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Co-abilities Guide

Co-abilities are special abilities that apply over all adventurers in a team.

Icon SandTimer 01 Battle.png 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.
Update Changelog 
Date Changes
??? ??, 2020
  • Initial guide release.
Icon Ability 1020002.png 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:

Co-ability Weapon Type
Icon Ability 1020005.png Dragon Haste Icon Weapon Sword.png Sword
Icon Ability 1020002.png Strength Icon Weapon Blade.png Blade
Icon Ability 1020010.png Critical Rate Icon Weapon Dagger.png Dagger
Icon Ability 1020003.png Defense Icon Weapon Axe.png Axe
Icon Ability 1020001.png HP Icon Weapon Lance.png Lance
Icon Ability 1020004.png Skill Haste Icon Weapon Bow.png Bow
Icon Ability 1010002.png Skill Damage Icon Weapon Wand.png Wand
Icon Ability 1020009.png Recovery Potency Icon Weapon Staff.png 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":

Co-ability Adventurers
Icon Ability 1010041.png HP & Defense
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Icon Ability 1010016.png Overdrive Punisher & Gauge Accelerator
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Icon Ability 1070004.png Paralyzed Punisher
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Icon Ability 1070016.png Reduced Strength & Defense Punisher
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Icon Ability 1020032.png Shapeshifting Boost
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Icon Ability 1010045.png Standard Attack Damage
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Icon Ability 1010001.png Force Strike
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Icon Ability 1020011.png Critical Damage
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Icon Ability 1090004.png Light Damage
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Icon Ability 1010006.png Buff Time
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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 Icon Rarity 3.png
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      will start with a 1% strength co-ability, while a 5 Icon Rarity 5.png
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      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
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      and a fully-upgraded
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      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 (
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      ,
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      ,
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      ,
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      , and
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      ) 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 Icon Rarity 3.png rather than a 4 Icon Rarity 4.png.
  • 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.

Icon Ability 1020036.png Chain Co-ability Archetypes

Chain Co-ability Archetypes

Buff Skill Time

Element 3 Icon Rarity 3.png Effect 4 Icon Rarity 4.png Effect 5 Icon Rarity 5.png Effect
Icon Element Flame.png Flame - - -
Icon Element Water.png Water
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-
Icon Element Wind.png Wind - - -
Icon Element Light.png Light - - -
Icon Element Shadow.png Shadow - - -

Dragon Haste

Element 3 Icon Rarity 3.png Effect 4 Icon Rarity 4.png Effect 5 Icon Rarity 5.png Effect
Icon Element None.png Any
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- -
Icon Element Flame.png Flame -
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Icon Element Water.png Water
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Icon Element Wind.png Wind - - -
Icon Element Light.png Light - - -
Icon Element Shadow.png Shadow -
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Combo Time

Element 3 Icon Rarity 3.png Effect 4 Icon Rarity 4.png Effect 5 Icon Rarity 5.png Effect
Icon Element Flame.png Flame - -
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Icon Element Water.png Water - -
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Icon Element Wind.png Wind - - -
Icon Element Light.png Light -
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Icon Element Shadow.png Shadow - - -

HP

Element 3 Icon Rarity 3.png Effect 4 Icon Rarity 4.png Effect 5 Icon Rarity 5.png Effect
Icon Element Flame.png Flame
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- -
Icon Element Water.png Water
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-
Icon Element Wind.png Wind - - -
Icon Element Light.png Light
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-
Icon Element Shadow.png Shadow
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-

Above 10 Hits = Strength

Element 3 Icon Rarity 3.png Effect 4 Icon Rarity 4.png Effect 5 Icon Rarity 5.png Effect
Icon Element Flame.png Flame -
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Icon Element Water.png Water -
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Icon Element Wind.png Wind -
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Icon Element Light.png Light
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-
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Icon Element Shadow.png Shadow - - -

Affliction = User Strength

Element 3 Icon Rarity 3.png Effect 4 Icon Rarity 4.png Effect 5 Icon Rarity 5.png Effect
Icon Element Flame.png Flame (Affliction burn large icon.png Burn)
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-
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Icon Element Water.png Water (Affliction frostbite large icon.png Frostbite)
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Icon Element Wind.png Wind (Affliction poison large icon.png Poison)
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-
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Icon Element Light.png Light (Affliction paralysis large icon.png Paralysis) - -
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Icon Element Shadow.png Shadow (Affliction poison large icon.png Poison)
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-
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Dragon's Claws

Element 3 Icon Rarity 3.png Effect 4 Icon Rarity 4.png Effect 5 Icon Rarity 5.png Effect
Icon Element None.png Any
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- -
Icon Element Flame.png Flame -
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Icon Element Water.png Water - -
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Icon Element Wind.png Wind -
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-
Icon Element Light.png Light - - -
Icon Element Shadow.png Shadow - -
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HP 60 = Strength

Element 3 Icon Rarity 3.png Effect 4 Icon Rarity 4.png Effect 5 Icon Rarity 5.png Effect
Icon Element None.png Any
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- -
Icon Element Flame.png Flame -
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Icon Element Water.png Water
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Icon Element Wind.png Wind -
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Icon Element Light.png Light
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Icon Element Shadow.png Shadow
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HP Below 40 = Strength

Element 3 Icon Rarity 3.png Effect 4 Icon Rarity 4.png Effect 5 Icon Rarity 5.png Effect
Icon Element Flame.png Flame
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Icon Element Water.png Water - - -
Icon Element Wind.png Wind - - -
Icon Element Light.png Light - - -
Icon Element Shadow.png Shadow -
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Affliction Edge

Element 3 Icon Rarity 3.png Effect (+40%) 4 Icon Rarity 4.png Effect (+45%) 5 Icon Rarity 5.png Effect (+50%)
Icon Element Flame.png Flame (Affliction burn large icon.png Burn)
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- -
Icon Element Water.png Water - - -
Icon Element Wind.png Wind (Affliction poison large icon.png Poison) -
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-
Icon Element Light.png Light (Affliction paralysis large icon.png Paralysis)
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- -
Icon Element Shadow.png Shadow (Affliction poison large icon.png Poison) - -
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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