User:Applemons/F2PFA
Contents
Intro
This is a guide about the beautiful finger-healing system that is Full Auto (a.k.a FA), from an F2P perspective (e.g Omega summons and grids). Specifically, it's centered around helping mid-to-late game players get their daily hosts done as self-sufficiently and effortlessly as possible - avoiding the typical dilemma of nobody joining your raid.
- This guide is primarily concerned about getting you from 100% to 0% without dying (or from 100% to ~80% for the beefier raids where you want to just guarantee host/blue chest). While optimising clears to make them faster will be mentioned on occasion, survivability will be taking center stage here.
- This guide does not contain detailed information about the hardest of raids, nor most pre-Impossible raids. On the former point, it will not contain information about endgame 6-man raids (Impossible Ultimate Bahamut, Lucilius, Beelzebub, etc).
- This guide is aimed at F2P players and those using Omega/Magna summons. Primal players may get some use out of this guide, but odds are if you're having trouble with surviving any of the following raids in a Primal grid, you just need more Garrison weapons equipped.
- This guide assumes you will be always fighting on-element where possible. "Rainbow" teams of multiple elements are not considered.
- This guide should not be taken as gospel. I don't have close to all the characters and weapons in this game, and odds are you don't either. Experiment and see what works best for you.
Suggestions for how to improve this guide are always welcomed.
Using FA
An in-depth look at how Full Auto operates.
The basic process Full Auto works under is to use all usable skills and then attack.
Skill Use in FA:
- Skills are used in the following order: yellow-bordered (buff) skills (e.g
Rage IIIAll parties gain
30% ATK UpATK is boosted
Strength: 30%Duration: 3 turns.), blue-bordered (debuff) skills (e.gGravity WaveInflict
GravitySpecial attack max charge turn is extended
Duration: 180 seconds on a foe.), then red-bordered (damage) skills (e.gTwin Coil2-hit, 200% elemental damage to all foes (Damage cap: ~415,000 per hit).).
- After taking the above into account, skills are used from left to right.
- The colour order takes higher priority. If a character has a yellow skill 1, blue skill 2, and yellow skill 3, it will use skills in the order of 1 > 3 > 2.
- Skills will be used immediately in this order, regardless of their "optimal" usage or if the skill transforms under certain conditions.
- For example, Halluel and Malluel (Summer)'s second skill,
PerpetuoAll allies gain
Aurora CrestLight magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite,30% Light ATK UpLight ATK is boosted
Strength: 30%Duration: 3 turns, and20% Dark DMG LoweredDark DMG is lowered
Strength: 20%Duration: 3 turnsDark DEF Up. Not a Damage Cut.
Reduces Dark damage taken on a multiplier
separate from Damage Cuts..
(WhenLimiter BreakSkills and charge attack gain additional effects / ATK, triple attack rate, DMG cap, and dodge rate are boosted (Can't be removed / Ends upon taking DMG 3 times)
is in effect: All allies also gain20% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
Strength: 20%Duration: 3 turns.), gains an additional buff after their third skill,GeminisBreak the limiter.
(GainLimiter BreakSkills and charge attack gain additional effects / ATK, triple attack rate, DMG cap, and dodge rate are boosted (Can't be removed / Ends upon taking DMG 3 times)
Multiplier: UniqueDuration: Indefinite. [Effect ends upon taking damage 3 times.]), is used. Because of how they are ordered, Full Auto will not use them in the correct order to gain the additional buff. - Don't forget that the MC can choose the order of their subskills (for Row IV/EX II classes). As an example, putting
Armor Break100% elemental damage to a foe.
Inflict20% DEF DownDEF is lowered
Strength: 20%Base Accuracy: 80%Duration: 180 secondsStacking: Single. before any other red-bordered skills allows them to gain extra damage from Armor Break'sDEF DownDEF is lowered
debuff.
- For example, Halluel and Malluel (Summer)'s second skill,
Skills FA Won't Use:
- Green-bordered (healing) skills (e.g
ClarityRemove 1 debuff from all parties.) and purple-bordered (field) skills (e.g
Shall We Dance
BallroomAll foes' and allies' multiattack rate is boosted / Allies deal bonus elemental DMG for normal attacks
Duration: 6 turnsField effect
Local status effect to the field.) will never be used.- No healing skills does not mean you can't heal. Instead, you have to look for yellow/red bordered skills which have healing effects (e.g Europa's
Mana Blast3-hit, 200% Water damage to random foes (Damage cap: ~230,000 per hit).
Restore 30% of all allies' HP (Healing cap: 2000) and remove 1 debuff.), characters that heal when charge attacking (e.g Sophia'sLebensstrahlRestore 10% of all allies' HP (Healing cap: 2500).
All allies gain25% Light ATK UpLight ATK is boosted
Strength: 25%Duration: 4.5 turnsApplied during the attack phase.
On the next turn, it'll have 4 turns remaining.,20% Dark DMG LoweredDark DMG is lowered
Strength: 20%Duration: 4.5 turnsDark DEF Up. Not a Damage Cut.
Reduces Dark damage taken on a multiplier
separate from Damage Cuts.Applied during the attack phase.
On the next turn, it'll have 4 turns remaining., and10% UpliftedCharge bar is boosted on every turn
Strength: 10%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining..), or characters who heal when passive conditions are met (e.g Cagliostro (Dark) heals allies at the end of a turn withRestorative TransmutationBoost to Dark allies' healing cap based on their number of buffs (Max: 300).
When Cagliostro has 10 or more buffs: Restore 10% of all allies' HP at end of turn (Healing cap: 800). if she has 10 or more buffs, and Satyr (Earth) automatically casts her healing skillInnocent HeartRestore caster's HP (Healing cap: 2000).
2-turn cut to caster's debuff durations.
(Upon consuming 1Twinkle StarConsumed upon using Satyr's skills (Max: 9 / Can't be removed)
: Affects all allies.) after any enemy uses a special attack).- When a healer is "FA-friendly", this refers to them being able to heal outside of using green skills. See any of the characters mentioned above as examples.
- No healing skills does not mean you can't heal. Instead, you have to look for yellow/red bordered skills which have healing effects (e.g Europa's
- Skills which require input from the player for additional effects will not be used.
- This includes both skills that require the player to choose their effect (e.g Runeslayer's
RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%. or Tormentor'sExecuteUse secret gear.
(Consumes secret gearExecutionAttack specs are boosted based on Execution lvl (Max: 10 / Can't be removed)
lvl rises by 1 upon consuming secret gear).
At level 30:
Gain slight chance to not consume a secret gear when it's used.), as well as skills that need to be targeted on one specific ally (e.gOut of SightGain
Hostility DownLess likely to be attacked
Strength: -10. Target ally gainsHostility UpMore likely to be attacked
Strength: +30.).
- This includes both skills that require the player to choose their effect (e.g Runeslayer's
- Skills which can only be used under unmet conditions will not be used (e.g Grimnir (Valentine)'s
Divine Tempest20-hit, 150% Wind damage to random foes (Damage cap: ~80,000 per hit).
Inflict25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 200%Duration: 5 turnsLocal status effect,DA DownDouble attack rate is lowered
Base Accuracy: 200%Duration: 5 turnsLocal status effect,TA DownTriple attack rate is lowered
Base Accuracy: 200%Duration: 5 turnsLocal status effect, andUnbridled StormAttacks and special attacks have a chance to miss
Base Accuracy: 150%Duration: 5 turns on all foes.
(Consumes 7CycloneConsumed by Grimnir's skills / Lvl rises upon using Dazzling Flair or charge attack (Can't be removed)
lvls.) requires him to have 7 or moreCycloneConsumed by Grimnir's skills / Lvl rises upon using Dazzling Flair or charge attack (Can't be removed)
stacks before it can be used). On a turn where the conditions are met, these skills will be used normally again.- FA only checks a skill once per turn. If a skill's use conditions are not met, and further skills fulfil those conditions afterwards, that skill will not be used until the next turn, where its conditions will be evaluated once more.
- For example, Io (Grand)'s
Mystic VortexConvert charge bar to gain
Mystic VortexSkill effects and charge attack specs are boosted
Duration: IndefiniteCan't be removed.
(Every 25% of charge bar raises lvl by 1 / Max: 3) must consume charge bar to be able to be used. If Io does not have at least 25% bar, it will not be used. If a later skill gives her 25% or more charge bar, FA will not go back and try to use that skill again. If Io still has 25% or more charge bar by the start of the next turn, it will useMystic VortexConvert charge bar to gain
Mystic VortexSkill effects and charge attack specs are boosted
Duration: IndefiniteCan't be removed.
(Every 25% of charge bar raises lvl by 1 / Max: 3) and consume her charge bar
- For example, Io (Grand)'s
- FA only checks a skill once per turn. If a skill's use conditions are not met, and further skills fulfil those conditions afterwards, that skill will not be used until the next turn, where its conditions will be evaluated once more.
- Skills with a cooldown of 0 turns (namely "stance-swap" skills such as Drang (Grand)'s
SwitcherooSwitch between
Bursting BubblesDefense specs are boosted at end of turn (Stackable) / Fair Trick activates when a foe uses a special attack (Can't be removed)
Duration: Indefinite andThat's How I RollAttack specs are boosted at end of turn / Fair Trick activates upon using charge attack (Can't be removed)
Duration: Indefinite.) will not be used.
V2-Exclusive Rules:
- In all V2 battles, FA will use a Fated Chain at the beginning of a turn if possible.
- For each V2 battle, you can turn on Auto Guard by opening the raid menu (top-right corner of the screen) and setting it to "on".
- Auto Guard will make any character who is targeted by a special attack guard if this would reduce the damage they take.
- If the attack will deal only plain damage or fixed damage, the affected character will not guard (since guarding won't change anything).
- If the attack deals a mix of regular damage and plain/fixed damage (e.g Lindwurm's Meteor) , the character will guard regardless of if only plain/fixed damage hits them.
- Auto Guard will make any character who is targeted by a special attack guard if this would reduce the damage they take.
Manual Input During FA:
- If you have Skill Queue enabled (Settings > Battle > Skill Queue), you can manually queue up skills or summon calls to be used during normal FA input without interrupting FA.
- If your allies are changed in any way (swapping positions with a sub ally OR reviving an ally who immediately fills an empty frontline spot) while you have skills manually queued, the queue will be emptied and FA will be stopped.
- If you are in the middle of using a skill when FA runs out of skills to use, it will immediately attack without waiting for you.
- If FA is stopped for whatever reason during a battle, the button to enable it will reappear if you've pressed the Attack button.
- As such, to re-enable FA without actually attacking, you need to use a skill/summon, press the Attack button, then press the FA button and quickly tap the Attack button again to cancel your attack before the skill or summon animation has ended. FA will then proceed as normal - using every possible skill and then attacking.
MC Recommendations
Recommended Classes
Classes listed below are the more useful ones for FA purposes (but there's a lot of overlap with general use). Note the mainhands each class can use, as a good mainhand can be entirely worth using one class over another for. Attributes marked in bold are ones where the class either has an uncontested niche, or is very useful for that role in particular.
- Berserker
- MH: Sabre/Axe
- Uses: Autoattacker, Charge Attacker,
DEF DownDEF is lowered
- An occasionally useful offensive class with no FA caveats. It's outclassed entirely if you have Viking, but as a Row V class, it may be out of reach for some players.
Full Arsenal IIIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.,50% ATK UpATK is boosted
Strength: 50%Multiplier: NormalDuration: 1 turn , and30% C.B. DMG UpChain burst DMG is boosted
Strength: 30%Duration: 1 turn .
At level 30:
Also gain20% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 20%Duration: Until used and10% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 10%Duration: Until used. fills the MC's charge bar, which can either be used for frequent CAs, or it can be used to offset the charge bar cost ofUlfhedinnGain
UlfhedinnATK and DEF are boosted / Deals triple attacks / Bonus Elemental DMG effect / Debuff immunity / Can't use skills (Can't be removed)
Strength: 50% ATK Up, 50% DEF Up, 30% Bonus DMG, and guaranteed triple attacksMultiplier: UniqueDuration: 4 turns.
(Consumes 100% of charge bar.), a potent offensive and defensive skill most useful in raids where debuff immunity is relevant. For maximum effectiveness, manually use other skills before it skill seals the MC. - For other subskills,
Armor Break IIElemental damage to one foe.
Inflict25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Single. provides a useful DEF debuff which stacks withMiserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. to cap DEF down with MC alone. - Master Levels aren't really important. They just make it better at what it already does - with damage cap increases, supplemental damage on TA, and CA specs up on Full Arsenal.
- An occasionally useful offensive class with no FA caveats. It's outclassed entirely if you have Viking, but as a Row V class, it may be out of reach for some players.
- Warlock
- MH: Staff/Dagger
- Uses: Skill Attacker, Debuffer, Crest Generator
- A decent option primarily used for debuffing, with
Dark HazeInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Dual,25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Dual,BlindedAttacks have a slight chance to miss
Duration: 180 seconds, andPoisoned (9999)HP is lowered on every turn
Strength: 9999Duration: 180 seconds on all foes. covering several important debuffs in one skill (it's easiest to think of this skill asMiserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. with a strongBlindedAttacks have a slight chance to miss
attached). ChaserAll allies gain
20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 20%Duration: 3 turns. is another EMP option which can find use in autoattack-focused parties, but note that Cavalier is superior in this regard.Resounding Chant300% elemental damage to all foes (Damage cap: ~400,000).
All allies gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(Boost to damage, damage cap, and charge bar effect based on number of staff-specialty allies.) is a highly damaging option for staff-only compositions.- Master Levels boost the class's effectiveness well, reducing the cooldown of all damage skills by 1 at ML20. At ML30, the class gains its main unique niche - making
Aether Blast III400%-500% elemental damage to all foes (Damage cap: ~450,000).
At level 30:
Damage increased to 600%.
All allies also gain 1 Elemental CrestHellfire CrestFire magic is amplified (Max: 5 / Can't be removed)
Duration: IndefiniteDeluge CrestWater magic is amplified (Max: 5 / Can't be removed)
Duration: IndefiniteWasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: IndefiniteTyphoon CrestWind magic is amplified (Max: 5 / Can't be removed)
Duration: IndefiniteAurora CrestLight magic is amplified (Max: 5 / Can't be removed)
Duration: IndefiniteOblivion CrestDark magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite (Crest gained based on caster's element). give all allies one Crest, which can be potentially potent in compositions which want them.
- A decent option primarily used for debuffing, with
- Bandit Tycoon
- MH: Dagger/Gun
- Uses: Autoattacker,
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."- This is not a flexible class, as you should always bring
Spring's GateInflict
OnslaughtTakes effects that activate against foes in break
Base Accuracy: 100%Duration: 3 turnsLocal status effect on all foes.
All allies gainBonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 15% + 5% perBountyItem drop rate is boosted
level (Max: 60%) based on Bounty Level (Max: 60%). and no damaging subskills in order to get value out ofCrack Shot IIIGain
20% ATK UpATK is boosted
Strength: 20%Multiplier: NormalDuration: 1 turn ,Salted Wound (1 time)ATK is boosted when foe is in break mode
Strength: 350%Multiplier: AssassinDuration: 1 turn 2/3 effectiveness when used with Charge Attack, and100% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 100% chance of dealing 50% more damage.Duration: 1 turn .
