Beginner's Guide

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Welcome to Dragalia Lost!

The following is a Beginner's Guide to help new players get started with [[{{#sub:{{#replace:Dragalia Lost Wiki| Wiki}}|-{{#len:{{#replace:Dragalia Lost Wiki| Wiki}}}}-1}}]].

Introduction

Welcome to Dragalia Lost! Dragalia Lost is a beat 'em up role-playing gacha game created by Nintendo and Cygames. In it, you control a prince named Euden and his allies, moving and attacking enemies from a bird's-eye view with skills and powerful Dragons.

The Menus

Dragalia Lost has a number of different progression mechanics in place. Before explaining the progression in this game, it's important to know how to access the different aspects of the game. The menus around the edges of the screen will be explained briefly. For more details, refer to the Basics page.

Home

The Home Screen

First up is the Home menu. In this menu, you'll be able to start quests, as well as access the shop, in-game announcements and endeavor sub-menus.

  • Tapping one of the big Event banner images will take you to the latest limited-time events.
  • You can tap and hold on the Home button to take you to the last visited page in the Quests menu.
    • For example, if you were previously in a story chapter's quest menu before you switched out of the Quests menu, you'll be taken there.
    • For another example, if you were playing in a facility event, you'll be taken to its menu instead.
  • The Notices menu is opened by tapping the icon with a speech bubble and exclamation mark. This is where you can view announcements made by the developers.
  • Tapping the "pinned list" icon opens the Endeavors menu. Here, you can collect rewards for completed endeavors.
  • The Shop is opened by tapping the wooden sign. Here you can buy items using Icon Resource Rupies.png Rupies, Icon Wyrmite.png Wyrmite, or Icon Diamantium.png Diamantium. You can also purchase Diamantium using real-world money.
  • Your Alliances chat is opened by tapping the two crossed swords over a shield icon. You can check in daily for a reward of Icon Resource Rupies.png Rupies, Icon Resource Mana.png Mana, and
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    .

Quests

The Quests Screen

This menu has a list of all active event quests, including Campaign Quests and Event Quests, and where you go to start quests.

  • The Join Co-op button on the main menu here will allow you to join other peoples' lobbies, either through selecting a public lobby or entering a room ID.
  • The Treasure Trade button gives you quick access to the Shop's Treasure Trade section, where you can trade quest rewards for useful items.

Upgrade

The Upgrade Screen

This menu is dedicated to upgrading your units, as the name suggests. There are options for adventurers, dragons, weapons and wyrmprints.

  • The Adventurers button will take you to the page where you can level up your adventurers, allocate HP and strength augments, or promote them to a higher rarity if applicable.
  • Mana Circles are another kind of upgrade available for adventurers. Here, you'll be able to unlock mana circle nodes for adventurers, which will boost their performance by adding additional base stats and unlocking new abilities, as well as powering up these abilities.
    • Unlocking certain mana circle nodes also unlock new chapters in their adventurers stories, detailed later.
  • Weapons will open up the page where you can level up or unbind your weapons.
  • Crafting will access the Smithy menu. Here, you can craft or enhance Weapons by using crafting materials and rupies.
  • Wyrmprints allows you to level up or upgrade your wyrmprints.
  • Lastly, Dragons will open the page where you can level up and unbind dragons.

Teams

The Teams Screen

On this page, you can assemble your party. You can have up to 54 different parties, divided into 9 groups of 6.

  • Edit Teams allows you to change your party. Here, you can select up to 4 adventurers to assemble your party. You can also equip them with a weapon, up to two wyrmprints, a dragon, and set up their shared skills by tapping the boxes beneath their 3D models. Alternatively, tapping on any of the 3D models when not in the Edit Teams screen will take you this screen as well.
  • Tapping the Optimize button will open the optimization menu. Here you can let the game form a party for you based on the parameters you select. However, be aware that manually-constructed teams tend to be better.
  • Collection allows you to view all of your collected adventurers, dragons, weapons and wyrmprints. You'll also be able to sell the latter three on this screen.

It is important to note that:

  • An adventurer, and all of their variants, cannot be used twice in one party.
    • For example, you cannot have
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      occupying two party slots; if this is attempted, the adventurer simply swaps positions with the spot.
    • For another example, you cannot have
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      and
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      in the same party, even though they are separate adventurers, as they're technically both Myms; if this is attempted, you'll be prompted to switch out the existing adventurer instead.
  • The exact same wyrmprint, weapon, or dragon cannot be used twice in one party, but it can be active or equipped simultaneously in different parties. If you have multiple copies of wyrmprints, weapons, or dragons, though, you can use them in the same party.
    • For example, if you only have 1 copy of Lua error: Error: Table Wyrmprints not found.., then you can't equip it on 2 adventurers in Team A. However, you can equip it once on Team A, and once again on Team B.
    • If you have 2 copies of Resounding Rendition, then you can equip it on 2 adventurers in Team A.
  • The exact same wyrmprint kind also cannot be used in both wyrmprint slots of a single adventurer.
    • For example, you cannot equip an adventurer with two copies of Lua error: Error: Table Wyrmprints not found.., even if you had two separate copies of it.

Castle

The Castle Screen

Here, you'll be able to access your Castle Grounds and view adventurer, dragon and castle stories. At first glance, the castle grounds may seem to not be too important, but to keep your progression up, it is important to continuously upgrade your castle grounds.

  • Castle Grounds will take you to the castle grounds screen. Here, you can manage your buildings and restore stamina with
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    .
  • Dragon's Roost takes you to a page where you can bond with your dragons via giving them gifts.
  • Adventurer Stories, Dragon Stories and Castle Stories will take you to the respective stories page where you'll be able to learn more about your adventurers and dragons. These stories will reward you with wyrmite once you've read them for the first time.

Summon

The Summoning Screen

This is the page where you can spend either Icon Wyrmite.png Wyrmite, Icon Diamantium.png Diamantium,

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s,

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s, or free summons to summon characters. For more information, refer to the Summoning page.

Goodie Box (Wrapped present icon in the top right)

This is where you go to claim various goodies, including:

  • daily alliance check-in reward
  • daily and weekly event quest bonus chests Daily Icon.png
  • Developer's Gifts
  • quest completion endeavor Icon Wyrmite.png Wyrmite
  • first clear rewards
  • excess weapon and dragon drops.

More (Green book icon in the top right)

This menu contains various miscellaneous features, such as your player profile, friend list, helper settings, game settings, account management, and the two Dragalia Lost comics, Dragalia Life and Adventurer's Guide.

Combat

There are two main components to the combat system: the mechanics and the controls.

Combat Mechanics

See: Combat Mechanics

Elemental Advantage

See: Elements

Elemental advantage refers to the damage multipliers that apply when one element is fighting another element and is an important consideration in team building.

By default, this multiplier is +50% when you are attacking with advantage, and -50% when attacking with a disadvantage. Because this basically means a character with an elemental advantage does triple (3x) the damage of a a character with an elemental disadvantage, it's very important to work towards having at least 1 properly built adventurer per element. The Light and Shadow elements always work in advantage of the player (A Light adventurer will always take 50% less damage from, and deal 50% more damage to Shadow enemies).

