + | | | |
| + | | | ||
| + | * Chapter 11 - Very Hard EX 1 chest | ||
|- | |- | ||
| − | | | + | | Chapter 12 |
| − | + | | | |
| − | | | + | | |
| + | * Chapter 12 - Normal EX 1 chest | ||
| + | * Chapter 12 - Hard EX 1 chest | ||
| + | * Chapter 12 - Very Hard EX 1 chest | ||
| + | | | ||
}} | }} | ||
| − | ==={{ | + | |
| − | { | + | ==Using this Guide== |
| − | ! | + | |
| + | This guide is intended to give general tips on what builds to run on your units. It ''is not'' going to list builds for every single unit in the game, as a lot of them come down to: | ||
| + | * '''Step 1:''' start with your unit's Weapon-Specific Build | ||
| + | * '''Step 2:''' adjust your Strength print according to the Secondary Print Archetypes that your unit can make use of | ||
| + | |||
| + | Builds that stray from this path, or that are otherwise unusual, are listed the Unit-Specific Builds section at the bottom of the page. | ||
| + | |||
| + | Note that some of the prints listed are '''limited''', as in they were only available during specific limited-time events. These prints will be marked by a star (★). Non-limited alternatives will be suggested whenever possible, but some limited prints such as {{Icon|Wyrmprint|The Chocolatiers|size=32px|text=1}} may be too unique to be replaced. | ||
| + | |||
| + | ==Wyrmprints== | ||
| + | The most-general rule is that the max amount of mub copies of a print that would be useful is 4 - one copy for every unit in a team. Very few prints can actually justify keeping 4 copies, however. | ||
| + | Note that since there is a [[Wyrmprints Guide]] on the wiki already to highlight useful prints, this section will instead be focusing on lesser-known or underwhelming prints, for space-cleaning purposes. | ||
| + | |||
| + | * '''{{2*}} prints''': Sell all of them. Note that unlike {{3*}} or higher prints, these don't offer {{Eldwater-}} when sold, so they can also be used as exp fodder if desired. | ||
| + | |||
| + | * '''{{3*}} prints''': Sell all of them. Higher-rarity prints outclass every {{3*}} print except fot {{Icon|Wyrmprint|Forbidden Relic|size=32px|text=1}} and {{Icon|Wyrmprint|Syndicate Mask|size=32px|text=1}}, but Forbidden Relic's Gauge Inhibitor ability is not very useful, and Syndicate Mask's Blind res is too low to be useful. | ||
| + | |||
| + | * '''[[Facility Event]] material prints''': Sell all but 2 copies of each. Ability-wise, pretty much all of these prints are outclassed by another print. However, keeping these prints around for potential reruns of their events is an option. Facility events tend to give 9 copies of their free print, and it's common to get more copies as drops, so expecting about 10 copies per run of the event is reasonable. That's enough for 2 mub copies, which combined with the 2 mub that you keep, gets you to 4 mub copies immediately if a facility event gets a rerun. | ||
| + | |||
| + | * '''[[Skill Prep]] [[File:Icon_Ability_1010007.png|32px|link=Skill Prep]]:''' Put simply, the goal of Skill Prep prints is to get the user up to 100% prep at the start of a match. This can be accomplished directly by {{Icon|Wyrmprint|The Chocolatiers|size=32px|text=1}}' 100% skill prep, but the highest that any other print can manage is just 50%. Those prints also tend to have a second ability that could be helpful, so long as the prep still reaches 100% somehow - usually after combining the print's prep with any natural skill prep on adventurers. But if 100% prep cannot be reached after that, then the print fails to fulfill its purpose. | ||
| + | {| class="wikitable mw-collapsible mw-collapsed " style="table-layout:fixed; width:100%;text-align:center;justify-content:center;" | ||
| + | ! colspan=3 | Skill Prep  | ||
|- | |- | ||
| − | |{{ | + | ! Category !! Wyrmprints !! 100%-able Adventurers |
| − | |{{ | + | |- |
| − | | | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | }} | + | '''50% prep:''' The secondary effects on these prints are not very notable, unfortunately. |
| − | ==={{ | + | </div> |
| − | {{ | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|A Slice of Dragonyule}}|Limited=1}} | |
| + | {{TooltipIcon|Wyrmprint|Gentle Winds}} | ||
| + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|Of Tricks and Treats}}|Limited=1}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Adventurer|Karina|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Jakob|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Eleonora|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Wedding Xania|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Vixel|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Felicia|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Orion|text=1}} | ||