At level 30:
Also gain30% Bonus Superior Elemental DMGDeals bonus superior element DMG for one-foe one-ally attacks
Strength: 30%Duration: 1 turn ., an assassin skill that only works on enemies in Break mode. If multiattack rate is a problem and there's no other utility you need MC to cover, bringingDouble Trouble IIIGain
100% TA UpTriple attack rate is boosted
Strength: 100%Duration: 1 turn .
Spear: All parties gain10% DA UpDouble attack rate is boosted
Strength: 10%Duration: 3 turnsWithout other buffs and5~10% TA UpTriple attack rate is boosted
Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs..
Axe: InflictDA DownDouble attack rate is lowered
andTA DownTriple attack rate is lowered
on one enemy. will ensure you get a triple attack on the same turn as the Crack Shot + Spring's Gate combo. - Most notable utility-wise for the
White SmokeAll allies gain
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." andMirror Image (1 time)Next one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
. skill, allowing it to provide the all-importantVeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." alongsideMirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
. - Master Levels are negligible. At level 30, the bonus DMG on
Crack Shot IIIGain
20% ATK UpATK is boosted
Strength: 20%Multiplier: NormalDuration: 1 turn ,Salted Wound (1 time)ATK is boosted when foe is in break mode
Strength: 350%Multiplier: AssassinDuration: 1 turn 2/3 effectiveness when used with Charge Attack, and100% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 100% chance of dealing 50% more damage.Duration: 1 turn .
At level 30:
Also gain30% Bonus Superior Elemental DMGDeals bonus superior element DMG for one-foe one-ally attacks
Strength: 30%Duration: 1 turn . makes it better at what it does, but most levels just giveBountyItem drop rate is boosted
success rate, and the level 20 passive only gains use after you reachBountyItem drop rate is boosted
level 9.
- This is not a flexible class, as you should always bring
- Chaos Ruler
- MH: Sabre/Dagger
- Uses: Debuffer,
DelayReduce a foe's charge diamonds by 1
- Potent debuffer option who brings
DelayReduce a foe's charge diamonds by 1
throughStall IIIElemental damage to a foe.
InflictDelayReduce a foe's charge diamonds by 1
.
At level 30:
Also inflict10% ATK Down (Stackable / Max: 30%)ATK is lowered (Stackable)
Strength: 10% (Max: 30%)Duration: 180 seconds and10% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable)
Strength: 10% (Max: 30%)Duration: 180 seconds. and has a very high natural debuff success rate. EMP skills are mediocre in general, butUnpredictableInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual,25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual, and a random debuff on all foes. is a superior version ofMiserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes., and one of the main reasons to play the class. - If you don't want to bring
UnpredictableInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual,25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual, and a random debuff on all foes. for whatever reason (e.g the raid resists normal ATK/DEF down),AbsorptionAll allies gain
30% DMG AbsorptionPartially absorbs DMG to recover HP
Strength: 30%Duration: 2 turns. gives the team some minor FA-friendly healing. - Master Levels are very important, as they add a stackable ATK/DEF down debuff to
Stall IIIElemental damage to a foe.
InflictDelayReduce a foe's charge diamonds by 1
.
At level 30:
Also inflict10% ATK Down (Stackable / Max: 30%)ATK is lowered (Stackable)
Strength: 10% (Max: 30%)Duration: 180 seconds and10% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable)
Strength: 10% (Max: 30%)Duration: 180 seconds., letting it cap ATK/DEF down in combination withAbsorptionAll allies gain
30% DMG AbsorptionPartially absorbs DMG to recover HP
Strength: 30%Duration: 2 turns.. The class also gets reduced cooldowns on debuffing skills, and Level Bonuses boost debuff success rate as well as charge bar gain.
- Potent debuffer option who brings
- Nighthound
- MH: Bow/Gun
- Uses: Skill Attacker, Debuffer, Switch-Out
- A class with several distinct niches.
Evasive Maneuvers800% elemental damage to a foe (Damage cap: ~630,000).
Gain100% ATK UpATK is boosted
Strength: 100%Multiplier: NormalDuration: 1 turn ,Dodge AllTakes no DMG or debuffs while in effect
Duration: 1 turn , andBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000)
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds..
At level 30:
Now hits all foes.
Damage increased to 1000% (Damage cap: ~1,160,000).
UpgradeBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn toBonus Effect on Dodge+Upon dodging: Blind effect to all foes / Remove 1 buff / Delay effect
Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes.
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds,DelayReduce a foe's charge diamonds by 1
, and remove 1 buff.. allows MC to dodge everything for one out of every 5 turns and deal a powerful end-of-turn counter-nuke on dodge which inflicts debuffsA powerfulBlindedAttacks have a slight chance to miss
, and if you're at ML30, dispel +DelayReduce a foe's charge diamonds by 1
. With the CCW, Maverick, this skill also givesSubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
, letting the class act as a dodge-tank. In addition,Judicious Shot300% elemental damage to all foes (Damage cap: ~660,000).
Inflict 25% Element DEF DownElement DEF Down debuff based on weapon element
Strength: 25%Duration: 180 seconds. inflicts a no-fuss 25% elemental DEF down debuff, which can find use in almost any party. - This is the only class capable of swapping out with a backline unit in FA. If you want to use a frontline of four non-MC units, this is the class to use. Getting
ChangeSwitches position with a sub member. from the class' predecessor, Sidewinder, makes MC go into the backline on turn 1 and stay there (until someone dies).
- Master Levels are useful no matter how you want to use the class. For frontlining, Level Bonuses give the class skill damage specs and bonus effects to
Evasive Maneuvers800% elemental damage to a foe (Damage cap: ~630,000).
Gain100% ATK UpATK is boosted
Strength: 100%Multiplier: NormalDuration: 1 turn ,Dodge AllTakes no DMG or debuffs while in effect
Duration: 1 turn , andBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000)
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds..
At level 30:
Now hits all foes.
Damage increased to 1000% (Damage cap: ~1,160,000).
UpgradeBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn toBonus Effect on Dodge+Upon dodging: Blind effect to all foes / Remove 1 buff / Delay effect
Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes.
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds,DelayReduce a foe's charge diamonds by 1
, and remove 1 buff.., while for backlining, the ML20 passive makes the class deal bonus damage on any chain burst.
- A class with several distinct niches.
- Lumberjack
- MH: Axe/Harp
- Uses: Skill Attacker, Healer, Debuffer, Buffer
- A staple FA class, which covers a ridiculous amount of roles through its main skill,
Woodcutter's SongGain
Woodcutter's SongFor every 3 skills used: Forest friends come to the rescue
Upon using charge attack: Forest friends come to the rescue
Upon taking DMG: Forest friends come to the rescue
When foe uses a special attack: Forest friends come to the rescue
(Can't be removed)
Duration: 3 turns.
At level 30:Woodcutter's SongFor every 3 skills used: Forest friends come to the rescue
Upon using charge attack: Forest friends come to the rescue
Upon taking DMG: Forest friends come to the rescue
When foe uses a special attack: Forest friends come to the rescue
(Can't be removed)
Duration: 3 turns duration increased to 4 turns.. While active, the class will deal skill damage and provide additional effects when certain conditions are met:- Three skills are used: Inflict stackable 30% ATK/DEF down, and rarely boost teamwide CA specs.
- MC uses a charge attack: Give teamwide
StrengthATK is greatly boosted based on how high HP is
, and rarely give teamwide bonus DMG. - MC takes damage (activates once at end of turn): Heal all allies, and rarely give all allies a 2k
ShieldNext ATK received will be ineffective for a fixed amount
. - Enemy uses a charge attack: Inflict
BlindedAttacks have a slight chance to miss
, and rarely inflictPetrifiedStops enemy's charge diamonds from filling.
Local status effect.
- The best EMP subskill for general purposes is
Leaf BurningGain
Leaf BurningEvery turn while in effect: All allies' ATK and DEF are boosted (Stackable) / Charge bar is boosted (Can't be removed / Ends when endurance hits 0)
Duration: Indefinite and a 4000-damage shield effect.
(Every turn during Leaf Burning: All allies gain4% ATK Up (Stackable / Max: 20%)ATK is boosted while active (Stackable)
Strength: 4% (Max: 20%)Multiplier: Unique StackableDuration: IndefiniteStacking: Teamwide,4% DEF Up (Stackable / Max: 20%)DEF is boosted while active (Stackable)
Strength: 4% (Max: 20%)Duration: Indefinite, andCharge Bar +10%Instantly boosts Charge Bar by 10%
Strength: 10%.
Leaf Burning ends when shield effect ends.), which permanently buffs all allies' ATK/DEF and provides a 10%UpliftedCharge bar is boosted on every turn
as long as its 4kShieldNext ATK received will be ineffective for a fixed amount
isn't broken. For more difficult fights where the shield is harder to maintain, considerLaughing Logger400% elemental damage to a foe (Damage cap: ~630,000).
Gain~70% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: ~70% chance of dealing 30% more damage.Duration: 3 turns.
From 2nd cast onward: Also gainKeenSupplemental DMG to critical hits
Strength: (Damage cap: 50,000)Duration: 3 turns.
From 3rd cast onward: Also gain15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 15%Duration: 3 turns. as a simple boost to offense. If using a harp mainhand, consider usingAngelic Voice IIHarp: Inflict
CharmedAttacks are slightly limited
Strength: 55% on a foe.
Others: InflictCharmedAttacks are slightly limited
Strength: 25% on a foe.. - Master Levels are useful, but just make the class better at what it does. Individual levels boost healing and skill cap, while the ML20 passive heals all allies on a chain burst and the ML30 upgrade makes
Woodcutter's SongGain
Woodcutter's SongFor every 3 skills used: Forest friends come to the rescue
Upon using charge attack: Forest friends come to the rescue
Upon taking DMG: Forest friends come to the rescue
When foe uses a special attack: Forest friends come to the rescue
(Can't be removed)
Duration: 3 turns.
At level 30:Woodcutter's SongFor every 3 skills used: Forest friends come to the rescue
Upon using charge attack: Forest friends come to the rescue
Upon taking DMG: Forest friends come to the rescue
When foe uses a special attack: Forest friends come to the rescue
(Can't be removed)
Duration: 3 turns duration increased to 4 turns. have better uptime. - While this class is useful in almost every FA situation, consider the fact that it is a "slow" class which can lengthen your FA times on easier content due to the numerous extra animations which have to play out for every bonus low-damage nuke that gets triggered.
- A staple FA class, which covers a ridiculous amount of roles through its main skill,
- Cavalier
- MH: Spear/Gun
- Uses (Spear MH): Tanking, Dispel
- Uses (Gun MH): MA Buffer,
DelayReduce a foe's charge diamonds by 1
- A class which changes significantly depending on which mainhand you use. Both "versions" of the class give teamwide bonus DMG through their first skill,
Horseman's DutyAll allies gain
15% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 15%Duration: 3 turns.
Spear: Gain100% / 30% ArmoredChance of lowering DMG taken
Strength: 100% chance of taking 30% less damage.Duration: 3 turns andHostility UpMore likely to be attacked
Strength: SharpDuration: 1 turn .
Gun: GainUnchallenged (1 time)Next DMG received will be ineffective
Duration: Indefinite andHostility DownLess likely to be attacked
Strength: SharpDuration: 1 turn .
At level 30:
Spear: Effect increased toFull Hostility100% chance to be targeted by one-ally attacks (Can't be removed)
Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute. Also gainDebuff Res. UpDebuff resistance is boosted
Duration: 1 turn .
Gun: Effect increased toHostility DownLess likely to be attacked
Strength: 100%Duration: 1 turn andUnchallenged (2 times)Next DMG received will be ineffective
Duration: Indefinite., on a 3/7 (or better) uptime. - Spear Cavaliers tank for the team pretty well, gaining DEF, hostility, and passive counters (with the trade-off of reduced charge bar gain, though counters offset this).
Battering Ram300% elemental damage to a foe (Damage cap: ~630,000).
Spear: Remove 1 buff.
Gun: InflictDelayReduce a foe's charge diamonds by 1
.
(At Equestrian Affinity lvl 3: Activates twice.) is a good subskill that dispels, activating twice after the MC has been targeted on three separate turns. Alternatively,Dragphract5-hit, 100% elemental damage to random foes (Damage cap: ~75,000 per hit~380,000 total).
Spear: Restore 20% of MC's HP (Healing cap: 3000).
Gun: Gain40% C.B. DMG Up (Stackable / Max: 120%)Chain burst DMG is boosted (Stackable)
Strength: 40% (Max: 120%)Duration: Indefinite and15% C.B. DMG Cap Up (Stackable / Max: 45%)Chain Burst DMG Cap Boosted (Stackable)
Strength: 15% (Max: 45%)Duration: Indefinite. deals 5-hit skill damage and heals the MC to help sustain them. - Gun Cavaliers rely on not getting hit to support the party, giving teamwide ATK based on how high their HP is, and gaining
UnchallengedNext DMG received will be ineffective
for themselves.High CommandSpear: Gain
Noble PurposeNumber of Order of the Heavy Cavalry's counterattacks is boosted / Deals maximum number of counterattacks while in effect (Can't be removed / Ends upon taking DMG 2 times)
Duration: Indefinite.
Gun: GainNoble PurposeAll allies' multiattack rate is boosted (Can't be removed / Ends upon taking DMG 2 times)
Strength: 30% DA Up / 20% TA UpDuration: Indefinite. is the best subskill in general since it boosts teamwide MA, something which few other classes can do without specific mainhand weapons. However, since the buffs rely on them not getting hit, the skill (and class in general) becomes much less useful in raids with AoE autoattacks. Also of use isBattering Ram300% elemental damage to a foe (Damage cap: ~630,000).
Spear: Remove 1 buff.
Gun: InflictDelayReduce a foe's charge diamonds by 1
.
(At Equestrian Affinity lvl 3: Activates twice.), which inflictsDelayReduce a foe's charge diamonds by 1
and activates twice after the MC goes three turns without taking damage. - Mastery Levels are useful, but not mandatory. Level Bonuses are negligible, but at ML20, both versions of the class get the ability to reduce the cooldown on
Horseman's DutyAll allies gain
15% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 15%Duration: 3 turns.
Spear: Gain100% / 30% ArmoredChance of lowering DMG taken
Strength: 100% chance of taking 30% less damage.Duration: 3 turns andHostility UpMore likely to be attacked
Strength: SharpDuration: 1 turn .
Gun: GainUnchallenged (1 time)Next DMG received will be ineffective
Duration: Indefinite andHostility DownLess likely to be attacked
Strength: SharpDuration: 1 turn .
At level 30:
Spear: Effect increased toFull Hostility100% chance to be targeted by one-ally attacks (Can't be removed)
Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute. Also gainDebuff Res. UpDebuff resistance is boosted
Duration: 1 turn .
