Advanced Grids/Tiamat/SUBHL
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| This grid or team setup is old and may not work as optimally as it used to. Please use this section as a reference for creating your own updated setup. |


Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
1 or more Fire Circles: ATK is boosted
1 or more Water Circles: DEF is boosted
1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
1 or more Dark Circles: DMG dealt is supplemented
(Can't be removed)
Duration: Indefinite. (Can't be recast.) Multiplying Magic

Restore all allies' HP (Healing cap: 10000).
Remove all debuffs from all allies.
(Consumes 1 Magic Circle






of each element.) Quadruple Hex


At end of turn: Wind allies who didn't attack gain

Strength: 100%Multiplier: AssassinDuration: 1 turn .

5% boost to Wind allies' DMG Cap.

| Replacements: |
||||||||
| This is set as a Quick Summon |
- Runeslayer
RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%. can be used to clear debuffs or gain extra magic circles for Multiplying MagicGain
Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
1 or more Fire Circles: ATK is boosted
1 or more Water Circles: DEF is boosted
1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
1 or more Dark Circles: DMG dealt is supplemented
(Can't be removed)
Duration: Indefinite. (Can't be recast.). - Use Naru
Isolated IdlingGain
Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks)
Duration: 1 turn , Dodge/Tank-and-Counter (5 times)Counters upon dodging one-ally attacks or taking DMG
Strength: 250%Duration: 5 turnsCounter attacks grant 5% charge bar per hit., and 50% Repel (5 times)Taking less DMG and reflects attacks
Strength: 50%Duration: 5 turnsDamage Cut reducing damage taken and reflecting attacks.
Warning! Does not work for Plain Damage!. to tank 75% and ReviveRevive an ally with 25% HP. her afterwards for more sustain if needed.
| This grid or team setup is old and may not work as optimally as it used to. Please use this section as a reference for creating your own updated setup. |

All allies gain two random buffs. Jomsborg


(Excludes all-foe all-ally attacks)
Duration: 1 turn . Substitute


At end of turn: Wind allies who didn't attack gain

Strength: 100%Multiplier: AssassinDuration: 1 turn .

5% boost to Wind allies' DMG Cap.

| Replacements: |
||||||||
| This is set as a Quick Summon |
- Use Naru
Isolated IdlingGain
Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks)
Duration: 1 turn , Dodge/Tank-and-Counter (5 times)Counters upon dodging one-ally attacks or taking DMG
Strength: 250%Duration: 5 turnsCounter attacks grant 5% charge bar per hit., and 50% Repel (5 times)Taking less DMG and reflects attacks
Strength: 50%Duration: 5 turnsDamage Cut reducing damage taken and reflecting attacks.
Warning! Does not work for Plain Damage!. to tank 75% and ReviveRevive an ally with 25% HP. her afterwards for more sustain if needed.
- MC
SubstituteGain
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn . can be used to pass Sirius Origin Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. at 10% and deal extra damage if required.
| This is a manual raid solo setup. Please familiarize yourself with the raid's triggers and mechanics as well as your character's skills and abilities. |



Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and

Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. Miserable Mist


Duration: 1 turn .
(Consumes 40% of charge bar.) No More Doubt



Strength: 30%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. upon MC using charge attack.




Wind allies take 1% DMGBased on max HP every turn.
30% Earth DMG reduction.

5% boost to Wind allies' DMG Cap.


At end of turn: Wind allies who didn't attack gain

Strength: 100%Multiplier: AssassinDuration: 1 turn .

5% boost to Wind allies' DMG Cap.



Amplify skill damage by 10% for Melee- and Harp-specialty allies in ArcarumArcarum: The World Beyond
Replicard Sandbox.
- https://youtu.be/jnYIFW-8rNI - セイウチ (Japanese)
| This is a manual raid solo setup. Please familiarize yourself with the raid's triggers and mechanics as well as your character's skills and abilities. |

Inflict

Strength: 10% (Max: 40%)Duration: 180 seconds,

Strength: 10% (Max: 40%)Duration: 180 seconds, and a random debuff on all foes.
(Consumes 3

to end cooldown.) Shikigami: Mizuchi


Strength: 30% and

Strength: 10%Duration: 3 turns.
(Additional effect when 7

are consumed:
Caster also gains 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

Duration: Indefinite.) Celestial Genesis


Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and

Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. Miserable Mist



- https://youtu.be/U19Lh5yRK14 - Sarkaz W



















































































































