Ratings
Site
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RatingThe character's overall rating out of 10.
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GrindingThe character's general efficiency in repeatedly clearing menial content with an emphasis on real-time speed. GW Max Grade: SS KG Max Grade: SS
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Full AutoThe character's general performance in Full Auto parties. GW Max Grade: SS KG Max Grade: SS
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High DifficultyThe character's capability relative to the game's most difficult content. GW Max Grade: SS KG Max Grade: SS
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Last Update
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GameWith
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N/A
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SS
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SS
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SS
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2023-03-31
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Kamigame
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10
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SS
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SS
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SS
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2023-04-01
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Overview
Caim is the cornerstone of the so-called "Caim Grid" or earth "Highlander Grid", a weapon grid that makes use of Caim's support skill The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000). and ten different grid weapons to boost your attack, damage cap, and defense. It is such a powerful sub ally support skill that Caim is often relegated to being a backline character as the "11th weapon" in your grid. However, when given the chance, Caim can be a strong frontline contender too. Like The Fool arcarum he represents, he has limitless potential, with the ability to fit every weapon-, style- and race-related weapon skill thanks to Wild CardSubject to all specialty weapon-, style-, and raceOfficially called "type" in-game-related weapon skills.. With his skills, he can fulfill any role- an attacker, a buffer, debuffer, or healer as long as you are conscious of how your party is built and the order of your skills. Using Caim on your frontline requires a fair amount of thought and planning, and is not beginner-friendly, but he can open up a lot of possibilities for your team.
Strengths
- Powerful sub ally passive in The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000)..
- Fits into any race and weapon proficiency team thanks to Wild CardSubject to all specialty weapon-, style-, and raceOfficially called "type" in-game-related weapon skills..
- Can allow your characters to reuse any skill immediately one time with Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.).
- Can copy ally skills using Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.).
- Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.) provides many strong buffs with End of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.).
- Can fulfill any role with his versatile moveset.
- SpadeATK is boosted based on Spade Rank / Elemental DMG will be treated as the element superior to the target (Can't be removed)
Multiplier: Perpetuity ranks turn Caim into a strong attacker that can deal critical hits even against wind foes.
- HeartHealing specs are boosted based on Heart Rank / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
and DiamondDEF is boosted based on Diamond Rank / Elemental DMG from foes turns into water DMG (Can't be removed)
ranks will improve Caim's survivability.
- ClubDebuff success rate is boosted based on Club Rank / Deals bonus earth DMG for one-foe attacks (Can't be removed)
ranks give Caim 10% bonus earth damage.
- Can inflict DelayReduce a foe's filled charge diamonds by 1
Base Accuracy: 100%, 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds, and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds with Club Trick.
- At FLB, he can provide these strong buffs to his allies as well.
- The Hanged Man (SSR) is a strong summon with a useful call and subaura.
Weaknesses
- Building a grid around The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000). can be restrictive.
- Using Caim in your frontline means you lose out on The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000)..
- Unexpectedly having Caim come out from your backline can drop your damage and survivability, in addition to disrupting your strategy.
- To reduce ramp-up time, Caim prefers being switched in from your backline to activate The Fool UprightWhen Switching to Main Ally:
Caim's SpadeATK is boosted based on Spade Rank / Elemental DMG will be treated as the element superior to the target (Can't be removed)
Multiplier: PerpetuityDuration: Indefinite, HeartHealing specs are boosted based on Heart Rank / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
Duration: Indefinite, DiamondDEF is boosted based on Diamond Rank / Elemental DMG from foes turns into water DMG (Can't be removed)
Duration: Indefinite, and ClubDebuff success rate is boosted based on Club Rank / Deals bonus earth DMG for one-foe attacks (Can't be removed)
Duration: Indefinite ranks all rise by a random number (Max: 4).
(Can't be reactivated.)
At level 95:
Now affects all Earth allies..
- The buffs provided by The Fool UprightWhen Switching to Main Ally:
Caim's SpadeATK is boosted based on Spade Rank / Elemental DMG will be treated as the element superior to the target (Can't be removed)
Multiplier: PerpetuityDuration: Indefinite, HeartHealing specs are boosted based on Heart Rank / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
Duration: Indefinite, DiamondDEF is boosted based on Diamond Rank / Elemental DMG from foes turns into water DMG (Can't be removed)
Duration: Indefinite, and ClubDebuff success rate is boosted based on Club Rank / Deals bonus earth DMG for one-foe attacks (Can't be removed)
Duration: Indefinite ranks all rise by a random number (Max: 4).