| + | </div> | ||
|- | |- | ||
| − | |{{ | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | + | '''25% prep:''' This leans heavily into healer territory (Amane being the exception), and all the prints here except for Worthy Rivals have solid second abilities as well. | |
| − | | | + | </div> |
| − | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | |
| − | }} | + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|Bonds Between Worlds}}|Limited=2}} |
| − | + | {{TooltipIcon|Wyrmprint|Worthy Rivals}} | |
| − | {{ | + | {{TooltipIcon|Wyrmprint|From Whence He Comes}} |
| − | + | {{TooltipIcon|Wyrmprint|New World Escort}} | |
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Adventurer|Halloween Lowen|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Lowen|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Nurse Aeleen|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Halloween Althemia|text=1}} | ||
| + | {{TooltipIcon|Adventurer|Amane|text=1}} | ||
| + | </div> | ||
|- | |- | ||
| − | |{{Icon|Wyrmprint| | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | |{{Icon|Wyrmprint| | + | '''Below 25% prep (useless):''' Below 25% prep isn't enough to reach 100% skill prep on anyone, and these prints don't have impressive secondaries either. Therefore, these can be safely sold. |
| − | + | </div> | |
| − | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | |
| + | {{TooltipIcon|Wyrmprint|Taiko Tandem}} | ||
| + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|Paladyn Defender}}|Limited=1}} | ||
| + | {{TooltipIcon|Wyrmprint|Sniper's Allure}} | ||
| + | {{TooltipIcon|Wyrmprint|Destiny's Hand}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | (None) | ||
| + | </div> | ||
| + | |} | ||
| + | |||
| + | * '''Affliction Protection:''' The goal of affliction protection is to completely protect a unit from a particular affliction. Depending on content, this doesn't need to be 100% res, however - Raids and most Void Battles only require 50% res make a unit immune (Void Agni being the exception, needing 75% stun res). | ||
| + | ** This can also be combined with natural status resistance on adventurers to reach 100% that way. In such a case, at least 50% res is desired, since relevant units with incomplete res tend to be free units with natural 50% res. | ||
| + | ** {{3*}} units often end at 75% res once promoted to {{5*}}, however they are not relevant until they receive a Mana Spiral - and the spiral tends to bring their status resistance to 100% anyway. In other words, any amount of resistance from a print that is less than 50% is effectively useless. | ||
| + | *** {{Icon|Wyrmprint|Luck of the Draw|size=32px|text=1}} is an exception, as its Buff Time passive still makes it a good print in spite of its 25% paralyze res | ||
| + | ** '''Affliction Guard [[File:Icon_Ability_1030012.png|32px|link=]]:''' These prints can completely block an affliction, up to 3 times per quest. While that's technically 100% resistance, 3 hits can go by quickly, leaving you just as vulnerable as you were without the print. For longer fights it's safer to just run a print with higher resistance, play a character with natural 100% resistance, or to get better at dodging avoidable boss attacks altogether. Therefore, these prints don't get used very much. | ||
| + | *** {{Icon|Wyrmprint|A Suit of Midnight|size=32px|text=1}} is a special case for units running {{Icon|Dragon|Fatalis|size=32px|text=1}}, as it can block his curse - an affliction that shadow units don't normally resist at all. | ||
| + | |||
| + | * '''Misc [[Recovery Potency]] [[File:Icon_Ability_1020009.png|32px|link=Recovery Potency]] prints''': Recovery potency is a valuable ability for healers, but most of them will default to using {{Icon|Wyrmprint|Give Me Your Wounded|size=32px|text=1}}, causing most other potency prints to become overshadowed. Unless otherwise noted, most of these prints can be safely sold. | ||
| + | ** {{Icon|Wyrmprint|Roll On|size=32px|text=1}} should be kept around, as it pairs well with {{Icon|Wyrmprint|Study Rabbits|size=32px|text=1}} in hyper-survival auto-battle builds. It's also limited. | ||
| + | |||
| + | * '''[[Dragon Time]] [[File:Icon_Ability_1010003.png|32px|link=Dragon Time]]:''' More dragon time is usually not desirable. While dragons do good burst damage, staying in dragon for too long is detrimental, as you cannot generate SP for your skills. As such, prints with dragon time are useless at best, or harmful at worst. | ||
| + | |||