For a full table of multipliers, see the Elements page.

Afflictions

See: Afflictions

The player and enemies can apply a number of different afflictions. Some of them are inflicted primarily by enemies of a specific element, while others can be applied by all of them. Aside from having their own effect, being afflicted also means that you cannot transform into your dragon or activate dragondrive. Certain abilities can cleanse afflictions, and certain characters have a chance of not being affected by the affliction.

Damage-over-Time (DoT) afflictions:

  • Affliction poison large icon.png Poison: Target receives periodic damage. Primarily inflicted Wind or Shadow adventurers, and Shadow enemies.
  • Affliction burn large icon.png Burn: Target receives periodic damage. Mainly inflicted by Flame adventurers and enemies.
  • Affliction frostbite large icon.png Frostbite: Target receives periodic damage.
  • Affliction paralysis large icon.png Paralysis: Target receives periodic damage, stopping their movement and action each time. Mainly inflicted by Light adventurers and enemies.

Crowd-control (CC) afflictions:

  • Affliction freeze large icon.png Freeze: Target can't move or attack. Can be removed from afflicted adventurers by having an ally hit you (enemies instead have to wait for it to wear off). Mainly inflicted by Water adventurers and enemies.
  • Affliction blindness large icon.png Blindness: Target's attacks mostly miss, but still adds skill points to charging skills. Mainly inflicted by Shadow adventurers and Light enemies.
  • Affliction stun large icon.png Stun: Target can't move or attack. Primarily inflicted by Wind or Light adventurers, and Flame or Wind enemies.
  • Affliction sleep large icon.png Sleep: Target can't move or attack. Mainly inflicted by Wind adventurers and enemies.

Other afflictions:

  • Affliction curse large icon.png Curse: You will be unable to use skills, including helper skills if playing in solo mode with a helper selected. Mainly inflicted by Shadow enemies. Cannot be dealt by players onto enemies at this time.
  • Affliction bog large icon.png Bog: Halves target's movement speed and roll distance while increasing received damage by 50%. Mainly inflicted by Water adventurers and enemies.

Modes

Most bosses will have an initially empty (some exceptions exist) yellow bar called the Mode Bar beneath their HP bar. If a boss has a mode bar, it has 3 states it can be in: Normal, Overdrive and Break.

  • Normal: Bosses start the battle in this state. Dealing damage will fill their mode bar until it is full. Once filled, the boss enters overdrive state.
  • Overdrive: A light blue effect will appear around the boss. The boss gains a damage and defense buff, and will usually use new, stronger attacks while in overdrive state. Dealing damage to the boss will deplete the mode bar until it is empty, at which point it will enter break state. Force strikes as well as all attacks with Gauge Accelerator bonuses deal bonus damage towards the mode gauge bar, making them ideal for depleting the mode bar more quickly and forcing an earlier transition to break state.
  • Break: The boss gets a dark blue hue, remains still, and has significantly reduced defense, greatly increasing damage taken. After a set amount of time specific to that boss, it returns to normal mode and the cycle repeats.

Skills

See: Skills

Skills are active abilities that can be used by adventurers and dragons during combat once they are charged. How fast they charge is based on Skill Points (SP). This is a hidden mechanic, meaning it can't be seen during combat. Each skill needs a set amount of SP required for the skill to become available. Hitting enemies with attacks will gain SP. The amount gained is not based on damage output, but rather on the hits that land. Each weapon has a combo, ranging between 5 and 7 moves. Later hits in the combo gain more SP. Force strikes, dash attacks, and certain skills or their resulting buff effects also give SP.

When a skill is activated, an animation will play, causing the adventurer to become temporarily immune to attacks with red action markers. This is referred to by the player base as "iframes", short for invincibility frames. Note that attacks with purple action markers will still damage the adventurer and even cause it to exit the skill animation if it physically connects. Knowing how to time iframes is key for higher level gameplay mechanics.

When clearing quests in solo mode, you have the option to bring a helper into battle. This allows you to use the helper's skill during combat.

  • If the helper is not a friend's adventurer, you can use their skill once.
  • If the helper is a friend's adventurer, you can use their skill three times, with each successive use subject to a cooldown before it's available again.

Dragon Shapeshifting

Shapeshifting
See: Shapeshifting Mechanics

In a similar fashion to skills, dragons require their Dragon Gauge, located just above the adventurer's portrait and to the side of the dragon's portrait, to be filled up before the adventurer can shapeshift. To fill the bar, you have to damage the boss or collect dragon gauge obtained from defeating enemies or breaking dragon obelisks. Once the Dragon Gauge is charged to at least 1 full bar, you can transform, receiving iframes during the transformation. While shapeshifted, you'll get access to their skill once per transform (certain dragons allow two uses with further attacks in dragon form). While in dragon form, damage you take will not reduce your HP, but instead will reduce the time you stay in dragon mode. Giving gifts to dragons at the Dragon's Roost will extend the duration of shapeshifting. Once you transform back into the adventurer, you can't transform for a short period of time.

The Dragon Gauge can be filled up to hold a maximum of two transformations, indicated by two full vertical bars. Note that the transformation is a fixed duration; even if the Dragon Gauge is overcharged to two full bars, it does not extend a shapeshift to twice the usual duration, and the act of shapeshifting will always consume one bar's worth of Dragon gauge.

Attack Indicators and Iframes

Certain enemies like bosses will "telegraph" certain attacks. These attacks are identified by colored areas that are either red, yellow, or purple. Once the colored areas are completely filled, the attack will commence. Red/yellow attacks can be avoided through iframes, while purple attacks will hit regardless if they physically connect.

Iframes, short for invincibility frames, is the term to describe the invincible state a character is in while using a skill, dodge rolling (in both adventurer and dragon form), or when shapeshifting into a dragon or activating dragondrive. During the use of a skill, dodge roll, or transformation, enemy attacks will not harm the user. The exception to this is during purple attacks which have the potential to disrupt or cancel the skill, roll, or transformation currently being used, if they physically connect. Your own skill iframes (but not dodge roll or transformation iframes) also temporarily apply to any of your AI characters currently participating in the quest for a much shorter duration, lasting 1 second from the initial use of a skill.

Controls

Moving

Dragalia Lost doesn't use conventional joystick controls. Instead, it uses a free joystick with the pivot centered on where you touched the screen. You can then control your character as if it were a regular joystick.

However, if you change directions quickly whilst your finger is far away from the pivot point, the game will move the pivot to where your finger currently is. You can toggle the option to automatically reposition the pivot when quickly changing direction in 180 or 90 degree turns on or off separately.

Attacking

Tapping the screen once will let your character perform a regular attack. When the character is done attacking, tapping again will perform another attack. This will combo off of the previous attack. Each weapon class has unique combo sequences. Usually, regular attacks will be buffered.

To use a skill or transform, press the corresponding button on the bottom of the screen. Dragon transformation can be done by tapping the dragon portrait above your character portrait.

Dodging

To dodge, you can quickly swipe in a direction to make your character roll to that direction. Dodge rolling also gives iframes that are similar to skill iframes.