(Can't be reactivated.)
At level 95:
Now affects all Earth allies. are randomized.
- Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.) can only be used once per battle and has a 3-turn lockout at the start.
- Requires a thorough understanding of team building and forethought in the order your skills are being used.
- Caim cannot copy his own skills.
- Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.) suffers from the same limitations as other Facsimile skills:
- Many strong skills cannot be copied.
- Some skills are built around that character's passive abilities, which Caim would lack.
- Skills that specifically target another character will simply target the same character again.
- Teamwide buffs and debuff-inflicting skills are often not worth copying again in the same turn.
How to Play
Caim is most often used in the backline for his support skill, The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000)., which requires your grid to be composed of ten different weapons. You lose out on the bonus if Caim is switched into your frontline. In the event that you want to use Caim in your frontline, he benefits from having a sacrificial character switch him in to activate The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000)..
Once Caim is in your frontline, you have to be conscious of the first skill your party uses at the start of that initial turn and after every time Caim uses Golden Dawn450%Massive Earth damage to a foe.
Caim's third skill resets to Blank Face.
End cooldown for Blank Face. because the border color of that skill determines what effect Blank FaceSkill effect changes based on the type of skill that is first used by a main ally. will have.
- Use a damage skill (red border) for Caim's Spade Trick to apply SpadeATK is boosted based on Spade Rank / Elemental DMG will be treated as the element superior to the target (Can't be removed)
Multiplier: Perpetuity and become a potent attacker.
- Use a healing skill (green border) for Caim's Heart Trick to apply HeartHealing specs are boosted based on Heart Rank / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
and heal the party while giving him Drain.
- Use a buff skill (yellow border) for Caim's Diamond Trick to apply DiamondDEF is boosted based on Diamond Rank / Elemental DMG from foes turns into water DMG (Can't be removed)
and give the party Charge Bar +15%Instantly boosts Charge Bar by 15%
Strength: 15% while building up Caim's defense.
- Use a debuff skill (blue border) for Caim's Club Trick to apply ClubDebuff success rate is boosted based on Club Rank / Deals bonus earth DMG for one-foe attacks (Can't be removed)
and inflict DelayReduce a foe's filled charge diamonds by 1
Base Accuracy: 100%, 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds, and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds while granting Caim 10% bonus earth damage.
Spade Trick and Club Trick are the most common uses of Blank FaceSkill effect changes based on the type of skill that is first used by a main ally. and make him an excellent attacker and debuffer. Other than that, use Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.) after another party member's skill to copy it, and use Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.) when you are ready to have characters use a skill without any cooldown. Keep in mind that Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.) can only be used once per battle.
Synergy
Main Character
- Luchador's Tag TeamAll allies instantly perform a normal attack without using up a turn. has a long cooldown and benefits from Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.).
- Spartan's Phalanx IIIAll parties gain 70% DMG CutTaking 70% less DMG
Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage! and 40% Debuff Res. UpDebuff resistance is boosted
Strength: 40%Duration: 1 turn .
At level 30:
All allies also gain 100% / 30% ArmoredChance of lowering DMG taken
Strength: 100% chance of taking 30% less damage.Duration: 1 turn . can be used without a cooldown once from Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.) in a pinch. Caim can also copy it with Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.), but be sure to use Phalanx IIIAll parties gain 70% DMG CutTaking 70% less DMG
Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage! and 40% Debuff Res. UpDebuff resistance is boosted
Strength: 40%Duration: 1 turn .
At level 30:
All allies also gain 100% / 30% ArmoredChance of lowering DMG taken
Strength: 100% chance of taking 30% less damage.Duration: 1 turn . at the end of your turn and then Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.) at the beginning of the next turn.
- Sage's Panacea IIIRestore HP to all parties (Healing cap: 3000 [1500 for other parties]).
At level 30:
Healing cap increased to 5000 (1500 for other parties)Verification needed. .
2-turn cut to all allies' debuff durations. can be copied for extra healing.