Gun: Effect increased toHostility DownLess likely to be attacked
Strength: 100%Duration: 1 turn andUnchallenged (2 times)Next DMG received will be ineffective
Duration: Indefinite. for playing to their strengths, and at ML30,Horseman's DutyAll allies gain
15% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 15%Duration: 3 turns.
Spear: Gain100% / 30% ArmoredChance of lowering DMG taken
Strength: 100% chance of taking 30% less damage.Duration: 3 turns andHostility UpMore likely to be attacked
Strength: SharpDuration: 1 turn .
Gun: GainUnchallenged (1 time)Next DMG received will be ineffective
Duration: Indefinite andHostility DownLess likely to be attacked
Strength: SharpDuration: 1 turn .
At level 30:
Spear: Effect increased toFull Hostility100% chance to be targeted by one-ally attacks (Can't be removed)
Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute. Also gainDebuff Res. UpDebuff resistance is boosted
Duration: 1 turn .
Gun: Effect increased toHostility DownLess likely to be attacked
Strength: 100%Duration: 1 turn andUnchallenged (2 times)Next DMG received will be ineffective
Duration: Indefinite. itself gets upgraded with debuff immunity for the Spear version, and an extra hit ofUnchallengedNext DMG received will be ineffective
for the Gun version.
- A class which changes significantly depending on which mainhand you use. Both "versions" of the class give teamwide bonus DMG through their first skill,
- Monk
- MH: Staff/Fist
- Uses: Skill Attacker, Dispel, Tanking
- A class which is mainly carried by its ridiculous personal damage which ramps up in longer fights. Using damage skills or CAs boosts the class'
Martial ProwessAttack specs and skill specs are boosted based on Martial Prowess lvl / Chance to deal 4-hit elemental DMG to random foes at end of turn (Max: 10 / Can't be removed)
level by 1 to a maximum of 10, which increases offensive specsUp to 100% unique ATK up, 10% damage cap, and 20% skill damage cap and boosts the chance for Mantra to activate at the end of a turn10% per level, a powerful multi-hit nuke which can be boosted by either CCW - Kanabo (for extra damage) or Ringed Armguards (for stackable ATK/DEF down). Note that the class will loseMartial ProwessAttack specs and skill specs are boosted based on Martial Prowess lvl / Chance to deal 4-hit elemental DMG to random foes at end of turn (Max: 10 / Can't be removed)
levels when ending a turn at low HP, so try to keep the class healed. - The most common subskill to bring is
True Strike4-hit, 200% elemental damage to a foe (Damage cap: ~180,000 per hit~720,000 total) and remove 1 buff., which is a powerful nuke which also dispels.
Unyielding Form300% elemental damage to all foes (Damage cap: ~630,000).
GainFull Hostility100% chance to be targeted by one-ally attacks
Duration: 2 turnsFull hostility has the same properties as Substitute, but has lower targeting priority than Substitute,100% DEF UpDEF is boosted
Strength: 100%Duration: 2 turns, and100% Debuff Res. UpDebuff resistance is boosted
Strength: 100%Duration: 2 turns. gives the MC massive defensive specs and debuff immunity on a 2/6 turn uptime, andRock Crusher400% elemental damage to a foe (Damage cap: ~700,000).
Gain25% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 25%Duration: 4 turns,100% / 30% ArmoredChance of lowering DMG taken
Strength: 100% chance of taking 30% less damage.Duration: 4 turns, and70% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 70% chance of dealing 30% more damage.Duration: 4 turns. gives a mix between offensive and defensive buffs. Ideally, you should never bring any subskills that aren't damaging (red-bordered) ones, as those will not raise the MC'sMartial ProwessAttack specs and skill specs are boosted based on Martial Prowess lvl / Chance to deal 4-hit elemental DMG to random foes at end of turn (Max: 10 / Can't be removed)
level upon use, slowing down the ramp-up effect of the class. - Master Levels are useful, but not mandatory. Level Bonuses give skill cap and debuff resistance, with the ML20 passive boosting DEF/debuff resistance negligibly based on
Martial ProwessAttack specs and skill specs are boosted based on Martial Prowess lvl / Chance to deal 4-hit elemental DMG to random foes at end of turn (Max: 10 / Can't be removed)
stacks, and the ML30 upgrade boosting the rate at which the class gainsMartial ProwessAttack specs and skill specs are boosted based on Martial Prowess lvl / Chance to deal 4-hit elemental DMG to random foes at end of turn (Max: 10 / Can't be removed)
stacks.
- A class which is mainly carried by its ridiculous personal damage which ramps up in longer fights. Using damage skills or CAs boosts the class'
- Robin Hood
- MH: Bow
- Uses: Skill Attacker, Debuffer,
DelayReduce a foe's charge diamonds by 1
- A utility class hampered most by its strict bow mainhand requirement. If you can find a decent one, the class inflicts various random debuffs alongside 30% stackable ATK/DEF down, with very useful EMP skills and a respectable amount of skill damage. Every debuffing or damaging skill consumes a
Fleetfox ArrowUpon using damage skills: 200% elemental DMG to a foe / Boost to MC's multiattack rate (Stackable) / Upon using debuff skills: 200% elemental DMG to a foe / Hit to ATK and DEF (Stackable) (Max: 3 / Can't be removed)
stack to perform a bonus nuke - inflicting stackable ATK/DEF down for debuff skills and boosting MC's MA for damage skills. These stacks are refilled by 2 on every CA, and the MC starts battle with 3 - don't neglect the party's charge bar generation. Acrobatic Volley7-hit, 120% elemental damage to a foe (Damage cap: ~65,000 per hit~455,000 total).
InflictDelay (Special)Reduce a foe's charge diamonds by 1
Ignores foe's Delay immunity. If successful, gainCharged +20%Instantly boosts Charge Bar by 20%
Strength: 20%Unaffected by charge bar gain effects. both inflictsDelay (Special)Reduce a foe's charge diamonds by 1
Ignores foe's Delay immunity and boosts the MC's charge bar by 20% if it lands.Emerald FogInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual,25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual, andGreen HazeDMG taken is supplemented based on number of debuffs
Strength: 3,000 per debuff (Damage cap: 30,000)Base Accuracy: 120%Duration: 4 turnsLocal status effect. isMiserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. with a supplemental damage debuff on top, andReturn of the FoxEnd cooldown for caster's other skills.
GainCharge Bar +50%Instantly boosts Charge Bar by 50%
Strength: 50%. is a skill reset which doesn't always play nice with FA due to being a buff skill that's used before any others - if using it, manually trigger the MC's other skills before letting FA run for maximum effectiveness, as otherwise the skill reset will be wasted on turn 1.- Mastery Levels are negligible (but not a complete waste of time). The most use you'll get out of them are the bonuses - which include MA, skill specs, and debuff success rate.
- A utility class hampered most by its strict bow mainhand requirement. If you can find a decent one, the class inflicts various random debuffs alongside 30% stackable ATK/DEF down, with very useful EMP skills and a respectable amount of skill damage. Every debuffing or damaging skill consumes a
- Relic Buster
- MH: Sabre/Gun
- Uses: Autoattacker, Skill Attacker, Charge Battery,
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."- A notoriously powerful offensive class which is only slightly hampered by FA in regards to the timing of its
Machine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
-related skills, of which it gains 5 every 5 turns. The class has powerful personal damage with a negligible 25% DEF down penalty that's easily offset by teamwide buffers and EMP nodes. With a sword mainhand, it consumes 1 cell every turn to gain guaranteed TA with a 50% boost to autoattack damage, and with a gun mainhand, it consumes 1 cell every turn to deal skill damage every turn with a 30% boost to autoattack damage. No matter your mainhand, the class also consumes 2 cells for 1-hit damage immunity, if possible - a useful skill against bosses with powerful single-hit attacks, but one which makes it less effective against bosses with multi-hitting attacks due to draining cells. - For EMP skills,
Tactical ShieldAll allies gain
ShieldNext ATK received will be ineffective for a fixed amount
Duration: Indefinite,VeilDebuffs 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.", and100% / 20% ArmoredChance of lowering DMG taken
Strength: 100% chance of taking 20% less damage.Duration: 3 turns.
(Boost toShieldNext ATK received will be ineffective for a fixed amount
Duration: Indefinite's specs based on number ofMachine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
.) makes the class a powerful provider ofVeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." andShieldNext ATK received will be ineffective for a fixed amount
.Limit BurstAll allies gain
Charge Bar +Instantly boosts Charge Bar by
,C.A. DMG Up (1 time)Charge attack DMG is boosted
Duration: Indefinite, andC.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted
Duration: Indefinite based on number ofMachine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
.
(Consumes allMachine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
.) consumes all Cells to boost teamwide charge barIf at the maximum of 5 Cells, this boosts all bars by 100% and CA specs (though its long cooldown makes it less useful for longer-form FA).Blitz RaidAttack without using up a turn.
(Consumes 1Machine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
.) won't be used at all in FA, but it has a niche in that it can speed up some FA clears that want to use less skills. - Master Levels are negligible, minus the ML20 passive that automatically refills
Machine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
stacks when taking more than 25% health damage in one turn, which works well on the more threatening raids in the game.
- A notoriously powerful offensive class which is only slightly hampered by FA in regards to the timing of its
- Kengo
- MH: Katana/Bow
- Uses: Charge Attacker, Charge Battery
- A powerful class for all things CA-related with a 200% charge bar maximum, Kengo has a fairly steep entry cost. You will NEED to use a 5* Unsigned Kaneshige (the CCW) with a Devilry Emblem to get the most use out of this class. It gives extra charge bar and buffs all allies' charge bar gain by 30% on CA. In addition to that, while just having a Kaneshige makes the class pretty useful, you'll also want plenty of Master Levels for even more CA-related boosts.
- The only EMP subskill you'll absolutely want to take is
No More DoubtGain
Triple StrikeAttacks 3 times each turn
Duration: 1 turn .
(Consumes 40% of charge bar.), asTriple StrikeAttacks 3 times each turn
typically gives you more bar than the 40% it costs to use.Rending Flash700% elemental damage to a foe (Damage cap: 820,000).
Gain100% C.A. DMG UpCharge attack DMG is boosted
Strength: 100%Duration: 3 turns and20% C.A. DMG Cap UpCharge attack DMG cap is boosted
Strength: 20%Duration: 3 turns.
(Consumes 60% of charge bar.) is decent if you're willing to take a slight hit to charge bar generation and aren't confident in your grid's abilities to cap CAs. - Master Levels are quite good and borderline mandatory. You get a bit of CA cap with Level Bonuses, but at ML20 the class buffs all allies on every chain burst, and at ML30 its otherwise "just okay" first skill,
One with the BladeGain
Clarity of MindDouble attack rate is boosted / Triple attack rate is boosted
(Can't be removed)
Strength: DA: Guaranteed / TA: 30%Duration: IndefiniteStacking: Special Buff and50% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 50% chance of dealing 50% more damage.Duration: 3 turns.
At level 30:
Also gainCharge Bar +50%Instantly boosts Charge Bar by 50%
Strength: 50%., gives a sizeable charge bar boost.
- Glorybringer
- MH: Sabre/Katana
- Uses: Autoattacker, Charge Attacker
- This is an attacker class you'll want to do your research before using. Glorybringer has effects which activate upon using its
Glory ArtsCall forth the main weapon's hidden power.
(Casts mainhand's Awaken skill.
Gain maximumEnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
stacks.) skill (which givesEnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
stacks), effects that activate when attacking whileEnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
, effects that activate when taking damage whileEnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
, and the real kicker is that ALL of these effects are different depending on your mainhand weapon. They even consume different amounts ofEnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
stacks! - For sanity's sake, here's a shortlist of decent F2P mainhands in each element. The CCW, Ridill, is useful in every element, and of course, keep in mind that some charge attacks and mainhand-exclusive skills may make a weapon worth using despite having poor Glorybringer skills.
- Fire: Wrathfire Longblade, Ushumgal
- Water: Fateless, Keeper of Hallowed Ground
- Earth: Nibelung Klinge, Godsworn Edge
- Wind: Ewiyar's Beak, Windhose
- Light: Sword of Renunciation, True Purity Sunblade
- Dark: Hollowsky Blade, Katana of Renunciation
- For EMP skills, the
Resonating BladeCasts mainhand's Resonance skill. skill from the class' predecessor, Sword Master, does an effect that (you guessed it) changes depending on the mainhand. Some mainhands can give effects as useful as
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", while others can be lousy nukes. In the case that you're not bringing it along,EspadaBig damage to a foe based on number of Sabres and Katanas equipped (Damage cap: ~1,160,000). is the most useful EMP subskill in general despite being a simple nuke, since the others are either mediocre or they don't function in FA.
- Master Level 20 is highly recommended, as it boosts the class' offensive and defensive specs based on the number of sabres/katanas you have equipped in your grid (making the class work best in sword-heavy elements like Fire or Light as a result). At ML30, the cooldown on
Glory ArtsCall forth the main weapon's hidden power.
(Casts mainhand's Awaken skill.
Gain maximumEnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
stacks.) gets reduced, which is very useful but not mandatory. Along the way, the class also gets charge bar gain up, which is very useful owing to the fact that the class is very mainhand-centric in general.
- This is an attacker class you'll want to do your research before using. Glorybringer has effects which activate upon using its
- Rising Force
- MH: Harp
- Uses: Charge Attacker,
HypeATK is boosted
, MA Buffer- An offensive class comparable to Kengo given its 200% maximum charge bar capacity. RF uses harp mainhands instead, and despite one of its passives only affecting harp-specialty allies, it's much more flexible in terms of party composition, as the CCW, Helmholtz, is far from mandatory. Its first skill,
Rising ForceAll allies gain
30% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 30% and15% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 15%.
MC also gains70% C.B. DMG Cap Up (1 time)Chain Burst DMG Cap Boosted (1 time)
Strength: 70%.
At level 30:
All allies also gainHypeATK is boosted
Duration: 3 turns., boosts all allies' CA specs until used, which plays nicely with FA since you don't have to worry about synchronising its buff to your burst turns, unlike other single-turn buffs. - There are two main ways to play Rising Force, and it depends on whether or not you take one EMP skill,
Unleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.). Every time a party member charge attacks with a Rising Force MC, they gain a stack ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
, which passively boosts their MA rate. At 3 stacks ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
(which is the cap), allies gain a Guts25pxLethal Attack Dodged (1 time) effect as long as they're at 25% HP or above when the attack that would've killed them hits. SinceUnleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) consumes allFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
, it's not worth bringing along if you want to use the Guts effect. If you're not planning on using that,Unleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) is a great way to deal powerful burst damage in longer battles, as it fills the team's charge bars and does massive amounts of skill damage. - Unfortunately, every EMP subskill aside from
Unleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) is shafted in FA due to not being used or being toggled on and off randomly. If you're holding onto yourFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
stacks,Mosh Pit
MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect to the field. is a good skill to use at the start of battle before letting FA run. - Master Levels open up another utility for the class, as both unlockable abilities centre around gaining or extending
HypeATK is boosted
. This gives Rising Force a lot of relevance when paired up with units who giveHypeATK is boosted
- on its own, the class is unlikely to be able to sustain permanentHypeATK is boosted
without significant charge bar support.