Force Strikes

Pressing and holding down your finger without moving will make your characters charge up their force strike. After a brief period of charging, your character can unleash the charge. The range and area of effect of the strike depends on the weapon. Moving the finger after the force strike has begun charging will permit you to aim directional force strikes, in a reversed direction (similar to a slingshot).

Force strikes can instantly break the shields on guarded enemies, and they deplete mode gauge faster than regular attacks.

Navigation

In the top right of the screen, a minimap is displayed. Tapping the minimap will enlarge it and make it appear in the middle of the screen. Tapping the minimap circle again will minimize the map to its first state.

You can pinch the screen to zoom out.

Progression

Tutorial and Starting Adventurers

While the game is downloading, you'll be shown some character previews and can mark which one you like. This choice is not binding, at least not right now - but you will actually be able to choose a 5 Icon Rarity 5.png adventurer later.

During the tutorial, you will be gifted the following 3 Icon Rarity 3.png adventurers. The majority of them are not particularly strong, but should be able to fill out your roster for the time being.

  • Some of these adventurers have an option to become stronger once you reach the endgame. We'll talk about that later.

Icon Element Flame.png Flame

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Aoi
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Joe
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Aurien

Icon Element Water.png Water

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Zardin
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Jurota
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Waike
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Ricardt

Icon Element Wind.png Wind

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Melody
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Francesca
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Nicolas
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Sophie

Icon Element Light.png Light

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Irfan
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Linus
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Malka
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Hope

Icon Element Shadow.png Shadow

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Vida
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Erik
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Zace
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Althemia

Choose Your Starter!

After this, you will be prompted to perform a tenfold summon, and then you will be asked to choose a starting 5 Icon Rarity 5.png adventurer. The choices can be divided into the following categories. It is generally recommended that you pick

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for the best long-term value, but note that he is somewhat dead weight until we properly upgrade him later. Alternatively, the adventurers with mana spirals also make for a fine choice, though their performance varies.

Bad early on, but amazing at endgame

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Hawk

Bad early on, but great at endgame

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Ezelith
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Nefaria

Bad early on, but good at endgame

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Xainfried

Good early on, also good at endgame

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Xander

Good early on, but not used much at endgame

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Hildegarde
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Maribelle
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Mikoto

Poor overall performance

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Julietta

The 7 Days of Tenfolds

Daily Free Tenfolds for your first 7 days!

To help ease you into Dragalia Lost, you're given 1 daily free tenfold summon every day for your first 7 days since starting the game.

These tenfolds are marked by Red text that reads "Daily Free Tenfold!", and are not the same as

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s or Icon Wyrmite.png Wyrmite in that you can't save them for later - you have to use it up each day, or you lose it for that day.

  • Also, these are locked to the most-recent banner, so if multiple banners are running, then you can't choose which one you want. But you'll probably pull something that can help you out anyway.

Make sure to pick up these bonuses in your first week!

Early Game

Advancing the Main Campaign

Once you completed the tutorial and, if you've rerolled, are satisfied with your characters, it's time to start progressing through the game. The majority of content is still locked when beating the tutorial, and is unlocked through beating certain story chapters:

Main Campaign chapter Unlocks
Chapter 1
  • Most of the options in the Upgrade page, with the exception of the Weapons and Crafting page.
  • The Castle Grounds and Dragon's Roost options
  • New Adventurers:
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    ,
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    ,
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  • New Dragon:
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Chapter 2: 2-1
  • Event and Co-op menus
  • New Adventurer:
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Chapter 2
  • Weapons and Crafting
  • New Dragon:
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Chapter 3
  • Dragon Trial quests (Icon Element Wind.png Wind, Icon Element Water.png Water, and Icon Element Flame.png Flame)
  • New Dragon:
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Chapter 4
  • second equip slot for Wyrmprints
  • Dragon Trial quest (Icon Element Light.png Light)
  • New Dragon:
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Chapter 5
  • Dragon Trial quest (Icon Element Shadow.png Shadow)
  • Hard difficulty for the Main Campaign
  • New Dragon:
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Chapter 6
  • The Imperial Onslaught
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Chapter 7
Chapter 8
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  • New Adventurer:
Chapter 9
  • Augments
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Chapter 10
  • Very Hard difficulty for the main campaign
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Chapter 11
Chapter 14

Several of the things from chapters 1-7 are essential in progressing through the game, so clearing the story to that extent should be your main priority. Later chapters can be revisited once you're stronger.

Your First Team

See: Team Building

To do story, you'll have to set up a party, consisting of 4 adventurers. There are a lot of factors that can go into this, so we'll split this into 2 sections: we'll give you the basics now, and we'll give you more details a little later, after you've made some story progress.

It's advised to have multiple elements in your first party for clearing through the story, as there is an elemental advantage and disadvantage system that significantly affects your combat performance. Once you've settled on which members to use, you can equip them with whichever weapons, wyrmprints, and dragons you happen to have.

Below are two sample teams.

  • Generally speaking, rainbow teams usually work fairly well in story quests, but if adventurers are reaching 0HP too easily, consider using a mono-element team to improve survivability.

Sample "rainbow" team

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The Prince
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Hawk
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Elisanne
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Cleo

Sample Icon Element Shadow.png Shadow team

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Erik
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Zace
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Althemia
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Cleo

As you progress through the story, you'll find that the enemies get increasingly difficult. Should you fail a level, any stamina and/or getherwings used will be refunded. If you can't seem to progress past a certain level, you can try to upgrade your adventurers or look for help in co-op.

While progressing, don't forget to upgrade your Castle Grounds.

Upon clearing the final battle in Chapter 7, you'll have access to all the important farm quests. Your priorities at this point should be increasing the strength of your units and upgrading the facilities in your Castle Grounds.

The Royal Regimen

The Royal Regimen
See: The Royal Regimen

The Royal Regimen is a set of tutorial-like endeavors that guide you through progression all the way to endgame. It also gives rewards such as

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and

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, to help expand your roster of units. Be sure to check in on it whenever you can.

Note that these 5 Icon Rarity 5.png tickets give random Adventurers and Dragons (that is, you can't choose like you could before), and that they grab from specific pools that have not been updated in a long time. So newer Adventurers and Dragons won't be appearing. That being said, it's still recommended that you spend all of these to help expand your roster.

Halidom Progression

The Castle Grounds
See: Facilities

The buildings in your halidom aren't just for show - they can increase your adventurers' stats and, in the case of the Smithy, allow you to craft better weapons.