| + | * '''"Last" abilities: [[File:Icon_Ability_1020002.png|32px|link=Last Offense]][[File:Icon_Ability_1020010.png|32px|link=Last Devastation]][[File:Icon_Ability_1020003.png|32px|link=Last Defense]][[File:Icon_Ability_1010011.png|32px|link=Last Recovery]]''' These abilities give a sizable boost to a stat upon reaching low HP, but only once per quest for 15 seconds. The short time frame of usefulness meant that only Last Offense (strength) was ever used, and for speed clears. But speed-clear strategies died out with the release of expert High Dragons, which were too bulky to be killed within a few seconds. | ||
| + | ** {{Icon|Wyrmprint|Roll On|size=32px|text=1}} is a niche exception, as its Last Recovery can help AI healers survive on auto-battle. But it's still not used in endgame contexts. | ||
| + | |||
| + | * '''[[Energy]] [[File:Icon_Ability_1010012.png|32px|link=Energy]]:''' Various skills and abilities can grant Energy stacks, and if you collect 5 stacks then your next skill deals 50% more damage (for attack skills) or heals 50% more hp (for healing skills). The boost is nice, however manually building up 5 stacks can take a long time. The better users of Energy tend to be units with stat-boosting passives based on Energy ({{Icon|Adventurer|Yaten|size=32px|text=1}}, {{Icon|Adventurer|Pipple|size=32px|text=1}}) or dragons that can instantly grant 5 Energy stacks ({{Icon|Dragon|Shinobi|size=32px|text=1}}, {{Icon|Dragon|Freyja|size=32px|text=1}}). Some Wyrmprint effects attempt to speed up the process of building Energy stacks, but they're not actually very helpful in practice, and you'd be better off with typical dps prints. As such, energy-related effects on prints tend to be considered useless. | ||
| + | ** {{Icon|Wyrmprint|The Petal Queen|size=32px|text=1}} is a niche exception, granting a full 5 stacks of Energy at the start of a match, like an Energy version of The Chocolatiers. This boost can enhance the effects of Helpers (but only for their first skill use), or could help units like Yaten or Pipple reach full power quickly in a match. However, its usefulness in endgame is still questionable at best. | ||
| + | |||
| + | * '''Overly-defensive prints:''' The meta has a strong focus on offense, so prints that focus too much on defense often fall by the wayside. | ||
| + | ** '''[[Defense Up]]''' [[File:Icon_Ability_1020003.png|32px|link=Defense Up]]: A straightforward boost to your defense. {{Icon|Wyrmprint|Give Me Your Wounded|size=32px|text=1}} and {{Icon|Wyrmprint|Study Rabbits|size=32px|text=1}} get a free pass since the healers that use them tend not to deal much damage anyway, and the recovery potency/HP boost makes their heals stronger. Defense prints are not worth your time in a dps unit, as you'd usually rather be running an offense-focused print. | ||
| + | ** '''[[Shield Prep]]''' [[File:Icon_Ability_1020022.png|32px|link=Shield Prep]]: Shields can protect you from a hit, as long as the damage is lower than the shield's HP threshold. For example, if an enemy's attack would deal 99 damage but your shield's threshold is 100, you would take 0 damage and consume the shield. If the enemy would deal 101 damage instead, then the shield completely fails to protect you, you take full damage, and the shield is consumed. Shields are therefore only useful for soaking smaller hits, and even then, prints only give you 1 shield, so it will run out of usefulness quickly. | ||
| − | + | * '''Outclassed prints''': In addition to all that's been mentioned above, several prints are outclassed by others that have stronger or better-optimized versions of the same abilities. The following table lists several. It should be safe to sell any prints in the left column, as long as one of the prints in the right column is already owned. | |
| − | { | + | {| class="wikitable mw-collapsible mw-collapsed " style="table-layout:fixed; width:100%;" |
| − | ! | + | ! colspan=3 | Outclassed Prints  |
| + | |- | ||
| + | ! Wyrmprint(s) !! Outclassed by !! Notes | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|An Indelible Date}}|Limited=1}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|One with the Shadows}} | ||
| + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|Candy Couriers}}|Limited=1}} | ||
| + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|The Lurker in the Woods}}|Limited=2}} | ||
| + | </div> | ||
| + | | While Indelible Date does have more Broken Punisher than the alternatives, Broken Punisher isn't good enough to justify a print slot on its own. The other options listed add much more utility, with Broken Punisher instead treated as a bonus. | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Evening of Luxury}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Seaside Princess}} | ||
| + | </div> | ||