- An offensive class comparable to Kengo given its 200% maximum charge bar capacity. RF uses harp mainhands instead, and despite one of its passives only affecting harp-specialty allies, it's much more flexible in terms of party composition, as the CCW, Helmholtz, is far from mandatory. Its first skill,
- Masquerade
- MH: Dagger
- Uses: Dodge-Tank, Buffer, MA Buffer
- A niche class in FA that can buff team MA3% DA and 2% TA per stack through its
PromenadeMultiattack rate is boosted based on Promenade lvl (Can't be removed)
stacks. Unfortunately, since said stacks are gained by multiattacking, it suffers from needing to multiattack in the first place before it can function in that regard. As such, it tends to supplement some other form of MA buffing rather than being the main buffer itself. Aside fromPromenadeMultiattack rate is boosted based on Promenade lvl (Can't be removed)
stacks, the class can dodge-tank on a 3/7 turn uptime. Where it becomes far more useful in an FA context is if your team can occasionally deal 30 hits of damage in a single turn, as Masquerade buffs the entire party at the end of the turn upon reaching this threshold. - EMP subskills are fairly useful, except for
Shall We Dance
BallroomAll foes' and allies' multiattack rate is boosted / Allies deal bonus elemental DMG for normal attacks
Duration: 6 turnsField effect
Local status effect to the field., which isn't used in FA.Non-Sequence6-hit, 80% elemental damage to random foes (Damage cap: ~60,000 per hit).
Raise all allies'PromenadeMultiattack rate is boosted based on Promenade lvl (Can't be removed)
lvl by 1.
(Increase number of hits based on caster'sPromenadeMultiattack rate is boosted based on Promenade lvl (Can't be removed)
lvl [Max: 16 hits].) is a potentially powerful nuke which also raises allies'PromenadeMultiattack rate is boosted based on Promenade lvl (Can't be removed)
stacks.Bounce ChasseAll allies gain
Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn andDouble StrikeAttacks twice each turn
Duration: 1 turn .
InflictC.A. SealedCan't use charge attack
Duration: 1 turn on all allies.
(Consumes 10PromenadeMultiattack rate is boosted based on Promenade lvl (Can't be removed)
lvls from all allies.) is a powerful option for medium-term burst, as it can only be used when all allies are at 10PromenadeMultiattack rate is boosted based on Promenade lvl (Can't be removed)
stacks, granting everybody a turn of guaranteed TA andDouble StrikeAttacks twice each turn
while sealing your charge attacks - making it so that on the very next turn, your team will also likely have a Full Burst ready. - Master Level bonuses are quite negligible - the main attraction is the ML20 passive which makes every party member begin battle with 1
PromenadeMultiattack rate is boosted based on Promenade lvl (Can't be removed)
stack.
- A niche class in FA that can buff team MA3% DA and 2% TA per stack through its
- Viking
- MH: Sabre/Axe
- Uses: Autoattacker, DEF Down, Autoignition, Buff Extender
- An excellent attacker class with one main caveat to keep in mind: Always make sure you're using one axe and one sabre between your main/auxiliary weapon slots. The class' abilities become stronger when you have both weapon types equipped. In some rare cases (such as in certain elements which lack strong axe weapons e.g Wind) it may be feasible to go without, but make sure you know what you're doing if so.
- The class passively deals 2-hit damage with autoattacks and has guaranteed DA, scaling well with supplemental damage.
Norden HarrAll allies gain
20% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 20%Duration: 3 turns.
If main or auxiliary weapon is a sabre: Also gainGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 3 turns.
If main or auxiliary weapon is an axe: Also gain30% Bonus DMG (1 time)Deals bonus DMG for one-foe one-ally attacks
Strength: 30%Duration: 3 turns. doubles down on the class' autoattack strengths by amplifying the whole team's AA damage. - EMP skills are where the class truly shines, however, with all three skills being so strong you'll wish you could bring them all along at once (unfortunately, the limit is two on the one loadout).
Banahogg2-hit superior Elemental damage to a foe (Damage cap: ~370,000 per hit).
Inflict25% DEF DownDEF is lowered
Strength: 25%Duration: 180 secondsStacking: Single.
If main or auxiliary weapon is a sabre: Boost to number of hits (2 times).
If main or auxiliary weapon is an axe: Also inflict 25% Element DEF DownElement DEF Down debuff based on weapon element
Strength: 25%Duration: 180 seconds. is a powerful multi-hit nuke which caps DEF Down at 50% on its own. This assumes you use the proper one-axe/one-sabre auxillary setup.VinlandGain
Charge Bar +100%Instantly boosts Charge Bar by 100%
Strength: 100% andVinlandCharge bar will be boosted by 100% at the end of the turn (Can't be removed)
Duration: 2 turns. fills the class' charge bar, and for the next two turns, fills it completely at the end of a turn, allowing you to execute three charge attacks in quick succession. When paired with a CA-focused grid or just a mainhand that has a good CA, this skill does wonders for quick multi-turn damage, and at a 10 turn cooldown, using it multiple times in longer battles isn't out of the question. If you have a Beelzebub sub summon, this skill alone can have you max out its Trance stacks by turn 3.JomsborgExtend the duration of all allies' buffs by 1 turn. (Excludes 1-turn buffs.)
All allies gain two random buffs. gives allies two random buffs and extends all allies' buffs by one turn. On FA, this won't be used optimally unless you play your first turn manually (e.g use all buff skills other allies have first), but it pairs well withVinlandGain
Charge Bar +100%Instantly boosts Charge Bar by 100%
Strength: 100% andVinlandCharge bar will be boosted by 100% at the end of the turn (Can't be removed)
Duration: 2 turns. andNorden HarrAll allies gain
20% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 20%Duration: 3 turns.
If main or auxiliary weapon is a sabre: Also gainGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 3 turns.
If main or auxiliary weapon is an axe: Also gain30% Bonus DMG (1 time)Deals bonus DMG for one-foe one-ally attacks
Strength: 30%Duration: 3 turns. even if you're not using it for other allies' sake.- Since the class can use Berserker's EMP skills as well,
UlfhedinnGain
UlfhedinnATK and DEF are boosted / Deals triple attacks / Bonus Elemental DMG effect / Debuff immunity / Can't use skills (Can't be removed)
Strength: 50% ATK Up, 50% DEF Up, 30% Bonus DMG, and guaranteed triple attacksMultiplier: UniqueDuration: 4 turns.
(Consumes 100% of charge bar.) is a great choice for better autoattacks and debuff immunity. Pairs best withVinlandGain
Charge Bar +100%Instantly boosts Charge Bar by 100%
Strength: 100% andVinlandCharge bar will be boosted by 100% at the end of the turn (Can't be removed)
Duration: 2 turns. to feed you the charge bar to activate it, since Viking doesn't haveFull Arsenal IIIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.,50% ATK UpATK is boosted
Strength: 50%Multiplier: NormalDuration: 1 turn , and30% C.B. DMG UpChain burst DMG is boosted
Strength: 30%Duration: 1 turn .
At level 30:
Also gain20% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 20%Duration: Until used and10% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 10%Duration: Until used. as its first skill.
- Paladin
- MH: Sabre/Spear
- Uses: Tank, Defensive Buffer
- A powerful defensive class which becomes far more niche in FA. Paladin has powerful protective abilities, but when compared to classes like Cavalier (spear MH), these abilities do not have great uptime, and rely on being used at the right moment - something left to chance in FA.
Elemental PhalanxAll allies gain 80% superior elemental DMG Cut
80% Fire CutFire DMG is cut 80%
Duration: 1 turn Fire Damage Cut.80% Water CutWater DMG is cut 80%
Duration: 1 turn Water Damage Cut.80% Earth CutEarth DMG is cut 80%
Duration: 1 turn Earth Damage Cut.80% Wind CutWind DMG is cut 80%
Duration: 1 turn Wind Damage Cut.80% Light CutLight DMG is cut 80%
Duration: 1 turn Light Damage Cut.80% Dark CutDark DMG is cut 80%
Duration: 1 turn Dark Damage Cut. and superior Elemental SwitchFire SwitchElemental DMG from foes turns into fire DMG
Duration: 1 turnWater SwitchElemental DMG from foes turns into water DMG
Duration: 1 turnEarth SwitchElemental DMG from foes turns into earth DMG
Duration: 1 turnWind SwitchElemental DMG from foes turns into wind DMG
Duration: 1 turnLight SwitchElemental DMG from foes turns into light DMG
Duration: 1 turnDark SwitchElemental DMG from foes turns into dark DMG
Duration: 1 turn
.
All other parties gain80% DMG CutTaking 80% less DMG
Strength: 80%Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage!. provides an elemental switch and 80% damage cut to ensure that all non-plain damage will be significantly mitigated, but this ability is only active for one turn out of every five. - Its EMP skills are in the same boat -
Noblesse ProtegerGain
Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks)
Duration: 1 turn andShield (10000)Next ATK received will be ineffective for a fixed amount
Strength: 10000Duration: Indefinite. (an all-ally substitute and 10k shield) andSacred ProtectionAll allies gain
DMG MitigationDMG taken is lowered by a fixed amount
Strength: 10000Duration: 1 turn . (reduces all damage taken by a flat 10k) both have 1/6 uptimes. - The class does have significant offensive prowess if you can obtain many shields, giving sizeable ATK and MA for every shield owned. Combined with the class' innate 10k incoming damage cap, Paladin can be a decent selfish class due to its passives. Unfortunately, due to the flexibility of MC customisation, they tend to be the class making concessions for other characters when building a party, rather than the other way around.
- A powerful defensive class which becomes far more niche in FA. Paladin has powerful protective abilities, but when compared to classes like Cavalier (spear MH), these abilities do not have great uptime, and rely on being used at the right moment - something left to chance in FA.
Recommended Subskills
Miserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. is a potent pick at almost all levels of play, and FA is no exception. Debuff success rate will become an issue with many classes, but 25% ATK and DEF down is what it is.Rain of Arrows III300% elemental damage to all foes.
Inflict25% ATK DownATK is lowered
Strength: 25%Duration: 180 seconds. provides a decent nuke alongside a valuable 25% ATK down. Pair with Miserable Mist to hit the 50% ATK down cap with MC alone.Gravity WaveInflict
GravitySpecial attack max charge turn is extended
Duration: 180 seconds on a foe. provides the incredibly useful and rareGravitySpecial attack max charge turn is extended
- reducing your overall damage taken by reducing the amount of enemy CAs you'll be taking. Works best when paired with debuff success rate.DispelRemoves 1 buff from a foe. is useful against bosses with potent buffs.
Twin Coil2-hit, 200% elemental damage to all foes (Damage cap: ~415,000 per hit). or
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. will generally provide the most skill damage in a single subskill. The former works best with a developed grid, while the latter scales better with supplemental damage.
Weapons
Since these notes would otherwise overlap with general grid building, the focus here will be on weapons which help increase general survivability or work as useful mainhands. If your survivability is good enough, Stamina should generally be prioritized over Enmity, since in FA you don't get to control when your healing happens and most of the trouble from the raids I'll be discussing comes from rare powerful CAs rather than regular autoattacks (though, of course, there are many exceptions, and including a single enmity weapon in your grid can help cover your bases). Despite HP being one of the greatest boosts to survivability, don't forget that killing the enemy before it can kill you is in itself a form of survivability - hence why many recommendations for weapons will focus on ATK + HP weapons rather than ones that just boost HP.
Side note: there is no summon section, but if there was one, it'd just say to abuse sub auras (since you won't be calling summons in FA, except sometimes at the beginning of battle before you let it run) and use Omega summons in both main and support slots (since they can boost the value of Omega HP modifiers). Crit grids (grids with weapons that give ~100% total crit chance combined) should generally be used wherever possible as a result of this.
- Dark Opus Weapons are useful as options for providing large ATK and HP, regardless of whether you've uncapped them or not. If you're using Crest-based characters (especially ones which boost damage reduction/healing specs based on Crests), they can have high value for FA as mainhands.
- Ennead Weapons have various skills and CA effects, but regardless of those effects, Awakening can give you effects which are very useful for rounding out a grid. Attack-type Awakening gives 25% normal ATK and Defense-type Awakening gives unconditional 10% DEF and 25% HP.
- Draconic Weapons are your strongest survivability options for single-element fights. Their mainhand value is situational depending on the element. Getting them to 5* is highly recommended for the large ATK/HP, and 4* is what you want at the bare minimum due to the damage reduction skill.
- Seraphic Weapons are useful for any single-element fight, and their CA effects make them consistently useful mainhands at 4*. The ATK/HP boost at SSR is weak but always appreciated for FA.
- Bahamut Weapons with ATK/HP (Dagger/Axe/Spear/Gun) are generally always worth considering in an Omega grid if the races fit. Exceptions would be if you already have high normal ATK modifiers, by weapons (e.g Ewiyar's Beak) or characters (e.g Anila/Andira).
- The progression-skill Beast Weapons (
Garnet Broadaxe,
Aquamarine Hatchet,
Peridot Edge and
Zircon Crossbow) get to shine in longer-term FA with Omega x Omega summons. In general, use them in longer fights if you've got them at 4*, and don't otherwise.
- An element-changed
Five-Soul Staff lets you handle FA healing with MC so long as you can use a staff-proficiency class.
- An element-changed
Nine-Realm Harp lets you handle FA healing with MC so long as you can use a harp-proficiency class. The overall healing will be less than a Five-Soul Staff, but it'll additionally increase the whole party's debuff success rate.
- An element-changed
Four-Sky Blade lets you handle multiattack rate with MC so long as you can use a dagger-proficiency class.
Ancient Ecke Sachs will be your bread and butter despite not carrying any HP mods - its innate HP value is high, which a Cosmic Sword boosts further. Four of them at skill level 15 in a grid with Colossus x Colossus summons will give you ~100% crit, as well as excellent enmity damage if your health starts to dip.
Scimitar of Brahman is a good ATK + HP option to use while working towards better grids or boost AES grids to higher HP levels if necessary. Works with Cosmic Sword grids.
Nilakantha is difficult to come by, but boosts HP, works as an excellent MA-boosting mainhand, and carries Stamina to help avoid modifier dilution. If you really like sticks, it can be used in a Cosmic Rod grid using Colossus Cane Omega as filler, though the grid probably isn't worth the effort.
Draconic Harp makes for an excellent mainhand, providing teamwide
Mirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
and a largeRefreshHP is restored on every turn
to all allies on CA (the latter effect only occurs at 5*).Hollowsky Spear is one of the best mainhands for team sustain since it gives
DrainNormal attack and C.A. DMG dealt is partially absorbed to HP
andRevitalizeRecover HP each turn. Boost to charge bar if HP is full.
to all allies on CA. Just note that spear-proficiency classes are more difficult to use effectively in FA, and it will require a spear/katana team to reach its full potential.True Infernal Flamescythe is a potent MA-boosting mainhand which can even boost party HP slightly at level 200.
Ancient Auberon is your bread and butter here, providing ATK, HP, DA and Crit. Using four (at skill level 15) is ideal with dual Leviathan Omega summons to hit a ~100% crit rate - though one of these can be swapped out for
Winter's Frostnettle due to having a similar crit skill.