Here are some basics to consider:

  • Facility Level - this is the sum of the levels of all facilities you own (not counting decorations), and can be seen in the top-left of the screen in the Castle Grounds. This level is used in the requirements for upgrading the
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    itself (the blue-roofed castle), which will give you more room to work with and unlock more levels for the
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    .
  • Smithwyrms - these are the small dragons with hammers that actually upgrade your facilities. Due to this, the amount of buildings you can upgrade at once is limited by not just your materials, but the amount of Smithwyrms that aren't already busy. You'll start off with just 2, but have the option to purchase a 3rd, 4th, and 5th with your Icon Wyrmite.png Wyrmite by tapping the + button in the upper-left of your Castle Grounds. While you would normally use this currency for summoning, it is recommended that you buy all 3 additional smithwyrms to aid your progression. It's a good investment (you only have to pay it once ever), and is equal to only about 11.25 summons' worth of currency:
Smithwyrm # Cost
3 Icon Wyrmite.png Wyrmite x250
4 Icon Wyrmite.png Wyrmite x400
5 (max) Icon Wyrmite.png Wyrmite x700
Total Icon Wyrmite.png Wyrmite x1,350
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    s
    - one of these special hammers allow you to finish a building immediately instead of waiting for it. This is valuable, and the game showers you with them early on, however it is advised that you save your hammers for later to get the most value out of them. Build times can get very long - sometimes multiple days for one building, so a good rule of thumb is to not use hammers until the build times start going over 48 hours (2 days).
  • 1/2 Build Time bonus - For your first 30 days, all of your buildings will take only half the time to finish construction. This is another reason to save your
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    s - it's much better to use them after this bonus has worn off!

The priority order for upgrading Facilities in your Halidom should be:

  1. Upgrading your
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    to unlock more weapons for crafting. Since this requires upgrading your castle, which requires a certain facility level, you should prioritize the fastest and cheapest facilities to upgrade during this time to raise your facility level as quickly as possible. The smithy maxes at level 9, which requires a level 7
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    .
  2. Upgrading Adventurer Facilities. These will increase the strength of your adventurers. Altars (acquired via increasing your player level) and Slime Statues (acquired through Treasure Trade for Void Battles) are slightly more important than Dojos (acquired by clearing Chapter 6) as increasing the strength of an entire mono-element team has more impact than increasing the strength of a single weapon type. Altars and Slimes are also significantly cheaper to build, so they're a good target for increasing your facility level quickly.
  3. Upgrading Dragon Facilities. This will also increase your strength, but has a much smaller impact than the Adventurer Facilities.
    • Although upgrading the Dracoliths will eventually result in massive increases in dragon damage dealt, the amount of resources required to obtain the maximum boost is extremely high, and you usually get better value investing time, stamina, and getherwings elsewhere.
  4. Everything else. The production facilities generate some passive income, but that is a very small amount compared to what you get from actively farming.

Team Building In-depth

You've unlocked a bunch of features from story, so now it's time to discuss more details about team building.

  • General Composition - Generally, teams consist of 3 DPS + 1 healer, or you can forego a healer and do 4 DPS.
    • Healers are usually adventurers that have a Staff, such as
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      . Don't run more than 1 healer, though - nothing really demands that much healing.
    • Up to 1 Buffer such as
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      can be slotted in too. Buffers have little personal damage, but they can improve the team's DPS considerably with their buffs. You can usually identify buffers by adventurers whose first skill is a strength buff rather than an attack.
  • Dragons - Match up dragon elements for a big stat boost! Each Dragon has an "aura", a passive that will grant bonus stats to their adventurer. This is usually locked to matching-element only, so
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    would want a Flame dragon like
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    , for example.
    • DPS adventurers prefer a
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      or
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      aura. This maximizes the potential damage boost they can get out of it.
    • Healers prefer
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      . This plays into the Healing Formula to make their heals stronger. (Strength technically contributes too, but HP is more than 2x as impactful).
    • Buffers prefer
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      if they can get it, to allow them to cast buffs faster. However, note that skill haste is only on 5 Icon Rarity 5.png dragons. Buffers do their job well enough regardless of dragon though, so you should focus on gearing your DPS with good dragons first - give the buffer whatever is left over.
  • Weapons - Most of the time you just want to equip whichever weapon gives you the most strength (NOT might) on a particular adventurer. Matching a weapon's element with the adventurer's element also multiplies the weapon's stats by x1.5, so you should try to match element when you can. There are some specific weapons that we want later, but we'll discuss those in a bit. For now, using 3 Icon Rarity 3.png or 4 Icon Rarity 4.png weapons not crafted from Void Battles should be fine.
  • Wyrmprints - Since you've unlocked the second wyrmprint slot from clearing the story, your build options have expanded considerably. The gist is the following, though we also highly recommend you check out the Wyrmprints Guide for more info.
    • DPS usually wants
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      on their first print and
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      on their second print, to improve their damage output. Once you have access to Afflictions, you can replace the strength print with affliction punishing prints (poison punisher, burn punisher, etc)
    • Healers tend to want
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      or
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      on their first print to enhance their heals, while the second slot is very flexible.
    • Buffers want
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      for their primary and
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      for their secondary, so their buffs will last longer and they can cast more of them.
  • Shared Skills - This feature allows your lead adventurer to borrow skills from other adventurers in your collection. Adventurers you've recruited from the story will have their skills available for free, while everyone else will require you to use Tomes and get the original unit to level 80 with 50 mana circle nodes unlocked. See the Shared Skills article for more information.
    • Tomes are only available in small amounts from events or by spending money, and 50 mana circle nodes is a hefty investment - for these reasons, you should NOT try to unlock additional shared skills until you've reached the endgame.
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      and
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      's skills (or possibly even
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      's skill) are actually pretty good, so you should use those for the time being.

Midgame

Might, Progression, and Misunderstanding

Now would be a good time to discuss Might, which is often a source of confusion for newer players. Might is a score that's calculated by adding up the stats and hidden ability values of your adventurers and all their equipped gear. Despite what it may seem, higher Might does NOT necessarily mean that something is "better". For instance, the wyrmprint Lua error: Error: Table Wyrmprints not found.. has high might and is good on sword units, but is basically useless on anyone else, making its high might misleading.

With that said, we unfortunately can't ignore might entirely, unreliable as it is. You may have noticed that some quests have a "required might" value that you need to reach to unlock them. This value only looks at your "max might", which is the highest might you have ever achieved on a single team. This does NOT mean that you need to use a team of that might to enter. Instead, you can make a separate "might-stacking team" that just equips high-might gear and never enters battle. As long as this team meets the requirements for the might-gates, the quests will be unlocked for you permanently. You can then bring in your actual teams that will do the fighting.

To increase your might, you can do a number of things. Since there are a lot of different things that increase your might, it can be easy to lose track of what you're supposed to farm in order to increase your score.

  1. Mana Circle. The Mana Circle is the best way to increase your might, as each node will increase your adventurer's might by a value ranging from 10 to ~100. You can view each adventurer's mana circle requirements by tapping the node you want to unlock.
  2. Crafting and Enhancing Weapons. Making new and better weapons for your Adventurers to wield is another big contributor to improving your might. Keep in mind that upgrading your Smithy unlocks better weapons to craft and enhance.
  3. Leveling Adventurers. You can level your adventurers by using them in quests or spending
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    s on them. The Crystal method is much faster, and you can get a good supply of them from running Avenue to Power. Leveling an adventurer to 60/70/80 will take you 146/240/341 crystals, and each run of Master Avenue to Power gives you around 20 crystals.
  4. Leveling Facilities. While the boosts seem small at first, the stat bonuses from your facilities will really add up over time. Additionally, these are permanent upgrades that apply across several adventurers at the same time, making it an essential investment to make your collection stronger as a whole.
  5. Leveling Wyrmprints and Dragons. Although important, they give comparatively less might per level than leveling adventurers. Dragons can be leveled with dragonfruit from Avenue to Power, while wyrmprints require holy/blessed/consecrated water, which are usually obtained in a significant amount from events only.