- Chaos Ruler's Stall IIIElemental damage to a foe.
Inflict DelayReduce a foe's filled charge diamonds by 1
.
At level 30:
Also inflict 10% ATK Down (Stackable / Max: 30%)ATK is lowered (Stackable)
Strength: 10% (Max: 30%)Duration: 180 seconds and 10% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable)
Strength: 10% (Max: 30%)Duration: 180 seconds. can be copied for extra Delay.
- Chrysaor's Decimate5-hit, 100% superior elemental damage to a foe (Damage cap: ~81,000 per hit).
When an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped: Number of hits doubles to 10. can be copied for some easier Arcarum runs if you do not have Threo. (It will only deal 5-hits.)
- Nighthound can use Tactical RelocationSwitch positions of any two allies. to move Caim into the backline if he switches in unintentionally.
- ClarityRemove 1 debuff from all parties. is an easy-access green-bordered skill to activate Heart Trick.
- Copying DispelRemoves 1 buff from a foe. is always useful for utility.
- Copy Bounty Hunter IIIInflict 3 stacks of BountyItem drop rate is boosted
on a foe. for extra BountyItem drop rate is boosted
.
Characters
As Backline Support
All earth characters benefit from The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000).. Here are some notable stand-outs:
- Mahira is a strong buffer that can help your characters reach the raised damage cap.
- Golden Knight is another character that can copy ally skills using Sword in FluxReplicate caster's or an ally's skill.
(Gains a buff based on the type of skill replicated.). By using Golden Knight in your frontline, you can continue to have a Facsimile user in your frontline while still keeping Caim in the back for The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000)..
- Zeta and Vaseraga (Halloween) are strong attackers with Magic HorizonsGain Magic HorizonsATK is boosted /
Triple attack rate is boosted /
Deals bonus earth DMG /
DEF is sharply lowered
(Can't be removed)
Strength: 50% ATK Up / 80% Bonus Earth DMG / Guaranteed triple attacks / 70% DEF DownMultiplier: PerpetuityDuration: 8 turns
Lvl 55:
9 turns.. Caim's The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000). will help to offset the lowered defense inflicted by Magic HorizonsATK is boosted /
Triple attack rate is boosted /
Deals bonus earth DMG /
DEF is sharply lowered
(Can't be removed)
Strength: 50% ATK Up / 80% Bonus Earth DMG / Guaranteed triple attacks / 70% DEF DownMultiplier: PerpetuityDuration: 8 turns
Lvl 75:
9 turns.
- Narmaya (Holiday) is a strong attacker that benefits from the increased damage cap.
- Soriz (SSR) benefits from the higher caps on his skill damage.
- Lobelia's teamwide Thunderbolt of DisasterATK and skill accuracy are boosted / Deals 500% earth DMG to a foe upon using a skill (Can't be removed)
Duration: Indefinite hits harder with the improved damage cap.
- Eahta is another strong attacker who benefits from stronger charge attack caps.
- Alexiel (Summer) appreciates the extra defense boost in addition to her other skills, making the whole party very tanky.
- Ayer can fight more safely at low HP while dealing higher damage.
Offensive
- Zeta and Vaseraga (Halloween)'s Magic HorizonsGain Magic HorizonsATK is boosted /
Triple attack rate is boosted /
Deals bonus earth DMG /
DEF is sharply lowered
(Can't be removed)
Strength: 50% ATK Up / 80% Bonus Earth DMG / Guaranteed triple attacks / 70% DEF DownMultiplier: PerpetuityDuration: 8 turns
Lvl 55:
9 turns. can be copied to give Caim Magic HorizonsATK is boosted /
Triple attack rate is boosted /
Deals bonus earth DMG /
DEF is sharply lowered
(Can't be removed)
Strength: 50% ATK Up / 80% Bonus Earth DMG / Guaranteed triple attacks / 70% DEF DownMultiplier: PerpetuityDuration: 8 turns
Lvl 75:
9 turns. This is one of the strongest buffs Caim can get. However, Caim cannot keep the uptime on this buff due to Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.) becoming End of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.). One way to bypass this is to do the following:
- VasZeta uses Magic HorizonsGain Magic HorizonsATK is boosted /
Triple attack rate is boosted /
Deals bonus earth DMG /
DEF is sharply lowered
(Can't be removed)
Strength: 50% ATK Up / 80% Bonus Earth DMG / Guaranteed triple attacks / 70% DEF DownMultiplier: PerpetuityDuration: 8 turns
Lvl 55:
9 turns..