Wamdus's Cnidocyte is a useful weapon to go alongside the fact that you'll be wanting to have a lot of Auberons - as it gives an additional 50k supplemental damage on every crit. If survivability is your chief concern, swap in another HP weapon instead.
Tyros Bow and
Tyros Zither have workable Omega skills and are farmable, with a decent shared CA that inflicts the rare
Fire ATK DownFire ATK is lowered
while boosting MC's charge bar by 20% - making them decent interim mainhands for classes like Robin Hood and Lumberjack.Clarion gives the whole party 25% increased dodge rate and makes them nuke on dodge after every CA. Dodging is heavily RNG-based, but it has consistent uptime as long as your MC has good MA.
True Glacial Dream Staff heals on CA and removes a debuff. As a bonus, the MC's CA damage gets increased based on how high their HP is, but with how Water grids tend to run Tyros Zither, you'll probably be close to capping CAs anyway.
Dante Alighieri is one of the element's best, mainhand-wise.
Debuff Success BoostedDebuff success rate is boosted
on CA helps immensely for harder fights,StrengthATK is greatly boosted based on how high HP is
is always useful, and Glacial FrostcageReactive nuke + ATK/DEF down on enemy CA is invaluable for when bosses clear all debuffs from themselves.
Yggdrasil Dewbranch Omega is a very easily obtainable bread and butter grid choice, even if it falls off later on. ATK + HP is simple and effective for FA purposes, and a Cosmic Rod grid using them can reach 50k+ health. Said grid is easily outclassed damage-wise by M2 options, but it's a useful interim option which can be made more effective with AX skills.
Ancient Perseus is a better alternative to Dewbranches if you have good MA already.
Nibelung Klinge is another alternative to Dewbranches. Swap them in if you have them 4* uncapped and you're not using a Cosmic Rod grid.
Godsworn Edge is both a great grid option (for MA purposes) and an excellent mainhand option due to its buffs and nuke on CA. Note that its small enmity skill is all the damage it brings, so it can be detrimental to your clear speeds if you already have decent MA.
Draconic Bow is a good mainhand option if you need MA, though bow-proficiency classes may be hard to work into a party.
True Judgement Lyre is an incredible mainhand for sustain, and boosts HP slightly at level 200.
Last Sahrivar is a useful mainhand for bosses which deal multi-element damage, due to the party-wide
Water SwitchElemental DMG from foes turns into water DMG
it gives on CA.Yggdrasil's Bough is excellent as an offensive mainhand while also being slightly useful for defense.
ShieldNext ATK received will be ineffective for a fixed amount
andStrengthATK is greatly boosted based on how high HP is
(provided on CA) are two things that FA runs generally can't get enough of.Dawn Rising heals and removes a debuff on CA. You won't get any value out of Sunlight's StimulantBoost to Earth ATK upon using healing skills since healing skills aren't cast on FA, but the CA is worth it in fights where bosses inflict debuffs that go through
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." (e.g Macula Marius, Europa, Leviathan Malice).
Spring's Whisperings is a useful and rare ATK + HP option in Omega Wind. It also provides MA on CA, a role shared with
Last Storm Harp (CA comparison: the former provides 5% more MA, while the latter gives MC a
Mirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
- take your pick).Coruscant Crozier is your only farmable ATK + HP option, rare as it might be. It also provides some additional crit and DA for good measure while being a very desirable mainhand for longer FA fights where its stackable CA buffs get to shine.
Draconic Rod gives partywide
ShieldNext ATK received will be ineffective for a fixed amount
and clears debuffs on CA - simple and useful for FA, though it may conflict with Wind's many other sources of Shield.Innocent Love provides potent offensive buffs on CA, in case there weren't enough good harp mainhands in Wind already.
Arkab Prior is your go-to fist mainhand. Though you likely won't be getting a 4-chain very often to make use of Conviction's Double StarTeamwide guaranteed TA after a chain burst of 4 or higher, cutting the MC's cooldowns on CA and giving partywide
Charge Bar Gain UpCharge bar gain is boosted
is powerful nonetheless.
Luminiera Sword Omega is Omega Light's bread and butter in general, and FA is no exception. Pairs excellently with Cosmic Sword grids, and if you can stomach the grind, AX skills.
True Purity Sunblade is probably the best mainhand Omega Light could ask for. Teamwide stamina stacks well with the high amount of Normal/Omega ATK you'll be getting from Lumiswords,
UpliftedCharge bar is boosted on every turn
can help make up for lacking MA,BlindedAttacks have a slight chance to miss
is always useful for mitigation purposes, and as a sword it's an easy slot in Cosmic Sword grids.Flamma Orbis is an option best suited for skill damage-based parties, but regardless of your setup, you'll be able to appreciate the teamwide
Mirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
on CA. Works best with Cavalier since it wants an MC who doesn't get hit often.Draconic Blade is a good choice when a sustain-based CA is needed, providing
DrainNormal attack and C.A. DMG dealt is partially absorbed to HP
to the whole team on CA even at 3*.Phantom Fangs, like with Flamma Orbis, is a worthwhile mainhand for the teamwide
Mirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
on CA.Supplemental DMGDMG dealt is supplemented
can also be useful depending on your party setup.Harakhte is a useful grid piece for CA-centric setups, and as a mainhand it boosts teamwide MA at 4*.
Abyss Spine is your bread and butter for comps that don't rely on enmity. ATK + HP would be nice enough on their own, but this weapon comes with CA specs up as well after 4*.
Zechariah is a desirable but rare Stamina + HP option.
DEF Up (Stackable)DEF is boosted while active (Stackable)
andRefreshHP is restored on every turn
on CA make it an enviable mainhand as well.Qilin Lyre clears a debuff on CA and gives immunity to
Skill SealedCan't use skills
. It also boosts MC's debuff success rate and skill damage cap when used as a mainhand, giving it great use for specific raids and parties.Claws of Terror provides a guaranteed teamwide
ArmoredChance of lowering DMG taken
effect on every CA as well as teamwide counters, giving it great defensive and offensive use.Abydos is a dagger capable of healing the entire party on CA at 4*.
Bigeh and Edfu is a staff which lets the MC survive lethal hits while giving a partywide
Mirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
on CA at 4*.Zwei Schaedel is a decent mainhand for MA purposes.
Hermanubis is far stronger for that purpose, but will likely contribute less to your grid's damage.
Scales of Dominion has the same CA as Hermanubis, but will contribute more to your damage than either of the previous weapons so long as all equipped weapons are different.
Characters
Below is a list of characters who are either very good for FA purposes, situational, or lacking in many areas. This is by no means a definitive tier list - depending on what you have or need, you may get far better mileage out of a "situational" character rather than a "good" one.
Only frontline effectiveness will be mentioned here. For a list of characters' sub ally effects and how they play with FA, look at the Sub Ally Skills section of this guide.
Notes:
- Eternals will only have Transcendence upgrades mentioned up to level 130.
- Collab units will only be mentioned if they can be obtained from Side Stories.
- Units who are just plain bad for frontlining under any circumstances won't be mentioned. If you don't see a character here, it's safe to assume they're a junk SSR.
The Good (units who are generally unhampered by FA and provide significant utility):
Athena is the queen of FA defense.
Minerva Finis500%Massive Fire damage to a foe.
All allies gain15% Fire ATK UpFire ATK is boosted
Strength: 15%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining. and70% / 30% ArmoredChance of lowering DMG taken
Strength: 70% chance of taking 30% less damage.Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining..
Inflict10% Wind ATK DownWind ATK is lowered
Strength: 10%Duration: 180 seconds. andShield of the Gods: AigisAll allies gain
40% Wind CutWind DMG is cut 40%
Duration: 1 turn Wind Damage Cut.,Wind SwitchElemental DMG from foes turns into wind DMG
Duration: 3 turns, andRefreshHP is restored on every turn
Strength: 10% of max HP (Healing cap: 400)Duration: 3 turns.
At level 90:RefreshHP is restored on every turn
Strength: 10% of max HP (Healing cap: 800)Duration: 3 turns healing cap increased to 800.
All allies also gainDispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
Duration: Indefinite. provide direct defenses,Glare of GlafkosInflict
100% DA DownDouble attack rate is lowered
Strength: 100%Base Accuracy: 80%Duration: 180 seconds,BlindedAttacks have a slight chance to miss
Base Accuracy: 90%Duration: 180 seconds, andDelayReduce a foe's charge diamonds by 1
Base Accuracy: 100% on all foes. provides defensive debuffs, and in many Wind raids, AoE autos are in effect, giving her a lot of skill-based damage throughGoddess of the Shield
Goddess's WrathTetradrachm's hit number increases based on Goddess's Wrath lvl (Max: 5 / Can't be removed)
lvl rises by 1 upon being targeted by a foe (Max: 5).
Tetradrachm's hit number increases by 1.
(Tetradrachm activates upon being targeted by a foe when Goddess's Wrath lvl is 5.). ThoughPalladiumAll allies gain
Unchallenged (1 time)Next DMG received will be ineffective
Duration: Indefinite andVeilDebuffs 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.". providesVeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", she can't be relied upon for anti-debuff duties as the ability has a 10 turn initial lockout.Anthuria is the other queen of FA defense. As long as you switch her into her blue stance (
Silent TapUpon dodging, restores all allies' HP and boosts their DEF (Stackable) (Can't be removed)
) at the beginning of a fight, she'll absorb hostility, dodge, heal, and boost party-wide defenses with great consistency (even more so with CA-focused teams). For when you're looking to get quicker clear times, leaving her in red stance (Quick TapUpon dodging, extends all allies' hype by 1 turn and boosts their ATK (Stackable) (Can't be removed)
) will give the entire party large amounts of unique ATK up while still defending your party through hostility and dodges.Fraux, if you can bring her in from the backline (
Colossus is the most reliable character for this), is one of the best healing options available.
Indominus400%-500% Fire damage to a foe (Damage cap: ~480,000).
Gain10% ATK Up (Stackable / Max: 60%)ATK is boosted (Stackable / Can't be removed)
Strength: 10% (Max: 60%)Multiplier: Unique StackableDuration: IndefiniteStacking: Single Target and10% DEF Up (Stackable / Max: 60%)DEF is boosted (Stackable / Can't be removed)
Strength: 10% (Max: 60%)Duration: IndefiniteStacking: Single Target.
Restore all allies' HP based on damage dealt (Healing cap: 2000) and remove 1 debuff. is a highly potent heal + nuke + debuff clear that activates twice and is on a low 5-turn cooldown. In addition to that, she can extend turn-based debuffs, deal high damage, and dispel, though her skill usage order isn't optimised for FA.- With her Evoker Domain skill, Fraux becomes the best healer in Fire, since CAs reset the cooldown on
Indominus400%-500% Fire damage to a foe (Damage cap: ~480,000).
Gain10% ATK Up (Stackable / Max: 60%)ATK is boosted (Stackable / Can't be removed)
Strength: 10% (Max: 60%)Multiplier: Unique StackableDuration: IndefiniteStacking: Single Target and10% DEF Up (Stackable / Max: 60%)DEF is boosted (Stackable / Can't be removed)
Strength: 10% (Max: 60%)Duration: IndefiniteStacking: Single Target.
Restore all allies' HP based on damage dealt (Healing cap: 2000) and remove 1 debuff..
- With her Evoker Domain skill, Fraux becomes the best healer in Fire, since CAs reset the cooldown on
Ms. Miranda is a rare healer/support for Fire. Debuff clear, healing,
ShieldNext ATK received will be ineffective for a fixed amount
,VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.",Dispel CancelEffects that remove buffs will be nullified (1 time)
andFire ATK UpFire ATK is boosted
are all included. ThoughEnchanting FantasyFill 1 charge diamond on a foe. If successful, all allies gain
Shield (5000)Next ATK received will be ineffective for a fixed amount
Strength: 5000Duration: Indefinite and30% Wind DMG LoweredWind DMG is lowered
Strength: 30%Duration: 5 turnsWind DEF Up. Not a Damage Cut.
Reduces Wind damage taken on a multiplier
separate from Damage Cuts.. increases the frequency of enemy CAs,Academy Instructor1-turn cut to skill cooldowns when a foe uses a special attack.
(If the foe uses anIncanted Attack, 3-turn cut instead.) compensates for this.
AbracadabraRaise
Light ArtsLight Arts lvl rises by 1 when a fire ally uses a skill / Reset lvl and activate Lucent Charm when a fire ally uses a skill at lvl 7 (Can't be removed)
Duration: Indefinite lvl by 1 when a Fire ally uses a skill.
(When used at lvl 7: Activates Lucent Charm. ResetsLight ArtsLight Arts lvl rises by 1 when a fire ally uses a skill / Reset lvl and activate Lucent Charm when a fire ally uses a skill at lvl 7 (Can't be removed)
lvl.) means she works best in parties with many skills to use.Anila provides useful debuffs through
All of Creation6-hit, 125% all-elemental damage to random foes (Damage cap: ~65,000 per hit).
Gain20% Bonus Superior Elemental DMGDeals bonus superior element DMG for one-foe one-ally attacks
Strength: 20%Duration: 3 turns.
At level 55:
Damage increased to 150% per hit.
At level 100:
Now hits all foes.
Damage increased to 200% per hit.
Damage cap increased to ~105,000 per hit.
Buff increased to40% Bonus Superior Elemental DMGDeals bonus superior element DMG for one-foe one-ally attacks
Strength: 40%Duration: 3 turns.
Also inflict all-elemental ATK Down and DEF Down10% Fire ATK DownFire ATK is lowered
Strength: 10%Base Accuracy: 85%Duration: 180 seconds20% Fire DEF DownDEF is lowered for fire DMG
Strength: 20%Base Accuracy: 100%Duration: 180 seconds10% Water ATK DownWater ATK is lowered
Strength: 10%Base Accuracy: 85%Duration: 180 seconds10% Water DEF DownDEF is lowered for water DMG
Strength: 10%Base Accuracy: 85%Duration: 180 seconds10% Earth ATK DownEarth ATK is lowered
Strength: 10%Base Accuracy: 85%Duration: 180 seconds10% Earth DEF DownDEF is lowered for earth DMG
Strength: 10%Base Accuracy: 85%Duration: 180 seconds20% Wind ATK DownWind ATK is lowered
Strength: 20%Base Accuracy: 100%Duration: 180 seconds10% Wind DEF DownDEF is lowered for wind DMG
Strength: 10%Base Accuracy: 85%Duration: 180 seconds10% Light ATK DownLight ATK is lowered
Strength: 10%Base Accuracy: 85%Duration: 180 seconds10% Light DEF DownDEF is lowered for light DMG
Strength: 10%Base Accuracy: 85%Duration: 180 seconds10% Dark ATK DownDark ATK is lowered
Strength: 10%Base Accuracy: 85%Duration: 180 seconds10% Dark DEF DownDEF is lowered for dark DMG
Strength: 10%Base Accuracy: 85%Duration: 180 seconds on all foes. andAll is Vanity400% Fire damage to all foes (Damage cap: ~420,000).