| + | | EoL's playstyle assumes you are maintaining Full HP. While EoL's crit damage has no coniditional whereas SSP's crit damage does, that difference would only matter if you went below Full HP - something that shouldn't be happening if you use these prints at all. | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Entwined Flames}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|The Bridal Dragon}} | ||
| + | {{TooltipIcon|Wyrmprint|An Ancient Oath}} | ||
| + | </div> | ||
| + | | | ||
|- | |- | ||
| − | | | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | + | {{TooltipIcon|Wyrmprint|Halidom Grooms}} | |
| − | + | </div> | |
| − | | | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | + | {{TooltipIcon|Wyrmprint|From Whence He Comes}} | |
| + | </div> | ||
| + | | Energy Doublebuff is useless, as it takes far too long to reach 5 energy stacks by itself. Additionally, even for builds that use 2 buff time prints, Beach Battle + From Whence He Comes is the common way to go. | ||
|- | |- | ||
| − | |{{ | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | |{{ | + | {{TooltipIcon|Wyrmprint|Sisters of the Anvil}} |
| − | + | </div> | |
| − | | | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | + | {{TooltipIcon|Wyrmprint|First-Rate Hospitality}} | |
| + | {{TooltipIcon|Wyrmprint|Odd Sparrows}} | ||
| + | </div> | ||
| + | | The stun res is below 50%, so it's not useful. Therefore, any strength doublebuff print with a useful secondary ability would be a better choice. | ||
|- | |- | ||
| − | | | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | + | {{TooltipIcon|Wyrmprint|Revolutionary Magic}} | |
| − | |{{ | + | </div> |
| − | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | |
| − | < | + | {{TooltipIcon|Wyrmprint|Happier Times}} |
| + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|Witch's Kitchen}}|Limited=1}} | ||
| + | </div> | ||
| + | | The paralyze res is below 50%, so it's not useful. Therefore, any other Full HP = Skill Damage 35% (or higher) print would be a better choice. However, Full HP = Skill Damage is only really useful on helper units and not in usual play. | ||
|- | |- | ||
| − | |{{ | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | |{{ | + | {{TooltipIcon|Wyrmprint|King's Countenance}} |
| − | |{{ | + | </div> |
| − | |'' | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| + | {{TooltipIcon|Wyrmprint|The Bridal Dragon}} | ||
| + | <div>{{LimitedIcon|{{TooltipIcon|Wyrmprint|A Suit of Midnight}}<br>{{InlineIcon|Icon Element|Shadow}}|Limited=2}}</div> | ||
| + | </div> | ||
| + | | With the decline of dragon prep stacking in raids, King's Countenance has fallen out of favor. Its 50% curse res isn't terrible, but is also not meta as all of the meta-relevant Light units have 100% curse res already. The Bridal Dragon sees much more endgame usage, thanks to its higher stats and dragon damage boost. | ||
|- | |- | ||
| − | |{{ | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| − | |{{ | + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|Dragon Dance}}|Limited=1}} |
| − | |{{Icon|Wyrmprint| | + | </div> |
| − | |''' | + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> |
| + | {{TooltipIcon|Wyrmprint|Partners in Truth}} | ||
| + | </div> | ||
| + | | | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Fresh Perspective}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|Mega Friends}}|Limited=2}} | ||
| + | </div> | ||
| + | | While Mega Friends is limited, Fresh Perspective is still too weak to even be considered an alternative in builds that would use Mega Friends. | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|The Warrioresses}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Stellar Show}} | ||
| + | </div> | ||
| + | | | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Warlust}} | ||
| + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|Valentine's Venture}}|Limited=1}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Tough Love}} | ||
| + | </div> | ||
| + | | All of these aren't impressive anymore, as Last Offense has fallen out of use with the decline of speed-clear strategies. | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Braving the Unknown}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Slow and Steady}} | ||
| + | </div> | ||
| + | | Braving the Unknown pairs its Poison Res with Water Res, which is strange because Water enemies don't actually deal poison (aside from the Greedy Manticore). Slow and Steady instead pairs it with Shadow Res, which is more appropriate as lots of Shadow enemies deal poison. | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Castaway's Journal}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{LimitedIcon|{{TooltipIcon|Wyrmprint|Happy New Year!}}|Limited=1}} | ||