- Have Caim copy it using Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.).
- Caim uses Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.) anytime prior to End of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.) coming off cooldown (do not use Caim's other skills in the meantime).
- Caim uses End of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.), expending Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
- VasZeta uses Black ChamberGain Black ChamberDEF is boosted /
More likely to be attacked /
Counters with a skill when targeted by a foe /
Triple attack rate is lowered
(Can't be removed)
Strength: 150% DEF Up / 30% TA DownDuration: 8 turns
Lvl 75:
9 turns.
(800% Earth damage to all foes when targeted by a foe while in effect [Damage cap: ~800,000].), expending Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite and resetting the cooldown on both of their linked skills.
- VasZeta uses Magic HorizonsGain Magic HorizonsATK is boosted /
Triple attack rate is boosted /
Deals bonus earth DMG /
DEF is sharply lowered
(Can't be removed)
Strength: 50% ATK Up / 80% Bonus Earth DMG / Guaranteed triple attacks / 70% DEF DownMultiplier: PerpetuityDuration: 8 turns
Lvl 55:
9 turns..
- Caim uses Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.), copying Magic HorizonsGain Magic HorizonsATK is boosted /
Triple attack rate is boosted /
Deals bonus earth DMG /
DEF is sharply lowered
(Can't be removed)
Strength: 50% ATK Up / 80% Bonus Earth DMG / Guaranteed triple attacks / 70% DEF DownMultiplier: PerpetuityDuration: 8 turns
Lvl 55:
9 turns..
- Leona (Grand)'s Moonlit Crescent BladeGain CrescentCritical hit rate, multiattack rate, debuff resistance, and DMG cap are boosted / Armor effect (Can't be removed)
Duration: 5 turns. can be copied to give Caim CrescentCritical hit rate, multiattack rate, debuff resistance, and DMG cap are boosted / Armor effect (Can't be removed)
Duration: 5 turns.
- Siegfried's ManiganceSacrifice 50% of caster's current HP to gain JammedATK is greatly boosted based on how low HP is
Duration: 8 turns.
At level 100:
No longer gain JammedATK is greatly boosted based on how low HP is
Duration: 8 turns.
Gain ManiganceATK is greatly boosted based on how low HP is / Maximum amount of DMG that can be dealt per hit is boosted / Double attack rate is boosted / Triple attack rate is boosted / Chance of lowering DMG taken
(Can't be removed)
Duration: 8 turns and Undying (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
. can be copied to give Caim ManiganceATK is greatly boosted based on how low HP is / Maximum amount of DMG that can be dealt per hit is boosted / Double attack rate is boosted / Triple attack rate is boosted / Chance of lowering DMG taken
(Can't be removed)
Duration: 5 turns.
- Monika (Valentine) can use her Wind of Love's SparkAll allies gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30% and 20% Charge Bar Gain UpCharge bar gain is boosted
Strength: 20%Duration: 3 turns.
(When Monika has 12 or more buffs: All allies also gain 80% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 80%Duration: Indefinite and 20% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 20%Duration: Indefinite.) along with Caim's Diamond Trick to help the party reach full charge meter. Furthermore, both skills' cooldowns are reset after their respective character's charge attacks, so you can use them both again right away. Couple this with Unsigned Kaneshige (Earth) and Eahta, and you could be doing a full chain burst every turn, even on Full Auto. Throw in Silva (Summer) in the backline for her Ocean BulletWhen Sub Ally: 300% Bonus Earth damage to a foe upon the chain burst DiastrofismEarth-elemental chain burst of 4 or more chains. (Damage cap: ~600,000). for even more extra damage.
- Eugen (Grand)'s AutoignitionGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%. and AutoignitionCharge bar will be boosted to 100% at the end of the turn
Duration: 2 turns.
Remove 1 debuff from caster.
At level 100:
Now removes all debuffs from caster.