As such, running quests that obtain the materials necessary for upgrading Mana Circles, Crafting/Enhancing, and upgrading facilties should be prioritized. Aim to get your characters at least either an elemental 3 Icon Rarity 3.png weapon (Don't unbind it), or a Tier-2 4 Icon Rarity 4.png weapon.

Resource Management

General advice for spending resources at this point are:

Icon Wyrmite.png When to Summon Icon Diamantium.png
Summoning location

The best times to summon are :

  • Gala Dragalia banners - These have strong Gala-exclusive units, as well as a 6% starting rate for 5 Icon Rarity 5.png instead of the usual 4%. Even if you don't actually get the Gala units, you will likely get a lot of other 5 Icon Rarity 5.png units in the process. And even if you don't get 5 Icon Rarity 5.png units that you want, you get much more Icon Resource Eldwater.png Eldwater income than usual, too. It's a win-win all around.
  • Limited banners - These banners have units that don't get added to the permanent summoning pool after their banner ends. The quality of the limited units can vary, but waiting to summon until a limited banner means that permanent units you missed may pop up while chasing the limited units.
  • Collaboration banners - Collabs with properties other than Dragalia Lost, usually owned by another company. These act like limited banners, except it may be a very long time before these return, assuming they ever return at all.
100001 01 r04.png Adventurers
  • Start with one adventurer of each element, since in most forms of co-op, you only need to bring one strong adventurer.
    • You can start working on single-element teams (only flame adventurers, only shadow adventurers, etc) after you've gotten one adventurer to 30 or 40 mana circles and max level.
  • Please DO NOT promote adventurers from 4 Icon Rarity 4.png to 5 Icon Rarity 5.png or unlock the fifth mana circle floor (nodes 41+). Both of those actions require limited resources that cannot be easily acquired, such as Icon Resource Eldwater.png Eldwater and
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    s, and all content before endgame can be cleared with just 40 mana circle nodes (40MC) anyway. This is a common mistake made by newer players, and is basically a waste this early on!
210007 01.png Dragons
  • You should keep multiple 4 Icon Rarity 4.png dragons with the strength ability, as those are fairly easy to max unbind (MUB), and will serve as filler as you collect and upgrade 5 Icon Rarity 5.png dragons as you progress through the game and perform summons.
    • These strength dragons are:
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      ,
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      ,
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      ,
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      , and
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      .
  • Generally speaking, the 5 Icon Rarity 5.png dragons will become superior to their 4 Icon Rarity 4.png counterparts once they're at least 2UB.
    • The 5 Icon Rarity 5.png dragons that have a tendency to be stronger than 4 Icon Rarity 4.png dragons, even when they are 0UB, are:
      • Flame:
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        (but not on Chelsea),
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        (on swords/bows)
      • Water:
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        ,
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        (on buffers/healers)
      • Wind:
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        ,
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        (if you don't get hit),
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        (on buffers/healers)
      • Light:
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        (with high combos),
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        (on buffers/healers)
      • Shadow:
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        ,
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        (on low HP adventurers),
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        ,
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        (on buffers/healers).
    • 4 Icon Rarity 4.png dragons that have an HP ability will instead have lower value, as only healers would want these, outside of some very specific solo compositions. Therefore, you don't need to keep more than 1 MUB copy of any HP dragon.
      • These HP dragons are:
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        ,
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        ,
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        ,
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        , and
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        .
  • As Sunlight Stones are extremely rare, and it is possible to obtain Draconic Essences to unbind certain 5 Icon Rarity 5.png dragons, you should use only use
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    s to unbind only dragons that cannot be unbound with Draconic Essences, and only if the dragon is extremely powerful. A good Sunlight Stone target is to use them on extremely powerful Gala or limited-availability dragons.
    • Even when you do use these stones, don't unbind a 5 Icon Rarity 5.png dragon unless you can at least 2UB it - the ability (which is the most important part of a dragon) will only start to become superior to a MUB 4 Icon Rarity 4.png dragon at 2UB for the majority of 5 Icon Rarity 5.png dragons, and a 1UB upgrade on most dragons is likely a sidegrade compared to your 4 Icon Rarity 4.png.
  • The game gives you an option to use dragons as EXP fodder for other dragons. However, please DO NOT do this, as the exchange rate is terrible - a single dragon only gives you about as much exp as a single dragonfruit. And you can get 20-ish dragonfruits from just a single run of Avenue to Power.
  • If you're running out of dragon space, you can sell any that you don't want. To do that, go to "Teams" -> "Collection" -> "Dragons" -> "Part Ways". Here you can exhange dragons for Icon Resource Eldwater.png Eldwater. It is recommended that you keep at least 1 of every dragon species for building bonds in the Dragon's Roost - maxing a species' bond at lv30 gives you a
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    , and 10 of these make a
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    , a precious resource.
400110 01.png Wyrmprints
  • Icon Resource Eldwater.png Eldwater early on is best spent on buying appropriate wyrmprints from the Wyrmprint Shop. Please refer to the Wyrmprints Guide for advice on which wyrmprints to purchase.
  • Wyrmprints require increasingly more exp per level as the level increases, so it is more efficient to not immediately max level them to 100 (for MUB 5* wyrmprints) as required exp above 70 is exorbitant compared to the stat gains. Instead, level up a variety of wyrmprints.
    • Note that
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      , the resource for leveling prints, cannot be farmed normally - you're generally going to depend on events to get more. Due to this, be careful of which prints you actually invest in.

Daily, Weekly, and Monthly tasks

Daily BonusDaily Icon.png
Daily Bonus Chests

Many event quests have one or two bonus chests for your first runs per day. Make sure to do all of them on the highest difficulty available, even if you are focusing your farming on a specific quest.

Grand BountyIcon Grand Bounty.png

Some limited-time events will have a special Daily Bonus called the Grand Bounty, rewarded for clearing that event's Nightmare mode each day. The rewards from this include a randomized batch of rare upgrade materials, such as

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. It's well worth doing once you're strong enough to beat Nightmare.

Daily Dragon's Roost Gifts
The Dragon's Roost
See: Dragon's Roost

You may have noticed this small floating island near the top of your Castle Grounds. This is where you can spend Icon Resource Rupies.png Rupies to buy gifts for your dragons, which will increase their bond level. The selection of gifts will rotate every day.

Bond level is tied to a dragon's species rather than to a specific copy - meaning that if you reached level 30 bond with a

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, for example, then that level carries over to all copies of Fubuki that you possess.