InflictDelayReduce a foe's charge diamonds by 1
Base Accuracy: 100%..Fury of the Ram550%Massive Fire damage to a foe.
All allies gainShield (1000)Next ATK received will be ineffective for a fixed amount
Strength: 1000Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.. gives your party a somewhat smallShieldNext ATK received will be ineffective for a fixed amount
of 1000, but it and her passives (Queen of Sheep10% boost to ATKPerpetuity modifier for Fire allies without a debuff.
30% boost to DEF for debuffed Fire allies.,Everything's Coming Up FluffyBoost to Fire allies' double attack rate based on how high Anila's HP is.
Boost to Fire allies' DEF based on how low Anila's HP is.) add up defensively over time.Hidden Tiger, Crouching DragonAll allies gain
Hidden Tiger, Crouching DragonCharge bar gain is boosted /
Debuff resistance is boosted /
ATK is boosted /
Double attack rate is boosted /
Attacks made with elemental superiority have a chance to deal boosted DMG
(Can't be removed)
Multiplier: NormalDuration: 3 turns.
At level 95:
Effect enhanced.Hidden Tiger, Crouching DragonCharge bar gain is boosted /
Debuff resistance is boosted /
ATK is boosted /
Double attack rate is boosted /
Attacks made with elemental superiority have a chance to deal boosted DMG
(Can't be removed)
Multiplier: NormalDuration: 5 turns duration increased to 5 turns. gives a normal ATK boost that sees greatly increased potency in Omega grids.Nemone (Holiday) is one of fire's best generalist buffers thanks to
Gilded by GaiaATK is boosted /
DEF is boosted /
Double attack rate is boosted /
Triple attack rate is boosted
getting reapplied every CA andRoselle WreathI do 3-hit, 150% Fire damage (Damage cap: ~200,000 per hit) to random foes!
And give random buffs to all allies!
(WhenNemo PowerNemo Santa's power is charging up (Max: 5 / Can't be removed)
is at max: Hit number increases to 6.) getting activated every turn after a short ramp-up period5 turns of taking no damage - between her permanent MC substitute and dodges, this isn't typically a problem. She'll want a sturdy MC to take hits for her owing toFelices FiestasMy life's in your hands!
(MC gainsNemo DefenseReceives foe attacks in place of Nemone / Wind DMG is lowered / Elemental DMG from foes turns into wind DMG (Can't be removed)
Duration: Indefinite.)
(While in effect: MC substitutes for Nemone, 30% Wind damage reduction, and convert damage taken to Wind damage.
Can't recast.)
At level 55:
Effect enhanced., but the innate defensive buffs it provides means she can work even with flimsier MCs.Medusa (Summer) has a lot going for her - teamwide
Mirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
on CA,VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", powerful debuffs fromPetrifying GazeInflict
Petrifying GazeCan't attack (Can't be removed / Can't be extended)
Base Accuracy: GuaranteedDuration: 1 turn Local status effect,100% DA DownDouble attack rate is lowered
Strength: 100%Base Accuracy: 200%Duration: 6 turnsLocal status effect,100% TA DownTriple attack rate is lowered
Strength: 100%Base Accuracy: 200%Duration: 6 turnsLocal status effect, andAccuracy LoweredAttacks and special attacks have a chance to miss
Strength: 30%Base Accuracy: 200%Duration: 6 turnsLocal status effect on all foes., and perhaps most importantly of all, a powerful end-of-turn nuke and dispel in the form ofPetrifying GazeInflict
Petrifying GazeCan't attack (Can't be removed / Can't be extended)
Base Accuracy: GuaranteedDuration: 1 turn Local status effect,100% DA DownDouble attack rate is lowered
Strength: 100%Base Accuracy: 200%Duration: 6 turnsLocal status effect,100% TA DownTriple attack rate is lowered
Strength: 100%Base Accuracy: 200%Duration: 6 turnsLocal status effect, andAccuracy LoweredAttacks and special attacks have a chance to miss
Strength: 30%Base Accuracy: 200%Duration: 6 turnsLocal status effect on all foes., which automatically activates when no damage is taken at the end of a turn. Unfortunately, to get to that last perk, she has to take no damage in a turn 5 times overSupreme Surfing Serpent
Surfing SerpentSerpent Spike's hit number is increased based on Surfing Serpent lvl (Max: 5 / Can't be removed)
Duration: Indefinite lvl rises by 1 at end of turn if Medusa didn't take damage (Max: 5).
(WhenSurfing SerpentSerpent Spike's hit number is increased based on Surfing Serpent lvl (Max: 5 / Can't be removed)
lvl is at max: Activate Serpent Spike instead.). While this would be passable in other elements, Wind bosses love partywide autoattacksGrimnir/Ewiyar pre-40% have them, Tiamat Malice has them, etc., which can make it difficult for her to ramp up. Fortunately,Medusiana Slider450%Massive Fire damage to a foe.
All allies gainMirror Image (1 time)Next one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
Duration: Indefinite.
GainDodge All (1 time)Takes no DMG or debuffs while in effect for a set period
Duration: Indefinite. guarantees that she'll avoid attacks, and she has hostility down EMP nodes. Due toPrimal Pal GetawayGain effects in order based on number of Primal allies in party:
30% boost to ATKPerpetuity modifier,
100% boost to DEF,
guaranteed triple attacks,
20% boost to dodge rate,
20% boost to damage cap. (which counts herself), she works better with more primal allies - since Athena is the only other Fire primal of note, it's recommended that you stuff one to two primals in the backline to get her to the 2-primal and 3-primal buffs of 100% DEF upThis buff plays nicely with sources ofShieldNext ATK received will be ineffective for a fixed amount
, since as long as she doesn't take HP damage, it counts as taking no damage that turn and guaranteed TA, respectively.Heles has great damage through assassin autoattacks, frequent nukes, and stackable CA specs. In addition, she also provides stackable ATK/DEF down and
GravitySpecial attack max charge turn is extended
, though the former takes a while to ramp up due toAutumnal350%-450% Fire damage to a foe (Damage cap: ~635,000).
All allies gainCharge Bar +10%Instantly boosts Charge Bar by 10%
Strength: 10%.
At level 75:
Damage increased to 400%-500%.
At level 90:
Damage increased to 700%.
Damage cap increased to ~700,000.
Also inflict10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds,10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds, andConfrontationTakes effects that activate against foes in overdrive
Base Accuracy: GuaranteedDuration: 4 turnsLocal status effect. being on a strict 6-turn cooldown and requiring CAs to doublecast. Taking herExtended Mastery Support SkillLessen damage taken from foes in Overdrive. also gives her decent personal survivability due to inflicting
ConfrontationTakes effects that activate against foes in overdrive
Local status effect on a 4/6 uptime (5/6 with backline Fraux).Wilnas is a powerful selfish attacker and tank who basically requires you to use
The Vermillion's GlareGain
The Vermillion's GlareDEF is boosted / Takes no debuffs / More likely to be attacked / Hadron Smash activates upon using charge attack (Can't be removed)
Duration: Indefinite.
(Can't recast.) at the start of a fight. Said skill greatly boosts his defensive specs, gives him personal debuff immunity, and permanently boosts his hostility, but on the offensive side of things, it also makes him use his high-damageHadron Smash1200% Fire damage to all foes (Damage cap: ~1,300,000) and remove 1 buff. on every CA, making him work best offensively when given charge bar support. In general, he deals few, high-damage hits due to
Forever BurningDoesn't deal multiattacks, no charge bar gain upon normal attacks, amplifySeraphic modifier normal attack damage by 50%, and counters upon taking damage (1 hit).
Activate Flame Claw after normal attacks., which has its upsidesGetting charge bar from an autocasted skill means his performance is consistent, and it also means he doesn't need to rely on MA buffers, but it comes with the potentially large downsides of both making him scale terribly with supplemental damage and making him poor at cancelling multi-hit Omens in V2 raids, which one of his passives (Limitless VermillionUpon activating a Fated Chain:
Gain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.,150% C.A. DMG UpCharge attack DMG is boosted (Can't be removed)
Strength: 150%Duration: 1 turn , and90% C.A. DMG Cap UpCharge attack DMG cap is boosted (Can't be removed)
Strength: 90%Duration: 1 turn .) is only useful in.Vira (Valentine) is a CA-focused defender. Much like her Grand version, she has a multi-turn all-ally substitute in
Vermilion Aegis MergeConsume
Vermilion BitCharge bar is boosted each turn (Can't be removed)
to gainVermilion Aegis MergeDEF is boosted / Debuff resistance is boosted / Receives all attacks in place of allies (Includes all-ally attacks) / Nullify foe normal attacks / Elemental DMG from foes turns into wind DMG (Can't be removed)
Duration: 3 turns., but unlike any similar skill, Vira will completely nullify enemy autoattacks while it's in effect. On every CA, she'll reset the cooldown forCage of Light500% Fire damage to all foes (Damage cap: ~630,000).
InflictDelayReduce a foe's charge diamonds by 1
Base Accuracy: 100% andDivine JailCharge diamonds don't fill up / Can't use special attacks
Base Accuracy: 90%Duration: 1 turn Local status effect., aDelayReduce a foe's charge diamonds by 1
skill which petrifies the enemy (and stops them from using CAs in non-V2 raids) for one turn. Complementing this are herRouge a LystGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. andRouge a LystCharge bar will be boosted to 100% at the end of the turn (Can't be removed)
Duration: 2 turns. skill (for frequent CAs) and herSomeday I'll Fly with You20% hit to max HP.
30% boost to ATKPerpetuity modifier, guaranteed double attacks, 50% boost to triple attack rate, 50% boost to C.A. damage, and 30% boost to C.A. damage cap.
Cap incoming Wind damage to 5,000 per hit. passive (for powerful CAs). Watch out for her in longer fights, as debuff success rate will become an issue; the more you landDivine JailCharge diamonds don't fill up / Can't use special attacks
Local status effect is the more it will start to miss.Scathacha (Valentine) is a useful FA healer who can dispel the enemy and give partywide
ShieldNext ATK received will be ineffective for a fixed amount
. Her enmity effects won't get much use due toDeirdre's BenevolenceAll allies gain
30% Fire ATK UpFire ATK is boosted
Strength: 30%Duration: 3 turns.
Restore all allies' HP based on number ofSprinklesConsumed by Scathacha's skills / Gain 1 upon being targeted by a foe (Max: 5 / Can't be removed)
and remove 1 debuff.
(Consumes allSprinklesConsumed by Scathacha's skills / Gain 1 upon being targeted by a foe (Max: 5 / Can't be removed)
) being cast afterFollow Your Heart
ShieldNext ATK received will be ineffective for a fixed amount
Strength: 25% of their max HP (Max: 5000)Duration: Indefinite to each ally worth 25% of their HP (Max: 5000)
(Consumes 25% of each ally's max HP), but enmity doesn't play well with most FA strategies anyways.Teena (Summer) is another FA healer who also carries defensive debuffs such as
BlindedAttacks have a slight chance to miss
andGravitySpecial attack max charge turn is extended
. She can also clear debuffs in Fire FA, and her frequent skill damage makes her no offensive slouch either.
Elmott (SSR) has one uncontested niche amongst an otherwise unremarkable offensive support kit - and that is an automatic dispel on every enemy CA. For bosses that have powerful buffs, he can be invaluable, but otherwise, he just has average buffs and partywide CA boosts from
Hellish Blazing Prison450%Massive Fire damage to a foe.
All allies gain10% ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable)
Strength: 10% (Max: 30%)Multiplier: Unique StackableDuration: Indefinite,20% C.A. DMG Up (Stackable / Max: 60%)Charge attack DMG is boosted (Stackable)
Strength: 20% (Max: 60%)Duration: Indefinite, and5% C.A. DMG Cap Up (Stackable / Max: 15%)Charge attack DMG cap is boosted (Stackable)
Strength: 5% (Max: 15%)Duration: Indefinite. andBalmy Days of YoreBoost to Fire allies' C.A. specs based on their number of buffs. to justify his inclusion.
Sylph has a very useful
DelayReduce a foe's charge diamonds by 1
on CA, but two out of her three skills won't get used in FA.LiebesfreudGrant another Fire ally Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.,50% C.A. DMG UpCharge attack DMG is boosted
Strength: 50%Duration: 1 turn , and30% C.A. DMG Cap UpCharge attack DMG cap is boosted
Strength: 30%Duration: 1 turn . is a targeted instant CA, butDea ArcanumGrant another Fire ally
Flutterspirit's BlessingDEF is boosted / DMG taken is lowered / Debuff resistance is boosted (Can't be removed)
Strength: 100% DEF Up / 30% reduced DMG taken / 100% Debuff Resistance UpDuration: Indefinite. can make her worth using even in FA, since it significantly boosts one ally's defenses permanently while making them immune to debuffs.Magisa is an excellent utility choice even if she lacks in other regards, providing
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.",BlindedAttacks have a slight chance to miss
, and a 25% ATK/DEF down at level 100.SanctionGain
Morax SummonedMorax is summoned
(ATK and DEF are boosted /
Deals multiattacks /
One-foe attacks become all-foe attacks /
Takes DMG every turn)
When Morax is removed: Deals DMG based on number of turns summoned
Duration: Indefinite. Skill cooldown set to 1 turn.
Upon recast: Unsummon Morax and deal Fire damage to all foes (Damage cap: ~1,160,000).
+180% boost to damage for every turnMorax SummonedMorax is summoned
(ATK and DEF are boosted /
Deals multiattacks /
One-foe attacks become all-foe attacks /
Takes DMG every turn)
When Morax is removed: Deals DMG based on number of turns summoned
is active.
Skill cooldown set to 7 turns. won't last for more than a turn in FA, making her less effective than normal, but her utility keeps her relevant in many a raid. Just note thatEruption200%-250% Fire damage to all foes (Damage cap: ~430,000).
Inflict10% ATK DownATK is lowered
Strength: 10%Base Accuracy: 75%Duration: 180 secondsStacking: Dual.
At level 100:
Debuff increased to25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Dual.
Also inflict25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Dual.'s debuffs don't stack withMiserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. (and similar skills).Aqours Third-Years provide some weak but useful utility in the form of
Give Me a HugAll allies gain
20% DMG CutTaking 20% less DMG
Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage!.,Bzzt! You're Wrong!Inflict
15% ATK DownATK is lowered
Strength: 15%Base Accuracy: 90%Duration: 180 secondsStacking: Dual and15% DEF DownDEF is lowered
Strength: 15%Base Accuracy: 90%Duration: 180 secondsStacking: Dual on all foes. (doesn't stack withMiserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes.), andG Senjono CinderellaMassive Fire damage to a foe.
All allies gain15% Fire ATK UpFire ATK is boosted
Strength: 15%Duration: 5.5 turnsApplied during the attack phase.
On the next turn, it'll have 5 turns remaining..