| + | </div> | ||
| + | | Since HNY is limited, Castaway's Journal is still acceptable if you don't have HNY. | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Sniper's Allure}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Worthy Rivals}} | ||
| + | </div> | ||
| + | | Both of these prints aren't very impressive, as the healers that would like the 25% prep wouldn't benefit much from the Broken Punisher. | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Destiny's Hand}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|New World Escort}} | ||
| + | </div> | ||
| + | | NWE trades off 2% of its recovery potency for 5% more skill prep, bringing it up to 25%. This is important, as either of these would be paired with {{Icon|Wyrmprint|Give Me Your Wounded|size=32px|text=1}} and overcap any potency above 7% anyway. The 20% prep on Destiny's Hand is also useless, as it will not complete any unit's skill prep, whereas NWE's 25% can complete the prep of healers such as {{Icon|Adventurer|Halloween Lowen|size=32px|text=1}}, {{Icon|Adventurer|Lowen|size=32px|text=1}}, and {{Icon|Adventurer|Nurse Aeleen|size=32px|text=1}}. | ||
| + | |- | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Glittering Dragonyule}} | ||
| + | </div> | ||
| + | |<div style="display:flex;flex-wrap:wrap;text-align:center;justify-content:center;"> | ||
| + | {{TooltipIcon|Wyrmprint|Crystalian Envoy}} | ||
| + | </div> | ||
| + | | The comparison here comes down to 13% crit damage vs 13% strength. You'd need 100% crit rate just to make them ''equal'', and reaching that consistently is probably unrealistic for the Water units that would use these. It doesn't seem likely that GD can be made better than CE, and CE is just so much easier to use anyway. | ||
| + | |} | ||
| + | |||
| + | * '''Prints lacking good users:''' | ||
| + | * '''Misc limited prints:''' | ||
| + | * '''Misc case-by-case prints:''' | ||
| + | (TO-DO) | ||
| + | * luca's prank | ||
| + | * nightstalker | ||
| + | * (high dragon/greatwyrm prints) | ||
| + | * (critical damage) | ||
| + | * (striking haste) | ||
| + | * felyne hospitality | ||
| + | * (broken punisher) | ||
| + | * (overdrive punisher) | ||
| + | * dueling dancers | ||
| + | * kicking back | ||
| + | * the bustling hut | ||
| + | * hastened squall | ||
| + | * masquerade mission | ||
| + | * a new year's battle | ||
| + | * soaring terror | ||
| + | * a small courage | ||
| + | |||
| + | ==Weapons== | ||
| + | * Core Weapons | ||
| + | * Void Weapons | ||
| + | ** Useful abilities | ||
| + | ** Not-so-useful abilities | ||
| + | ** Miscellaneous voids | ||
| + | * Chimera Weapons | ||
| + | * High Dragon, and Agito Weapons | ||
| + | |||
| + | ==Dragons== | ||
| + | The general rule for dragons is to keep 1 of each species for building bonds in the [[Dragon Roost]]. This can give valuable rewards such as {{Wyrmite-}} at bond lv5 and lv15 (from reading stories), and a {{Sunlight Ore-}} at bond lv30. | ||
| + | |||
| + | Unbinding a dragon, whether with dupes or {{Sunlight Stone-}}s, is not advised unless they can be max-unbound at that moment. This is because the dragon's ability upgrades only at max-unbinds. Going for just 1, 2, or even 3 unbinds will only give a handful of stats, which is not very helpful for the cost. | ||
| + | |||
| + | Any unwanted dragons may be sold for {{Eldwater-}} through the "Part Ways" option in the Teams -> Collections -> Dragons menu. Whether to keep a dragon or not can vary based on where it came from and what it can offer. | ||
| + | |||
| + | ===Dragon Reviews=== | ||
| + | * '''HP or HP + Strength:''' speaking generally, these are the least-useful dragons. The only units that actually want HP are healers, so only one copy each of these sorts of dragons should be kept. | ||
| + | |||
| + | * '''{{3*}} summoned dragons:''' These are utterly useless in combat, so any duplicates can be safely sold. If the bond level for a species has already been maxed at 30, then the last copy of that dragon can be sold as well, as they no longer serve a purpose. | ||
| + | * '''Free {{4*}} story dragons:''' These are okay as slot-fillers if one doesn't have anything else to work with, but they are quickly replaced by {{4*}} summoned dragons. These dragons are limited to 20 copies of each per game, so it it is not advised to sell them. | ||
| + | * '''Free {{5*}} dragons from raids:''' these are very weak stat-wise. Even at max-unbinds, they are weaker than a 0-unbind {{4*}} dragon from summoning. Since raid events tend to give 5 copies of these dragons, the best thing to do is use the dupes to max-unbind just a single copy. Keeping the copies separate is not advised, unless one is severely lacking in {{4*}} dragons to use. Since these dragons are limited, it is not advised to sell them. | ||