Giving gifts to increase a dragon's bond level will have several benefits:

  • Giving gifts (even if the level doesn't actually go up) will have a chance to reward you with
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    s, a rare material needed to upgrade your Halidom. This is the main way to get these before the endgame. You will also get guaranteed Talonstones at Bond levels 10 and 25.
  • Each bond level will grant a +10 bonus to the dragon's might, for a total of +290 might at the max bond level of 30.
  • Bond level 5 gives you part 1 of the dragon's story, which will grant Icon Wyrmite.png Wyrmite x25 when read.
  • Bond level 15 gives you part 2 of the dragon's story, which will grant Icon Wyrmite.png Wyrmite x25 and an Epithet when read.
  • Bond level 30 (the max) gives you
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    x1. Collect 10 of these and then exchange them in the Treasure Trade to get a
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    , a precous resource which can unbind any 5 Icon Rarity 5.png dragon of your choice 1 time - a lot better than needing to pull a specific dupe.

It's recommended that you buy all the available gifts for your dragons every day, and make sure to give dragons their "favorite" gifts (indicated by a music note) whenever possible to get more bond exp. In total, this would run you Icon Resource Rupies.png Rupies x25,500 each day (or 28,500 on weekends), which is relatively cheap and very much worth it.

Weekly BonusDaily Icon.png

Endgame quests have chests similar to the daily ones, but they operate on a weekly schedule instead. Don't sweat it if you can't do these yet - but once you can, make sure to do your weeklies for those extra materials.

Weekly Fafnir Medals
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Fafnir Medals Treasure Trade

You've likely picked up a few

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s on your adventures. These items can be exchanged for rare materials in the Shop's Treasure Trade, and they can drop from almost any quest in the game. You're limited to gaining 50 medals from quests per week, though there's no limit to the amount you can hold, and any that you get as gifts don't count towards the 50 limit. Make sure you pick up your 50 medals each week! In terms of what to redeem your medals for, your first priority should be the

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s. These can't be farmed normally, are in short supply, and are very important for upgrading your adventurers' mana circles. After you're done buying those, you have free reign over the rest of the shop - most of the stuff in there can be farmed, or is otherwise not very hard to get anyway.

Monthly Treasure Trades

Every month, certain quests will have Treasure Trade shops where you can redeem useful items. The amount you can trade is limited, but it gets reset on the 1st of every month. Make sure to pick these up when you can.

Void Battles
Void Battles
See: Void Battles

Void Battles is a series of boss fights that let you craft weapons with special abilities. You can then use those abilities to fight other Void bosses and counter the bosses' effects. However, these weapons have the caveat of having lower stats than normal - a 5 Icon Rarity 5.png Void weapon has the stats of a 4 Icon Rarity 4.png normal weapon. The exception to this are Chimeratech weapons, which have extremely high stats for 5 Icon Rarity 5.png weapons. (We'll discuss those later.)

Clearing Void Battles will earn you

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s and

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s, which you can trade for various rewards in the Treasure Trade. This Treasure Trade shop will reset every month.

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    s can be traded for rare materials such as
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    s and
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    s. The total amount of leaves needed to clean out the shop each month is 1,095, and ideally you do want to buy everything. But if you can't for some reason, then you can skip the Dragonfruit and Whetstones.
    • Buying out the Icon Resource Rupies.png Rupies and Icon Resource Mana.png Mana will open up infinite-trade options for them.
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    s can be traded for:
    • Slime Statues, which are similar to elemental Altars in that they boost your stats and can be upgraded
    • Fafnir dragons:
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      ,
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      , and
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      . Gold Fafnirs are the most useful, since they can increase the Icon Resource Rupies.png Rupies you gain from quests. You should still pick up 1 each of the Bronze/Silver for your Dragon's Roost, though.
    • 1 Void Seed can trade for 80 Void Leaves, and then those leaves can be sold for rupies. The exchange rate is fantastic as well - 1 Void Seed trades into 480,000 Icon Resource Rupies.png Rupies after you sell the 80 leaves (assuming the infinite-trade option), making this a fantastic value if you need some quick cash.
Astral Raids
Astral Raids
See: Astral Raids

Astral Raids are rematch fights with Raid bosses from older Raid Events. These ONLY happen during weekends when a regular Raid Event isn't running. You can enter by using

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s, which you've likely picked up during your adventures. Don't be worried when you're over-capping on pieces between Astral Raids - that is completely normal and you are not really wasting resources.

The main attraction for these fights is Augments, which can be applied to an Adventurer or Wyrmprint to increase their stats (you gain the ability to use these after Main Campaign Chapter 9). 1 Augment equals +1 to HP or Strength, and you can have +100 in each stat on each Adventurer and Wyrmprint, for a potential total of +600 stats on a single adventurer (200 on Adventurer, 200 on wyrmprint A, 200 on wyrmprint B).

In addition to dropping augments directly, Astrals drop

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s, which can be traded in the shop for an extra 10 of each Augment type every month - it's not a lot, but it's a nice bonus. You can also redeem the shards for insignia and tablets, though those aren't really worth it.

The Mercurial Gauntlet
The Mercurial Gauntlet
See: The Mercurial Gauntlet

The Mercurial Gauntlet is a sandbag-type mode for you to test your damage against a stationary target. The more times you beat this boss, the higher the level will go. The higher your level, the more rewards you qualify for in the Victor's Trove. Also it costs 0 stamina, so feel free to pop in whenever you want to test your skills!

The Victor's Trove is a large amount of Icon Resource Mana.png Mana, Icon Resource Rupies.png Rupies, Icon Resource Eldwater.png Eldwater, and

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that you can redeem on the 15th of every month. While the ability to redeem this technically "resets" every month, you don't need to replay lower Mercurial Gauntlet levels each month - your progress is preserved. So you could theoreticlaly make some progress, then not touch MG for a while, and still rake in the rewards.

Several of the earlier floors are fairly easy to manage. You'll want to make some progress in it asap, even if it's only a little bit, so you can qualify for the monthly rewards.

Here are some tips:

  • Iframe the claps! - The boss does a "clap" every 15 seconds, and if you use a skill at that moment, you and your entire team will be protected from damage for 1 second. This is called "invincibility framing", or "iframing".
    • You can also use helper skills to iframe. These recharge about every 13 seconds after use, so the timing works out well. Bringing a buffer helper such as
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      is highly recommended.
    • Dodge rolls and the transformation animation from shapeshifting or dragondrive activation do not work in Mercurial Gauntlet, as they don't grant AI adventurers iframes!
  • No healers needed! (below level 50) - Don't bring a healer; you don't actually ever need one for the first 50 levels of each element's Mercurial Gauntlet! With proper iframing, you will never take any damage. This opens up their slot for another DPS, which will be much more helpful in progressing through this mode.
    • Even after level 50, it may be possible to still continue foregoing a healer if you have access to a healer helper, shared skill, and/or a dragon with a strong healing skill.
  • Bog on break! - If you have
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    ,
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    , or
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    , transform into that dragon when the boss breaks so you can inflict Affliction bog large icon.png Bog. Bog increases damage dealt by 50%, and bogging Fafnir Roy III on break lets you get in a lot more damage.
  • Off-element is viable! - Don't be afraid to use off-element characters!
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    for instance can improve your DPS a lot with her buffs, even if your team isn't Water.
    • You can even give her the aforementioned water dragons with Bog, if you don't want to put them on non-water adventurers
    • Similarly, off-element adventurers which can inflict Affliction burn large icon.png Burn or Affliction poison large icon.png Poison should also be considered due to the following point.
  • Use affliction punishers! - If you deal a status such as Affliction burn large icon.png Burn or Affliction poison large icon.png Poison into a boss, and you have punisher effects on your skills, adventurer abilities, or wyrmprints, you can get in a lot more damage. For example,
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    and the free adventurer you get from Chapter 8 of the Main Campaign can deal burn and poison respectively, and if you gear your team with the wyrmprint Lua error: Error: Table Wyrmprints not found.. or Lua error: Error: Table Wyrmprints not found.., then everyone's DPS will benefit from it.
    • Make sure to reapply the affliction as soon as overdrive starts, as overdrive will remove all existing afflictions.
    • Note that Affliction paralysis large icon.png Paralysis and Affliction frostbite large icon.png Frostbite afflictions are not as suitable for enabling punisher effects, as Fafnir Roy III has a very high paralysis resistance, and the Frostbitten Punisher wyrmprint, Lua error: Error: Table Wyrmprints not found.., is on the weaker side that a standard secondary wyrmprint may be better than it on a good amount of adventurers.
  • Use the boss's thickness against him! - The free adventurer you get from Chapter 14 of the Main Campaign absolutely demolishes this mode. Their second skill makes a ring of bullets that deals tons of damage to large-bodied targets - which ends up working quite well against the rather-thick boss.

Weapon Progression

Now we come to the meat of the game's progression: Weapons. There are hundreds of these things and they can get very confusing, so we'll focus on a small subset for now: Chimeratech weapons.

Chimeratech weapons are crafted from the Chimera bosses, which can be found in Void Battles. These weapons are the strongest things you can get before dipping into the endgame. They're so strong that you don't even have to match element - a Icon Element Flame.png Flame Chimeratech sword works great even on non-Flame sword adventurers.

But it's not so simple as to just walk in and fight the Chimeras, though - there's some prep work needed. For simplicity of explanation, let's say you want to make a Icon Element Flame.png Flame-attuned Chimeratech Icon Weapon Sword.png Sword.

  1. (optional) Defeat the Eolian Phantom Enemy Icon.png Eolian Phantom, and use its materials to craft a Icon Element Water.png Water weapon with
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    [[
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    ]]Lv. 1:
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    Lv. 2:
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    . You can actually skip this step if you're geared enough to kill the Chimera without it, and/or if you're fighting the Chimera in co-op.
  2. Defeat the Smoldering Manticore Enemy Icon.png Smoldering Manticore, and use its materials to craft a tier-3 5 Icon Rarity 5.png Icon Element Flame.png Flame-attuned Icon Weapon Sword.png Sword (
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    ). We're not actually going to use this sword (even though it says 5 Icon Rarity 5.png, its stats are actually only that of a 4 Icon Rarity 4.png). Instead, we had to make this to unlock the Flame Chimera Sword's recipe.
  3. Defeat the Volcanic Chimera Enemy Icon.png Volcanic Chimera on Expert difficulty, and use its materials to craft a tier-2 5 Icon Rarity 5.png Icon Element Flame.png Flame-attuned Icon Weapon Sword.png Sword (
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    ). If you can't beat Expert or don't have it unlocked, crafting the tier-1 version of the weapon (
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    ) from Standard is fine until you can do Expert.

Repeat this process to gear out your teams with as many Chimeratech weapons as possible.

Co-op Backline Building

You're likely diving into co-op to help with your weapon farming, so it's time to explain "backline" teams.

When you go into co-op, only your lead adventurer goes in, but the three in the "back" aren't just doing nothing - their co-abilities still apply to the lead adventurer. This means that you can set up 3 adventurers with good co-abilities to boost up your leader in co-op. Doing this is called setting up your "backline".

Here are some basics about co-abilities:

  • each adventurer has 2 co-abilities: their primary co-ability and their chain co-ability.
    • Primary co-abilities can work on anyone, however they don't stack if you have multiple of the same one.
    • Chain co-abilities (CCA) are usually locked to an element matching the adventurer. The main 5 story adventurers (
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      ,
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      ,
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      ,
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      , and
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      ) are exceptions, so their CCA works on anyone regardless of element. Also, unlike Primary co-abilities, Chain co-abilities actually can stack with each other, and they have no cap.
  • Primary co-abilities are usually tied to weapon type (though there are some unique co-abilities that go against this trend)
    • Icon Weapon Sword.png Swords have Icon Ability 1020005.png Dragon Haste
    • Icon Weapon Blade.png Blades have Icon Ability 1020002.png Strength
    • Icon Weapon Dagger.png Daggers have Icon Ability 1020010.png Critical Rate
    • Icon Weapon Axe.png Axes have Icon Ability 1020003.png Defense
    • Icon Weapon Lance.png Lances have Icon Ability 1020001.png HP
    • Icon Weapon Bow.png Bows have Icon Ability 1020004.png Skill Haste
    • Icon Weapon Wand.png Wands have Icon Ability 1010002.png Skill Damage
    • Icon Weapon Staff.png Staffs have Icon Ability 1020009.png Recovery Potency
  • Chain co-abilities can vary wildly by adventurer - but generally speaking, the primary co-abilities are usually more important to set up first before diving into chains.
  • Generally speaking, most DPS adventurers want Icon Ability 1020002.png Strength, Icon Ability 1010002.png Skill Damage, and Icon Ability 1020004.png Skill Haste. In other words, a Icon Weapon Blade.png Blade, a Icon Weapon Wand.png Wand, and a Icon Weapon Bow.png Bow. Individual adventurer needs can change their preferred co-abilities, but this is a good default to use.
  • Healers generally want Icon Ability 1020001.png HP and Icon Ability 1020004.png Skill Haste (so a Icon Weapon Lance.png Lance and a Icon Weapon Bow.png Bow), with the third slot being flexible.
  • Buffers want Icon Ability 1020004.png Skill Haste (Icon Weapon Bow.png Bow) as well as Icon Ability 1010006.png Buff Time, though the latter is usually locked to Chain co-abilities.
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    , however, can offer it as a Primary.

Endgame

See: Progression Guide

The current endgame of Dragalia Lost consists of co-op boss fights - namely, the Advanced Dragon Trials (also called the High Dragon Trials, or HDTs) and The Agito Uprising.

Preparation

This is where you want your gear to be as decked out as possible. And since this is co-op, that means you're mostly building single adventurers instead of full teams.