AutoignitionCharge bar will be boosted to 100% at the end of the turn
Duration: 2 turns upgraded to Autoignition+100% boost to charge bar at end of turn / C.A. Reactivation effect at end of effect (1 time)
Duration: 2 turns.
(Gain C.A. Reactivation (1 time)Charge attack reactivates (1 time)
Duration: Indefinite when Autoignition+100% boost to charge bar at end of turn / C.A. Reactivation effect at end of effect (1 time)
Duration: 2 turns ends.) can be copied to give Caim Instant Charge and two turns of AutoignitionCharge bar will be boosted to 100% at the end of the turn
Duration: 2 turns.
- Threo's Ground ZeroSacrifice 99% of caster's current HP to deal plain damage to all foes (Damage cap: ~820,000).
Damage dealt is based on HP consumed.
Gain Shield (3000)Next ATK received will be ineffective for a fixed amount
Strength: 3000Duration: Indefinite.
At level 95:
Also inflict 25% Earth DEF DownDEF is lowered for earth DMG
Strength: 25%Base Accuracy: ≥100%Duration: 180 seconds.
Damage cap increased to ~1,230,000.
At level 130:
Damage increased and damage cap increased to ~2,040,000.
When HP is below 25%: Also gain Triple StrikeAttacks 3 times each turn
Duration: 1 turn . can be copied for an easier time slime blasting and for Arcarum.
- Golden Knight can enjoy End of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.)'s many buffs to activate her Sword of TwilightBoost to C.A. DMG and C.A. DMG cap based on number of buffs.
(When Golden Knight has 15 or more buffs: Charge attack activates twice.).
- Vaseraga (Earth)'s Welcome to DeathAll allies gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%. can be copied for an additional teamwide Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30% followed by Diamond Trick for Charge Bar +15%Instantly boosts Charge Bar by 15%
Strength: 15%.
- Narmaya (Holiday)'s Mind at PeaceGain Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks)
Duration: 1 turn , 99% RepelReflects DMG
Strength: 99%Duration: 1 turn Damage Cut reducing damage taken and reflecting attacks.
Warning! Does not work for Plain Damage!, and Falling MistATK is boosted by Falling Mist (Can't be removed)
Strength: 150%Multiplier: AssassinDuration: 1 turn . has a long cooldown, which could benefit from Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.).
- Magisa (Holiday)'s Land Eruption400% Earth damage to all foes (Damage cap: ~510,000).
All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
. Number of activations increased based on number consumed [Max: 6 times].
Whenever Magisa gains a Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
:
1-turn cut to this skill's cooldown.) has a long cooldown, which could benefit from Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.).
Defensive/Utility
- Alexiel's Nibelung Silt250% Earth damage to all foes (Damage cap: ~630,000).
All allies gain Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and Unchallenged (1 time)Next DMG received will be ineffective
Duration: Indefinite. has a long cooldown, which could benefit from Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
Duration: Indefinite.
(Can't recast.). Caim can also copy it, but be sure to use Beginning of JokerBeginning of Joker:
Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker:
All Earth allies gain 30% ATK UpATK is boosted
Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, 30% DEF UpDEF is boosted
Strength: 30%Duration: 3 turnsStacking: Summon, 20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3 turnsStacking: Summon, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns, 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 3 turnsStacking: Summon, 15% UpliftedCharge bar is boosted on every turn
Strength: 15%Duration: 3 turns, HypeATK is boosted
Strength: 1-4 stacksDuration: 3 turns, and Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
(Skill changes to Beginning of Joker upon casting.) at the beginning of the next turn if you do so.
- Copying Crest-generating skills such as Cagliostro's PhantasmagoriaAll allies gain Reversed OuroborosATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted
Duration: 3 turnsStacking: Special Buff and Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite.
At level 75:
Effect enhanced.
At level 100:
All allies also gain 50% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 50% chance of dealing 30% more damage.Duration: 3 turns and KeenSupplemental DMG to critical hits
Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns., Magisa (Holiday)'s SerenadeAll Earth allies gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite, Mirror Image (1 time)Next one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
Duration: Indefinite, 70% / 30% ArmoredChance of lowering DMG taken
Strength: 70% chance of taking 30% less damage.Duration: 3 turns, and RefreshHP is restored on every turn
Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns., and Medusa's Mighty EyeAll Earth allies gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite.