| + | * '''Fafnirs from Void Battles:''' These dragons have potentially-useful passive effects, most notably Gold Fafnir's Rupie bonus. For maximum benefit, these should be kept as separate copies so that the entire team can equip 4 fafnirs at a time. These are limited though, so do not sell them. | ||
| + | |||
| + | * '''{{4*}} summoned dragons:''' the Strength ones should be kept, with the eventual goal of getting 4 max-unbound copies for use on AI in the Mercurial Gauntlet. | ||
| + | * '''{{5*}} summoned dragons:''' | ||
| + | ** '''Strength:''' These dragons should be kept separate as 40% strength slot-fillers at 0-unbinds, since that's more than the 30% strength that a 0-unbind {{4*}} would offer. Once 4 max-unbound {{4*}} strength dragons (45% strength each) are obtained, the 5* should be swapped out until they are max-unbound. | ||
| + | ** '''Skill Damage + Strength:''' {{Icon|Dragon|Konohana Sakuya|text=1|size=32px}} {{Icon|Dragon|Siren|text=1|size=32px}} {{Icon|Dragon|Vayu|text=1|size=32px}} {{Icon|Dragon|Shinobi|text=1|size=32px}} | ||
| + | ** Critical Damage + Strength: {{Icon|Dragon|Arctos|text=1|size=32px}} {{Icon|Dragon|Long Long|text=1|size=32px}} | ||
| + | ** Critical Rate: {{Icon|Dragon|Dragonyule Jeanne|text=1|size=32px}} | ||
| + | ** '''Skill Haste + HP:''' {{Icon|Dragon|Halloween Maritimus|text=1|size=32px}} {{Icon|Dragon|Freyja|text=1|size=32px}} | ||
| + | *** These are useful on buffers and healers, but since a team is unlikely to have more than 1 of these types of units, only 1 copy of these dragons should be kept. | ||
| + | ** Affliction Punishers: {{Icon|Dragon|Apollo|text=1|size=32px}} {{Icon|Dragon|Pazuzu|text=1|size=32px}} {{Icon|Dragon|Corsaint Phoenix|text=1|size=32px}} {{Icon|Dragon|Epimetheus|text=1|size=32px}} | ||
| + | ** '''Element Resistance + Strength:''' {{Icon|Dragon|Prometheus|text=1|size=32px}} {{Icon|Dragon|Gilgamesh|text=1|size=32px}} | ||
| + | *** These offer less strength than other options, so they don't have much of a place in the meta. Just keep one of each. | ||
| + | ** Primed Strength + Strength: {{Icon|Dragon|Kagutsuchi|text=1|size=32px}}, {{Icon|Dragon|Kamuy|text=1|size=32px}}, {{Icon|Dragon|Hastur|text=1|size=32px}} | ||
| + | *** These dragons offer Primed Strength, which gives the player-controlled unit a buff of 15% str whenever their Skill 1 is ready. They only offer 45% passive strength to their user however, so they are only worth using on AI, while the player-controlled unit would use a stronger dragon. They are essentially useless in Co-op. Keep the copies separate for AI usage. | ||
| + | ** Unique: Psiren, Nyarlathotep, Chthonius, Takemikazuchi, --> | ||
| + | |||
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| + | | group2 = 2: Rovetelle | ||
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| + | | list2 = 1: [[The Sylvan Archer]] {{*}} 2: [[Puddled Path]] | ||
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| + | | list4 = 1: [[At the Hideaway]] {{*}} 2: [[A Race Against the Clock]] | ||
| + | | group5 = 5: Beyond the Forest | ||
| + | | list5 = 1: [[Along the Lakeside]] {{*}} 2: [[The Glistening Waterwyrm]] {{*}} 3: [[Dragalia Lost]] | ||
| + | | group6 = 6: Lakeside Ravages | ||
| + | | list6 = 1: [[The Sapphire Battleground]] {{*}} 2: [[New Power]] | ||
| + | | group7 = EX 1: Sullied Delta | ||
| + | | list7 = 1: [[The Twin Scions]] {{*}} 2: [[The Fiends' Haunt]] | ||
| + | | group8 = EX 2: Tributary Lair | ||
| + | | list8 = 1: [[Long Lives]] {{*}} 2: [[The Fiendchiefs]] | ||
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| + | }} | ||
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| + | }} | ||
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| + | }} | ||
| + | | group8 = Chapter 8: Entwining Flames | ||
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| + | }} | ||
| + | | group9 = Chapter 9: The Princess's Party | ||
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| + | }} | ||
| + | | group10 = Chapter 10: Resurgent Despair | ||
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| + | | list4 = | ||
| + | }} | ||
| + | | group11 = Chapter 11: Android Anguish | ||
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| + | | group14 = Chapter 14: Chaos in the Capital | ||
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| + | }} | ||
}} | }} | ||
Latest revision as of 01:20, 13 August 2020
Co-abilities Guide
Co-abilities are special abilities that apply over all adventurers in a team.