Restore 20% of all allies' HP (Healing cap: 500).. They're also one of your fewVeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." options, but they contribute little towards offense.Sturm (Grand) inflicts
DEF Down (Stackable)DEF is lowered (Stackable)
on autos andDelayReduce a foe's charge diamonds by 1
on dodge if you put her into her blue stance (Deft BladeFoe's DEF is lowered with every one-foe attack (Stackable) / Blitzkrieg activates upon dodging (Can't be removed)
) at the beginning of a fight. She doesn't have any way to redirect hostility towards her and therefore can't be considered a dodge-tank - but the fact that Wind bosses love AoE autos combined with the sheer amount of delays she can output might make her worth a party slot anyways.Izmir (Yukata) can deal high personal damage and boost the team's damage output as well. She works best after she's able to use
Strast Blast1250%Unworldly Fire damage to a foe (Damage cap: ~2,430,000).
Activate Steam Flow.
LowerFlushedCan't deal multiattacks / Lvl lowers upon using charge attack (Can't be removed)
Duration: Indefinite lvl by 1. three times. However, her utility is limited to the debuffs ofPermafrost600% Fire damage to a foe (Damage cap: ~700,000).
Inflict15% DEF DownDEF is lowered
Strength: 15%Base Accuracy: 100%Duration: 180 secondsStacking: Single,20% Fire DEF DownDEF is lowered for fire DMG
Strength: 20%Base Accuracy: 90%Duration: 180 seconds, and10% Debuff Res. DownDebuff resistance is lowered
Strength: 10%Base Accuracy: 100%Duration: 180 seconds. and herBathed BeautySupplement Fire allies' C.A. damage (Damage cap: 100,000).
AmplifySeraphic modifier Fire allies' damage against Wind foes by 20%. passive, which saves you from having to use a Seraphic Weapon in on-element content (since both don't stack together).Silva (Yukata) is a CA-oriented damage dealer and support who plays best with other CA-happy units.
Silent AimGain
Silent AimCan't normal attack / Less likely to be attacked / Upon charge attack: Double Strike effect to a fire ally in the next position / At end of turn: 15% boost to fire allies' charge bars / Boost to C.A. specs (Stackable) (Can't be removed)
Duration: 5 turns. is the cornerstone of her kit - despite removing her ability to normal attack, it ensures she'll be charge attacking every second turn due to herFestive SniperNo charge bar gain upon normal attacks.
At end of turn if Silva didn't attack: Gain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.. passive. Due toSalve Bullet1250%Unworldly Fire damage to a foe (Damage cap: ~2,900,000).
InflictWide OpenFoe's DMG taken is boosted (Ends after 6 hits)
Strength: 30%Duration: 0.5 turnsLocal status effectApplied during the attack phase.
On the next turn, it'll have 0 turns remaining. for 0.5 turns., she works best when placed in earlier party slots. Allies after her getDouble StrikeAttacks twice each turn
when she CAs, and her CA-based unique debuff boosts damage for the next 6 hits in the one turn.Siegfried (Fire) is a great defensive generalist with powerful innate buffs.
MirageAll allies gain
70% Wind CutWind DMG is cut 70%
Duration: 2 turnsWind Damage Cut.. has a decent 2/8 turn uptime (though you can't time it in FA), andSalvatorAll Fire allies gain
SalvatorDebuff resistance is boosted / Chance of lowering DMG taken / Normal attack and C.A. DMG dealt is partially absorbed to HP (Can't be removed)
Duration: 5 turns. gives a potent grouping of defensive buffs - a 1kDrainNormal attack and C.A. DMG dealt is partially absorbed to HP
, 100% debuff resistance, and a guaranteed 20%ArmoredChance of lowering DMG taken
makes up for its poor 5/12 uptime. The turn-based damage ofPrice of DragonbloodSiegfried takes 7% max HP damage every turn (Damage cap: 800).
30% boost to ATKUnique modifier, 100% boost to DEF, guaranteed double attacks, 50% boost to C.A. DMG, and 30% boost to C.A. DMG Cap. might seem daunting, but between the 100% defense it gives and his other defensive/sustaining skills, you'll rarely have to worry about it.Kumbhira (Summer) is a zero-utility offensive unit with potent autoattack, skill and CA damage, though in order to achieve this, you need to have her take turn-based damage from activating
Glaring RadianceGain
Glaring RadianceNormal attack DMG is amplified / C.A. specs are boosted / Charge bar gain and healing are lowered / HP is lowered on every turn (Can't be removed)
Duration: Indefinite.
(Ends upon recast.) before letting FA run, or by equipping a Fire of Prometheus in your grid. If you want her to stay alive for a while at her maximum damage output, you'll want to heal her frequently, since her personal healing isn't enough to make up for the turn-based damage she takes.Zeta is less powerful in FA as opposed to manual play, but she still works incredibly well. A powerful guaranteed first turn of burst won't occur again for about thirty turns (skill desynchronization can be mitigated by having Fraux in the backline), but every 6 turns, she'll do a double dispel and double
DelayReduce a foe's charge diamonds by 1
alongside hefty skill damage.Ilsa (Summer) brings useful defensive debuffs in the form of
Accuracy LoweredAttacks and special attacks have a chance to miss
Local status effect and a two-turnParalyzedCan't attack
Local status effect, but that's where her defenses end. She additionally brings a usefulDEF Down (Stackable)DEF is lowered (Stackable)
alongside other passive buffs, and can be well worth considering if you don't own many of Fire's better units or want lots of skill damage. Her value increases with Fraux in the backline, giving better uptimeNote that the duration of herParalyzedCan't attack
Local status effect can't be extended this way, since it's technically inflicted by herHellfire ClubMount a
Type-3 Aerial MineActivates when a foe uses special attack (Plain DMG and Paralyze effect to all foes upon activation) (Can't be removed)
Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: IndefiniteLocal status effect to a foe.
(When a foe uses a special attack: Type-3 Aerial Mine detonates. 999,999 Plain damage to all foes and inflictParalyzedCan't attack
Base Accuracy: 150%
(Unaffected by debuff success rate buffs.)Duration: 2 turnsLocal status effect.) debuff rather than the character herself on herAccuracy LoweredAttacks and special attacks have a chance to miss
Local status effect debuff.Aoidos is a mostly offensively-oriented support, but he can boost team defenses based on
HypeATK is boosted
and provide aDispel CancelEffects that remove buffs will be nullified (1 time)
effect. Pairs best with Anthuria in her red stance for doing way more damage than you'll probably need for a lot of raids.Yuisis (Fire) is a zero-utility attacker who suffers from the main FA caveat of healing being uncontrollable, keeping her
Sakura before the GraveWhen below 25% HP:
Guaranteed triple attacks and 20% Bonus Fire DMG effect.
Additional effects to skills and charge attacks. passive from remaining consistent. Other than that, she's an excellent way to deal a lot of damage in a short time (mostly throughA Mafiosa ScornedSacrifice 80% of caster's current HP to deal 800% Fire damage to a foe (Damage cap: ~1,160,000).
GainUnchallengedNext DMG received will be ineffective
Duration: 2 turns.
(When below 25% HP: Also end cooldown for other skills.) and enmity effects) before she inevitably dies - she has a surprising amount of tools to stay alive at lower HP levels includingUnchallengedNext DMG received will be ineffective
andLethal Attack DodgedCan withstand lethal DMG (Leaves 1 HP)
which can put her slightly above most other selfish enmity attackers for FA purposes.Beatrix (Summer) can deal a lot of utility-free damage in FA through enmity at the cost of fragility and a lack of utility.
Nayde SinineNayde Sinine: Gain
Nayde SinineTriple attack rate is boosted / DEF is lowered (Can't be removed)
Duration: Indefinite.
Skill changes to Nayde Kollane.
Nayde Kollane: ReplaceNayde SinineTriple attack rate is boosted / DEF is lowered (Can't be removed)
Duration: Indefinite withNayde KollaneTriple attack rate and hostility are boosted / Bonus Fire DMG effect / DEF is lowered (Can't be removed)
Duration: Indefinite.
Skill changes to Nayde Valge.
Nayde Valge: Toggle offNayde KollaneTriple attack rate and hostility are boosted / Bonus Fire DMG effect / DEF is lowered (Can't be removed)
.
Skill changes to Nayde Sinine. lets you choose how riskily you want to play at the start of each FA run - using it once will lower her DEF and give her guaranteed triple attacks for as long as she's alive, while using it twice will give herBonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
and boosted hostility on top of the previous effects. Her frequent sources of avoiding or withstanding lethal hits makes her deceptively survivable, but she will still die fairly quickly without protection.Mugen is somewhat strange to use in FA. At the start of battle, he has an all-ally Substitute that can't be timed, a healing skill that goes unused, and the potentially powerful
Song of InnocenceAll allies gain a random buff effect and
Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. that grants permanent offensive buffs to allies (and has its cooldown reset every CA). After an ally ends the turn in red health (Yuisis (Fire) lets you do this on turn 1),Amidst Tranquil RuinWhen an ally is below 25% at end of turn: Mugen goes into Rampage mode (100% boost to ATKPerpetuity modifier, 10% boost to damage cap, boost to hostility, debuff immunity, and can't use skills).
Fully restore Mugen's HP and remove all debuffs. andSelfless ImpulseWhen in Rampage: Use an automatic skill every 3 turns based on Mugen's status.
Use charge attack when charge bar is at max. kick in to give him a potent personal damage output. This boosts his hostility without giving him many good tools to mitigate damage taken, and gives him nothing in the way of utility, so parties which struggle to stay alive likely won't have room for him. Otherwise, he lets you get some of the highest DPS possible in FA due to his auto-activated skills and personal specs.Satyr can heal in FA when the boss CAs, but
En AvantGain
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn .
(Upon consuming 1Twinkle StarConsumed upon using Satyr's skills / Gain 2 Twinkle Stars upon using charge attack (Max: 3 / Can't be removed)
: Also gain80% Wind DMG LoweredWind DMG is lowered
Strength: 80%Duration: 1 turn Wind DEF Up. Not a Damage Cut.
Reduces Wind damage taken on a multiplier
separate from Damage Cuts..) will always be cast right after an enemy CA, which is not very likely to line up with the enemy's strongest attacks. Her healing and debuffing abilities might justify a slot on teams lacking some of the better alternatives. Works better with multiple Primal allies (in FA, this is likely Athena, Azazel (Halloween) and/or Shiva).Vaseraga (Fire) is a defensive unit whose most damning drawback is his lack of innate hostility up.
No PainGain
JammedATK is greatly boosted based on how low HP is
Strength: 45%-90%Duration: 8 turns,100% DEF UpDEF is boosted
Strength: 100%Duration: 3 turns,Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks)
Duration: 1 turn , andLethal Attack Dodged (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
Duration: 1 turn .
(Consumes 25% of max HP.) is powerful, but it can't be timed in FA, and even though its cooldown ends onDestroy Moon1250%Unworldly Fire damage to a foe.
End cooldown for No Pain.
Restore 30% of Vaseraga's HP.
(Can only be used when below 25% HP.), it's difficult to consistently let said CA activate due to the fact that it can only be used when under 25% HP. Nonetheless, the many ways to automatically activateGreat Scythe Grynoth400% Fire damage to all foes (Damage cap: ~630,000).
GainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%.
Restore caster's HP (Healing cap: 2000). give him consistent self-healing, andMelas UnleashedGain
Melas UnleashedATK, multiattack rate, critical hit rate, and DMG cap are boosted / Normal attack DMG is amplified (Can't be removed)
Duration: 8 turns.
(Consumes 100% of charge bar.) makes him a strong autoattacker who debuffs enemy DEF.Illnott can heal infrequently in FA when she gains three
PiecePiece is granted (Max: 3 / Can't be removed)
stacks. She also delays and dispels while providing a decent personal damage output - nothing amazing, but a good option for those lacking better alternatives.Azazel (Halloween) can be either a powerful selfish attacker or a team buffer based on whether or not the enemy has
PetrifiedStops enemy's charge diamonds from filling.
. In FA, he mostly falls in the latter camp, even for enemies who are vulnerable toPetrifiedStops enemy's charge diamonds from filling.
-Dark DominatorGain
70% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 70% chance of dealing 30% more damage.Duration: 3 turns,30% DA UpDouble attack rate is boosted
Strength: 30%Duration: 3 turns,15% TA UpTriple attack rate is boosted
Strength: 15%Duration: 3 turns, andKeenSupplemental DMG to critical hits
Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns.
(If a foe has PetrifiedPetrifiedStops enemy's charge diamonds from filling.
PetrifiedStops enemy's charge diamonds from filling.
Local status effect: Instantly perform a normal attack without using up a turn.
Otherwise: Affects all allies.) andShadow CloakGain
Dodge/Tank-and-Counter (2 times)Counters upon dodging one-ally attacks or taking DMG
Strength: 200%Duration: 2 turnsCounter attacks grant 5% charge bar per hit. andMirror Image (1 time)Next one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
Duration: Indefinite.
(If a foe has PetrifiedPetrifiedStops enemy's charge diamonds from filling.
PetrifiedStops enemy's charge diamonds from filling.
Local status effect: Also gain10% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 10%Multiplier: SeraphicDuration: 2 turns.
Otherwise: Affects all allies.) will get used before he inflicts his ownPetrifiedStops enemy's charge diamonds from filling.
Local status effect throughFields of Despair300% Fire damage to a foe (Damage cap: ~630,000).
InflictDelayReduce a foe's charge diamonds by 1
Base Accuracy: 100%.
(If a foe has PetrifiedPetrifiedStops enemy's charge diamonds from filling.
PetrifiedStops enemy's charge diamonds from filling.
Local status effect: Damage increased to 700%. Damage cap increased to ~1,160,000.
Otherwise: Also inflictPetrifiedStops enemy's charge diamonds from filling.
Base Accuracy: 100%Duration: 3 turnsLocal status effect.). Fortunately, this means the whole party can enjoy MA, crits, counters andMirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
on decent uptimes, while also benefitting fromWhat Do You Mean I'm Not Scary?If no foes have Petrified
PetrifiedStops enemy's charge diamonds from filling.
PetrifiedStops enemy's charge diamonds from filling.
Local status effect: All allies gain5% Fire ATK Up (Stackable / Max: 30%)Fire ATK is boosted (Stackable)
Strength: 5% (Max: 30%)Duration: 5.5 turnsApplied during the attack phase.
On the next turn, it'll have 5 turns remaining. at end of turn..Shiva can inflict the unremovable
Purifying FlameHP is lowered on every turn / ATK is lowered / DEF is lowered (Can't be removed)
, boost team defense/offense throughBrahma and RudraAll allies gain
Guidance of the BlazeATK and DMG cap are boosted / DMG taken is reduced (Can't be removed)
Strength: 15% ATK Up / 10% DMG Cap Up / 20% DMG LoweredMultiplier: PerpetuityDuration: 5 turns., and get a lot of personal offensive specs out of longer fights. However, his buffs don't have good uptimes, leaving his utility weak in longer-form fights.Reinhardtzar (Grand) is a niche but useful pick for melee-based comps. He can debuff with
Prominence PalmFire damage to all foes.
Inflict25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 200%Duration: 5-8 turnsLocal status effect and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 200%Duration: 5-8 turnsLocal status effect.