You'll know you're here when you've hit the following milestones for the character you're bringing to co-op:

  • level 35+ Altars of your adventurer's element
  • level 31+ Dojos of your adventurer's weapon type
  • max-level Slime Statues and Event Compendium facilities
  • matching-element Chimeratech Tier-2 weapons at minimum (you should already have these if you've been following this guide so far)
  • max-unbound wyrmprints that play to your adventurer's strengths
  • max-unbound 5 Icon Rarity 5.png dragon that plays to your adventurer's strengths
  • max augments on adventurer and wyrmprints
  • 50 mana circle nodes (49 bare minimum, missing only the
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    node for slightly lower base stats, or up to 70, if your adventurer has access to the Mana Spiral)
  • (optional) the two +10 HP augments on weapon and dragon
  • (optional) co-ability upgrades on backline adventurers
  • (optional) additional shared skills from non-story adventurers that may be purchased
Mana Spiral
A Mana Spiral
See: Mana Spiral

The Mana Spiral is an extension of the Mana Circle that is only available to certain adventurers (usually older ones). The Mana Spiral contains 20 nodes that must be unlocked in a set order, and brings the total amount of nodes available from 50 to 70. It also raises the maximum level cap from 80 to 100. While spiral quality can vary, generally speaking it will bring the adventurer up to par with, or even make them better than, adventurers around the spiral's release date.

  • If you picked
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    ,
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    ,
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    , or
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    earlier, now is their time to shine - the Mana Spiral is the tool that will bring them from zero to hero.
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    has access to a spiral too, if you chose him.
  • Some of the adventurers you got through the story can access the Mana Spiral:
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    ,
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    , and
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    .
    • For utility purposes, even if you don't actually play
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      it's recommended to get him up to 56 mana nodes. This upgrades his
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      Tornado BashLv. 1:
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      shared skill to deal more damage and gain the useful Affliction poison large icon.png Poison and
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      properties.
  • Some of your tutorial 3 Icon Rarity 3.png adventurers are eligible for the Mana Spiral too, though their quality can vary, and it's possible that you've pulled better adventurers to invest by this point. Ultimately, the decision is up to you.
    • Icon Element Flame.png Flame:
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      ,
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      ,
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    • Icon Element Water.png Water:
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      ,
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    • Icon Element Wind.png Wind:
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      ,
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    • Icon Element Shadow.png Shadow:
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      ,
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High Dragon Trials

Advanced/High Dragon Trials

High Dragon Trials (HDT) operate on a cycle - beating a boss of one element lets you craft a weapon to beat another boss. For example, beating High Midgardsormr lets you craft a Icon Element Wind.png Wind weapon that you can use against High Mercury.

  • Standard difficulty is a one-and-done affair. The rewards aren't great - you don't even get most of the stuff you need for weapons. However, you have to do this first in order to unlock Expert and Master. Your Chimeratech weapons should work fine for this quest.
  • Expert difficulty is the main attraction. Here you can farm Tails, which you can use to make weapons. The fights are essentially the same as Standard, though the boss has much more HP and deals more damage. Chimeratech works fine here until you can make a High Dragon tier-1 weapon (HD1 for short). Once you have an HD1, the Bane ability on it makes it better against HDT than your Chimeratech. Outside of HDT though, your Chimeratech will still be better by raw stats.
    • Recommended order of Expert fights (wind/water/flame cycle): Icon Element Wind.png High Midgardsormr (HMS) -> Icon Element Water.png High Mercury (HMC) -> Icon Element Flame.png High Brunhilda (HBH)
    • Recommended order of Expert fights (light/shadow cycle): Icon Element Light.png High Jupiter (HJP) -> Icon Element Shadow.png High Zodiark (HZD)
  • Master Difficulty is where you can farm Horns, which can be used to upgrade your High Dragon weapons to tier-2 (HD2 for short). This time the fights add extra attacks and shuffle up the mechanics, so you'll need to learn new approaches to the battle. Weapon-wise, it is expected that you enter with a max-unbound HD1 at minimum, or even a 0ub HD2 if you can get one.
    • Recommended order of Master fights (wind/water/flame cycle): Icon Element Flame.png High Brunhilda (HBH) -> Icon Element Wind.png High Midgardsormr (HMS) -> Icon Element Water.png High Mercury (HMC)
    • Recommended order of Master fights (light/shadow cycle): Icon Element Light.png High Jupiter (HJP) -> Icon Element Shadow.png High Zodiark (HZD)

Something to note: due to the ease of farming Icon Element Shadow.png Shadow weapons off of Kai Yan in the Agito Uprising (see section below), you don't need to bother with Icon Element Shadow.png High Zodiark at all - Kai Yan's weapons are better and much easier to get.

The Agito Uprising

Main article: The Agito Uprising
The Agito Uprising

The Agito Uprising operates a bit differently from HDT. Instead of making a weapon to fight another boss, you can get weapons to fight the same boss. For example, Volk (a wind boss in Volk's Wrath) will give you Icon Element Flame.png Flame weapons that you can use against him to farm more. Due to this, it can sometimes be difficult to "break in" to a fight since you'll want a strong weapon to get started.

  • Standard difficulty of all Agito fights is fairly manageable - your Chimeratech weapon should work fine.
    • As a reward for your first clear, you will receive enough Silver Masks and Gold Masks to make a 0-unbound 6 Icon Rarity 6.png Agito weapon. However, you should be careful - this weapon is not necessarily going to be your ticket into Expert difficulty, especially for the more recent Ciella's Wrath and Ayaha & Otoha's Wrath. A High Dragon tier-2 weapon (HD2), max-unbound using
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      s, will usually be better. Due to this, it is usually advised that you redeem the Agito Tree from the Shop's Treasure Trade instead, to boost your stats.
      • Shadow is the one exception to this. Kai Yan's weapons grant Attack Rate Up on their skill, which is ridiculously powerful and makes it beat out the HD2 even at 0UB. Additionally, Expert Kai Yan is 100% doable with the 0UB 6 Icon Rarity 6.png weapon. For that reason, you should make the Kai Yan weapon first before you get the tree.
  • Expert difficulty is where it gets tricky. If you are a damage-dealing adventurer (or DPS), it is expected that you bring a High Dragon tier-2 weapon (HD2) to these fights in public co-op. If you are instead playing a support role such as a healer or buffer, or are playing with exceptionally strong adventurers (especially in pre-made rooms), then you can squeak by with a max-unbound Chimeratech tier 2 instead - however, be aware that some fights may prefer more damage instead of allowing supportive adventurers in, or have the public co-op rooms set to a might too high for such weapons to reach.
    • If this is the situation, it's highly suggested to farm towards a MUB Agito weapon in pre-made rooms before trying public co-op.
    • Generally accepted might thresholds for public co-op rooms for Expert difficulty Agito quests:
      • 8,000 might: Healers
      • 9,000 might: DPS, hybrid DPS, and support adventurers without a mana spiral
      • 9,500 might: DPS, hybrid DPS, and support adventurers with a mana spiral
  • Master difficulty is the tip top of the current endgame. You'll want a max-unbound 6 Icon Rarity 6.png weapon, farmed from Expert, in order to enter.
    • Generally accepted might thresholds for public co-op rooms for Master difficulty Agito quests:
      • 9,000 might: Healers
      • 10,000 might: DPS, hybrid DPS, and support adventurers without a mana spiral
        • You'll likely need to have upgraded the Agito weapon to tier 2.
      • 10,500 might: DPS, hybrid DPS, and support adventurers with a mana spiral
        • You'll likely need to have upgraded the Agito weapon to tier 2.