All allies gain 20% Earth ATK UpEarth ATK is boosted
Strength: 20%Duration: 5 turns and 20% Water CutWater DMG is cut 20%
Duration: 5 turnsWater Damage Cut.. can help Crest teams ramp up faster.
- Copying healing skills such as Aqours First-Years's It's the Future, Zura!Restore 30% of all allies' HP (Healing cap: 1500).
At level 75:
Effect enhanced., Cagliostro's ReinforceRestore 25% of all allies' HP (Healing cap: 2000) and remove 1 debuff., Rosetta (Summer)'s CelebrationRestore 20% of all allies' HP (Healing cap: 2000) and remove 1 debuff., and Yggdrasil's Cerasus GratiaRestore all allies' HP (Healing cap: 500) and remove 1 debuff.
All allies gain RefreshHP is restored on every turn
Strength: Up to 400 HPDuration: 3 turns. can help sustain the team and activate Heart Trick.
Weapons
- Scales of Dominion naturally fits into a Caim grid since it has the same restriction as The Hanged Man ReversedWhen Sub Ally:
When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
At level 95:
Also supplement Earth allies' damage (Damage cap: 20,000)., requiring ten different weapons in your grid. It grants a 10% damage cap boost.
- All-Might Battle-Axe can be used as well, for an additional 10% damage cap boost, but it makes your grid building even more restrictive since it also requires that your ten weapons all be different types. It does, however, also boost earth allies' skill damage cap too.
- Greatsword Andalius and Baihu Claw Malus can each provide a 7% damage cap boost. (Remember that this caps at 20%, so generally people only use one of these if they also use Scales of Dominion for a combined 17% boost.)
- Any Bahamut Weapon, Ultima Weapon or Hollowsky Weapon can benefit Caim thanks to Wild CardSubject to all specialty weapon-, style-, and raceOfficially called "type" in-game-related weapon skills..
- It is recommended to have a Dark Opus Weapon at level 200 for a Highlander Grid to reach its full potential.
Summons
Extended Mastery Perks
Caim |
Stars: 9 |
EMP: 45 |
DEF
|
HP
|
Double Attack Rate
|
Critical Hit
★☆☆ | ★★☆ | ★★★ |
12% chance for 12% more DMG | 20% chance for 20% more DMG | 25% chance for 25% more DMG |
|
Healing
|
☆☆☆ |
☆☆☆ |
☆☆☆ |
★★★ |
☆☆☆ |
DEF
|
HP
|
Double Attack Rate
|
Critical Hit
★☆☆ | ★★☆ | ★★★ |
12% chance for 12% more DMG | 20% chance for 20% more DMG | 25% chance for 25% more DMG |
|
Healing
|
☆☆☆ |
☆☆☆ |
☆☆☆ |
★★★ |
☆☆☆ |
Debuff Success Rate Up
|
Debuff Success Rate Up
|
Hostility Up
|
Hostility Up
|
Water DMG reduction to all allies. |
☆☆☆ |
☆☆☆ |
☆☆☆ |
☆☆☆ |
★★★ |
Last update: 2022-04-29 |
Gamewith's recommended EMP build for Caim.
Caim |
Stars: 17 |
EMP: 153 |
DEF
|
HP
|
Double Attack Rate
|
Critical Hit
★☆☆ | ★★☆ | ★★★ |
12% chance for 12% more DMG | 20% chance for 20% more DMG | 25% chance for 25% more DMG |
|
Healing
|
☆☆☆ |
☆☆☆ |
☆☆☆ |
★★★ |
★★★ |
DEF
|
HP
|
Double Attack Rate
|
Critical Hit
★☆☆ | ★★☆ | ★★★ |
12% chance for 12% more DMG | 20% chance for 20% more DMG | 25% chance for 25% more DMG |
|
Healing
|
☆☆☆ |
☆☆☆ |
☆☆☆ |
★★★ |
★★★ |
Debuff Success Rate Up
|
Debuff Success Rate Up
|
Hostility Up
|
Hostility Up
|
Water DMG reduction to all allies. |
★☆☆ |
★☆☆ |
☆☆☆ |
☆☆☆ |
★★★ |
Last update: 2022-09-09 |
Kamigame's recommended EMP build for Caim.
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