Changelog
This is a list of all notable updates made to this guide. Note that these updates don't always line up with game updates.
- If multiple updates happen within the same day, they're batched together into that day's entry in this log. For a full archive of edits, you can view the History button at the top of the article.
- Sometimes a couple days of analysis time are needed to judge where new co-abilities can be used. Some new co-abilites may end up not being useful enough, in which case a particular game update might not justify a guide update.
- Build updates happen as the meta develops, which also can be off-schedule from actual game updates.
- Formatting changes occur based on user feedback and discussion over time.
| Update Changelog | ||
|---|---|---|
| Date | Changes | |
| ??? ??, 2020 |
| |
Co-ability Basics
Each adventurer has access to a Co-ability (often abbreviated to "coab", or primary co-ability) as well as a Chain Co-ability (often abbreviated to "CCA", or secondary co-ability). We will cover Chain Co-abilities later.
Co-abilities will often depend on the adventurer's weapon type, as follows:
| Co-ability | Weapon Type |
|---|---|
Rare Co-abilities
Some adventurers will have a different co-ability than what would be normal for their weapon type. We will call these "Rare Co-abilities":
| Co-ability | Adventurers |
|---|---|
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Co-ability Mechanics
When using Co-abilities, their mechanics must be kept in mind:
- Effect Intensity - The initial intensity of a Co-ability will start at different amounts depending on the adventurer's base rarity.
- For instance, a 3
Error: Table Adventurers not found.will start with a 1% strength co-ability, while a 5
Error: Table Adventurers not found.will start with a 5% strength co-ability. - Co-abilities can be upgraded in the 5th floor of the Mana Circle, and once fully upgraded, all co-abilities will have the same intensity. For example, a fully-upgraded Error: Table Adventurers not found.and a fully-upgradedError: Table Adventurers not found.will both have a 10% strength co-ability.
- For instance, a 3
- Backline - Co-abilities will affect your own team in solo play, but will only affect yourself in co-op play. This means that the 3 units in the "back" who don't enter combat, called your "backline", can still support your main adventurer with their co-abilities. However, the other human players will not be affected by your co-abilities at all.
- In raids, the same principle applies. Co-abilities will only affect your own team, and there is no interaction of Co-abilities between human players.
- Stacking Restrictions - You cannot stack two of the same Co-ability on a team - the highest value wins. For example, if you have 2 blades with Strength +8% and Strength + 10%, only the 10% will be applied.
- Slightly-Confusing Wording - Literally every co-ability says "benefits your whole team" at the end, so you can ignore that text for the most part. Where this gets confusing is for effects such as "Poison = User Strength" that only affect the user. It won't buff the entire team when one person lands poison, but anyone on the team is able to activate it on themselves.
Chain Co-ability Mechanics
Chain Co-abilities work similarly to normal co-abilities, but there are some notable differences:
- Effect Intensity - Unlike normal co-abilities, chain co-abilities will not equalize once fully upgraded. Adventurers with higher base rarity will have higher maximum values on their chain co-abilities.
- No Stacking Restrictions - Chain co-abilities are freely able to stack with other chain co-abilities, and with normal co-abilities. There is no maximum cap on how much you can stack.
- Element Locking - The vast majority of chain co-abilities must match the element of the original adventurer. For example, a Light adventurer may have a chain co-ability that only works on other Light adventurers.
- The main 5 story adventurers (Error: Table Adventurers not found.,Error: Table Adventurers not found.,Error: Table Adventurers not found.,Error: Table Adventurers not found., andError: Table Adventurers not found.) are exceptions to this rule. Their chain co-abilities have no element lock, and theorefore work on anyone. However, their chain co-abilities have the intensity of a 3
rather than a 4
.
- The main 5 story adventurers (
- Wide Variation in Availability - An adventurer's chain co-ability could be almost anything - there is no pattern based on weapon type. Sometimes it will be something that aids the adventurer's play style, and sometimes it will have nothing at all to do with their play style.
General Co-ability setups
From a building standpoint, chain co-abilities also tend to be less significant than normal co-abilities in most cases. As such, they should only be considered after a general co-ability backline has been attempted, so that it can be further optimized.
Chain Co-ability Archetypes
Buff Skill Time
| Element | 3 |
4 |
5 |
|---|---|---|---|
| - | - | - | |
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- | |
| - | - | - | |
| - | - | - | |
| - | - | - |
Dragon Haste
| Element | 3 |
4 |
5 |
|---|---|---|---|
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- | - | |
| - | Error: Table Adventurers not found. |
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| - | - | - | |
| - | - | - | |
| - | Error: Table Adventurers not found. |
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Combo Time
| Element | 3 |
4 |
5 |
|---|---|---|---|
| - | - | Error: Table Adventurers not found. Error: Table Adventurers not found.
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| - | - | Error: Table Adventurers not found. Error: Table Adventurers not found.
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| - | - | - | |
| - | Error: Table Adventurers not found. |
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| - | - | - |
HP
| Element | 3 |
4 |
5 |
|---|---|---|---|
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- | - | |
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- | |
| - | - | - | |
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- | |
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- |
Above 10 Hits = Strength
| Element | 3 |
4 |
5 |
|---|---|---|---|
| - | Error: Table Adventurers not found. |
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| - | Error: Table Adventurers not found. |
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| - | Error: Table Adventurers not found. |
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- | Error: Table Adventurers not found.
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| - | - | - |
Affliction = User Strength
| Element | 3 |
4 |
5 |
|---|---|---|---|
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- | Error: Table Adventurers not found.
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| - | - | Error: Table Adventurers not found. Error: Table Adventurers not found.
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- | Error: Table Adventurers not found. Error: Table Adventurers not found.
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Dragon's Claws
| Element | 3 |
4 |
5 |
|---|---|---|---|
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- | - | |
| - | Error: Table Adventurers not found. |
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| - | Error: Table Adventurers not found. |
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| - | - | - | |
| - | - | Error: Table Adventurers not found.
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HP 60 = Strength
| Element | 3 |
4 |
5 |
|---|---|---|---|
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- | - | |
| - | Error: Table Adventurers not found. Error: Table Adventurers not found. Error: Table Adventurers not found. |
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| - | Error: Table Adventurers not found. |
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HP Below 40 = Strength
| Element | 3 |
4 |
5 |
|---|---|---|---|
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| |
| - | - | - | |
| - | - | - | |
| - | - | - | |
| - | Error: Table Adventurers not found. |
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Affliction Edge
| Element | 3 |
4 |
5 |
|---|---|---|---|
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- | - | |
| - | - | - | |
| - | Error: Table Adventurers not found. |
- | |
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- | - | |
| - | - | Error: Table Adventurers not found.
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Utility
- Buff Skill Time
- Dragon Haste
- Combo Time
Healing
- low HP = healing
- combo = healing (just Summer Norwin)
- shapeshift = healing (just Gala Prince)
Force Strike
- damage taken = FS (just Hunterzerker)
Energy
- combo = Energy (Sarisses)
HP or Defense
- HP
- Defense
Strength
- Combo = strength
- Affliction = user strength
- Dragon's Claws - significant for units with ample access to dragon form, such as Forte
- High HP = strength - 6% at the high end, falling below the 10% of Blades. This CCA is usually not relevant.
- Low HP = strength - 15% at the high end, beating the 10% of Blades. Ideal on enmity units.
- Energy = strength - 10% at the high end, and lasts for 15 seconds every time energy is recieved. This matches the 10% of blades, but such uptime may not be realistic.
- strength doublebuff = 10% at the high end, and lasts for 15 seconds every time a defense buff is recieved. This matches the 10% of blades, and such uptime is probably realistic.
Critical Rate
- Combo = crit rate
- Affliction = user crit rate
- High HP = crit rate
- crit rate doublebuff
Inspiration
- Energy = inspiration (just Lucretia)
Shield
- low HP = shield (Chelsea and Grace)
Affliction Chance
- Affliction Edge
Elemental Resistance
- combo = elemental res
- affliction = user elemental res
- High HP = elemental res
- Low HP = elemental res
- Energy = elemental res
- elemental res doublebuff
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