(Boost to specs based on number of melee-specialty main allies.), heal the team slightly withCloak of FlameGain
Dodge/Tank-and-Counter (2 times)Counters upon dodging one-ally attacks or taking DMG
Strength: 100%Duration: 2 turnsCounter attacks grant 5% charge bar per hit. andDrainNormal attack and C.A. DMG dealt is partially absorbed to HP
Strength: 10% of damage dealt (Healing cap: 1000)Duration: 2 turns., and tank effectively for multiple turns withRekki UnleashedGain
RekkiReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) / Can't attack or use charge attack / Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
Duration: 3 turns.
(After 3 turns: Fire damage to random foes based on number of hits taken [Max: 10 hits].).Shion requires very specific setups to work best - katana-proficiency allies and katana weapons in your grid (the latter of which is very hard to take advantage of in Omega Fire setups). If you can afford to run the setup, she carries great personal offensive specs (through
Bonsai StyleMaximum charge bar limit of 200%.
Gain effects in order based on number of katanas equipped:
30% boost to ATKPerpetuity modifier,
50% boost to DEF,
20% boost to charge bar gain,
50% boost to C.A. damage and 30% boost to C.A. damage cap,
20% boost to damage cap., and she can also debuff ATK/DEF down (throughTea Stalk Garden400% Fire damage to a foe (Damage cap: ~630,000).
Inflict10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds and10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds.
Gain15% DA Up (Stackable / Max: 60%)Double attack rate is boosted (Stackable)
Strength: 15% (Max: 60%)Duration: Indefinite and5% TA Up (Stackable / Max: 20%)Triple attack rate is boosted (Stackable)
Strength: 5% (Max: 20%)Duration: Indefinite.). Whether or not she's worth running will depend on your weapons (namely Ray of Zhuque Malus and Wrathfire Longblade), your other katana charactersUseful katana characters include Yuel, Yuisis (Fire), and Siegfried (Fire), and what other setups you have access to (as she can be outperformed by Fire's other best units even with a katana-heavy setup).
Tien's
The Final OrderGain
Salted Wound (1 time)ATK is boosted when foe is in break mode
Strength: 280%Multiplier: AssassinDuration: 1 turn 2/3 effectiveness when used with Charge Attack and20% ATK UpATK is boosted
Strength: 20%Duration: 1 turn .
At level 75:
Effect enhanced.
At level 85:
Also inflictOnslaughtTakes effects that activate against foes in break
Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 3 turnsLocal status effect,Break Boosted (Time)Break mode time is extended
, andBreak Boosted (DMG)DMG needed to switch to normal mode is boosted
on a foe. doesn't work in FA since the buffs will get consumed by her damage skills and can't be timed to the buffs she gets fromStardust10-hit, 80% Fire damage to a foe (Damage cap: ~82,000 per hit~820,000 total; Does not include Peacemaker.).
At level 95:
Also gain30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
Strength: 30%Duration: 2 turns andGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 2 turns.. Either way, she provides little to nothing in the way of utility for a FA comp.- If you have her at level 130, her skill damage won't consume buffs (and she gains permanent debuffs inflicted through
Intense Bullet450% Fire damage to a foe (Damage cap: ~630,000).
RaiseBountyItem drop rate is boosted
lvl by 2.
At level 55:
Now raisesBountyItem drop rate is boosted
lvl by 3.
At level 130:
Now deals 10-hit, 150% Fire damage to random foes (Damage cap: ~65,000 per hit).
Now raisesBountyItem drop rate is boosted
lvl by 3 on all foes.
Also inflict a random debuff on all foes.), but even then, she's still often outclassed by others (unless you're running specific skill damage setups).
- If you have her at level 130, her skill damage won't consume buffs (and she gains permanent debuffs inflicted through
Tabina can't use her kit-defining
Al-Matar Takil4-hit, 100% Fire damage to a foe (Damage cap: ~60,000 per hit~240,000 total).
Inflict10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Duration: 180 seconds,10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Duration: 180 seconds, and a random debuff.
(Consumes 1Hunter's ArrowGranted hunter's arrows (Max: 4 / Can't be removed)
)
At level 75:
Effect enhanced. in FA due to the 0-turn cooldown. As such, she should be avoided.Alanaan may provide generous defensive specs and a permanent
DrainNormal attack and C.A. DMG dealt is partially absorbed to HP
whenThe Hierophant UprightWhen Switching to Main Ally: Fire allies gain
Blessed RadianceDEF is boosted / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
Strength: 50% DEF Up / 25% of DMG dealt (Healing cap: 800)Duration: Indefinite.
(Can't be reactivated.) is activated, but he'll only use one skill in FA (Wrath of the Goddess1000% Fire damage to all foes (Damage cap: ~1,080,000).
InflictImmaculate SunlightHP is lowered on every turn (Can't be removed)
Strength: 5% of max HP (Damage cap: 500,000)Base Accuracy: 200%Duration: IndefiniteLocal status effect,25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 200%Duration: 4 turnsLocal status effect,25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 200%Duration: 4 turnsLocal status effect, andPetrifiedStops enemy's charge diamonds from filling.
Base Accuracy: 150%Duration: 4 turnsLocal status effect on all foes.
InflictImmaculate SunlightHP is lowered on every turn (Can't be removed)
Strength: 5% of max HP (Damage cap: 800)Duration: Indefinite on all allies.), which will permanently deal damage every turn to all allies.
The Good (units who are generally unhampered by FA and provide significant utility):
Katalina (Grand) is Water's FA sustain queen. Her personal damage and survivability is quite high, but you'll mostly be using her for
Blades of Frost IIMassive Water damage to a foe.
All allies gain30% Water ATK UpWater ATK is boosted
Strength: 30%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.,30% DA UpDouble attack rate is boosted
Strength: 30%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining., and20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining..'s potent offensive buffs andLoengardAll allies gain
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." andRefreshHP is restored on every turn
Duration: 4 turns. Refresh heals up to 1000 HP the first turn, then decreases to 500 → 250 → 150 each turn thereafter.
At level 100:RefreshHP is restored on every turn
Duration: 4 turns now heals up to 1000 HP regardless of remaining duration.
All allies also gainDispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
Duration: Indefinite.'s all-in-one protective package. HerExtended Mastery Support SkillBoost to all allies' healing cap. also boosts all allies' healing cap - something which plays very nicely with her
RefreshHP is restored on every turn
-based healing.Europa is Water's other FA sustain queen. Much like the previous queen, she provides high healing, personal damage, and team multiattack - but both queens play together very well since their buffs don't step on each others' toes, and Europa's
Heavenly AllureIncrease all allies' 'Boost to Water ATK' effect by an additional 30%. passive being active near-constantly makes double Leviathan grids deal very respectable damage.
Tyros AggerisAll allies gain
Star SanctuaryATK is boosted / Elemental DMG is converted to fire DMG / Fire DMG is reduced (Can't be removed / Ends upon taking DMG 2 times)
Strength: 15% ATK Up / 50% Fire DMG LoweredMultiplier: PerpetuityDuration: Indefinite.
(Ends upon taking damage 2 times.) is also a very FA-friendly defensive ability, only activating when non-plain damage is taken to HP; combining this withShieldNext ATK received will be ineffective for a fixed amount
effects (such as Lumberjack's Leaf Burning) can give very enviable uptimes on its unique buff.Lily is Water's FA sustain princess. She heals as the boss does special attacks, gives a heap of passive fire damage reduction, and packs enviable ATK/DEF down debuffs.
Frozen Bloom500%Massive Water damage to a foe. (50% boost to C.A. damage and 30% boost to C.A. damage cap against foes with
GlaciateMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
.)
All allies gain25% Water ATK UpWater ATK is boosted
Strength: 25%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.. also provides high-uptimeWater ATK UpWater ATK is boosted
, giving her synergy with Europa and herHeavenly AllureIncrease all allies' 'Boost to Water ATK' effect by an additional 30%. passive. She demands a more specific party setup owing to her passives and skills gaining additional effects for racial diversity, but it isn't often a problem in Water.
Drang (Grand) is Water's FA sustain king, because Water just has a lot of excellent characters for staying alive in FA. He provides multiple ATK/DEF down debuffs through
Fool You ThriceRemove 1 buff effect from a foe.
Inflict25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Single and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Single. andUnhappy HourMassive Water damage to a foe.
Inflict10% Fire ATK DownFire ATK is lowered
Strength: 10%Base Accuracy: 90%Duration: 180 seconds and10% Water DEF DownDEF is lowered for water DMG
Strength: 10%Base Accuracy: 90%Duration: 180 seconds., with the former also dispelling. Switching him into his blue stance (Bursting BubblesDefense specs are boosted at end of turn (Stackable) / Fair Trick activates when a foe uses a special attack (Can't be removed)
) at the beginning of each fight will ensure he heals your party every time the boss does a special attack. If you've got enough healing already, leaving him in his red stance (That's How I RollAttack specs are boosted at end of turn / Fair Trick activates upon using charge attack (Can't be removed)
) turns him into a powerful attacker over time who inflictsDelayReduce a foe's charge diamonds by 1
andDebuff Res. DownDebuff resistance is lowered
.Societte provides teamwide heals and charge bar boosts on enemy CAs. In addition to that, she provides a varied deal of buffs from
First Dance: KaguraRestore 30% of all allies' HP (Healing cap: 2000).
All allies gainRevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turns and10% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
Strength: 10%Duration: 3 turns.
(When a foe uses a special attack:
ConsumesYonagi RiteFirst Dance: Kagura activates when a foe uses a special attack (Can't be removed)
to auto-activate.)/Descendant of Lost RoyaltyAll allies gain
Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% when a foe uses a special attack., and useful debuffs such as ATK/DEF down andDelayReduce a foe's charge diamonds by 1
. Her teamwideMirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
on CA also makes her indispensable for bosses with powerful single-target attacks.Vajra is (like many Zodiacs) a top-class general-purpose buffer and debuffer.
Debuff Res. DownDebuff resistance is lowered
, ATK/DEF down,DelayReduce a foe's charge diamonds by 1
,PetrifiedStops enemy's charge diamonds from filling.
, and the assorted teamwide buffs ofLoyalty EternalATK is boosted
Can't be removed give her great utility for any party, but she'll want to CA frequently for maximum effect. Her only FA-exclusive downsides are that you can't time chain bursts for maximum effect onPupper Squad, Go!Eka, Dvi, Tri! Let's fight together!
(GainPupper Squad, Go!Upon chain burst activation: Deals 3-hit water DMG to a foe / Random buff to caster (Can't be removed)
Duration: 5 turns) andLoyalty EternalUpon chain burst activation: Gain
Charge Bar +Instantly boosts Charge Bar by
based on number of chains (Max: 40%)., nor can you timeHound of the HuntGain
Double StrikeAttacks twice each turn
Duration: 2 turns
Lvl 95 and 100% Charge Bar:
4 turnsCan't be removed andSummon GarjanaCome on, Garjana! Let's show them! (Can't be removed)
Duration: 2 turns
Lvl 95 and 100% Charge Bar:
4 turns.
(Consumes 30% of charge bar.)
At level 95:
No longer consumes 30% charge bar.
Also gainGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 2 turns
100% Charge Bar:
4 turns.
Consumes 100% of charge bar to extend buff durations to 4 turns. to be used at 100% charge bar or higher.Lancelot provides high personal damage, inflicts stackable ATK/DEF down frequently, and dodge-tanks very effectively. Slots easily into almost any team.
Feower fills various team roles related to debuffing and buffing. At 4*, he delays through
Memento Mori450%Massive Water damage to a foe.
InflictDelayReduce a foe's charge diamonds by 1
Base Accuracy: 100%., inflictsGravitySpecial attack max charge turn is extended
, and uniquely extends the whole team's buffs (so long as the base duration is more than 1 turn). At 5*, he boosts the entire team's MA throughMemento Vita500%Massive Water damage to a foe (Damage cap: ~2,020,000).
InflictDelayReduce a foe's charge diamonds by 1
Base Accuracy: 100%.
All allies gain35% DA UpDouble attack rate is boosted
Strength: 35%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. and35% TA UpTriple attack rate is boosted
Strength: 35%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.., dispels, and inflicts more unique random debuffs throughGammadion Cross2-hit, 300% Water damage to a foe (Damage cap: ~313,000 per hit).
Inflict one random debuff.
At level 55:
Effect enhanced.
At level 85:
Now inflicts two random debuffs. (including the potentForfeitDMG taken is boosted / DMG dealt is lowered
). For teams lacking debuffs outside of generic ATK/DEF down, and teams with powerful buffs, he's an excellent pick. Outside of those niches, less so. In FA, you'll likely want him in the fourth position so thatAviratiExtend the duration of all allies' buffs by 1 turn. (Excludes 1-turn buffs.)
At level 130:
All allies also gain two random buffs. gets cast after everyone else's buffing skills.- At Stage 1 Transcendence, he gives the whole team
Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
on CA. At level 120, he gets cooldown cuts to his damage skills upon taking damage, and at level 130, he starts spitting out random buffs of his own upon usingAviratiExtend the duration of all allies' buffs by 1 turn. (Excludes 1-turn buffs.)
At level 130:
All allies also gain two random buffs. - all very useful abilities, but nothing game-changing.
- At Stage 1 Transcendence, he gives the whole team
Poseidon is a useful damage dealer and buffer.
Ruler of the Sea150% Water damage to all foes (Damage cap: ~340,000).
All allies gain5% ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable)
Strength: 5% (Max: 30%)Multiplier: Unique StackableDuration: Indefinite,5% DEF Up (Stackable / Max: 30%)DEF is boosted while active (Stackable)
Strength: 5% (Max: 30%)Multiplier: Unique StackableDuration: Indefinite, andCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(Consumes allTide FatherRuler of the Sea's specs are boosted based on lvl (Can't be removed)
lvls. Boost to activations based on number consumed [Max: 10 times].) is a potent nuke, andTide Father's GloryWhen a Water ally uses a charge attack:
GainCharge Bar +10%Instantly boosts Charge Bar by 10%
Strength: 10%Base amount before Three Prongs of Judgment is calculated..
RaiseTide FatherRuler of the Sea's specs are boosted based on lvl (Can't be removed)
Duration: Indefinite lvl by 1 (Max: 9). makes him work best in parties with frequent CAs.Three Prongs of JudgmentGuaranteed triple attacks, charge bar fills up 35% slower, and normal attacks deal 3-hit damage to random foes. gets him great use out of supplemental damage (e.g from Wamdus's Cnidocyte).
Rosetta (Halloween) is a very useful FA-friendly defender due to her potent multi-turn
Midnight Rose BarrierRemove all debuffs from caster.
Deploy aMidnight Rose BarrierReceives all attacks in place of allies (Includes all-ally attacks) / DEF and debuff resistance are boosted / Cuts and reflects DMG / Ends when no Sapphire Petals are deployed (Can't be removed)
Duration: 3 turns.
(Consumes 1Petals of SapphireMultiattack rate and critical hit rate are boosted based on number of Petals of Sapphire (Max: 5 / Can't be removed)
Duration: Indefinite every turn.
Ends when there are noPetals of SapphireMultiattack rate and critical hit rate are boosted based on number of Petals of Sapphire (Max: 5 / Can't be removed)
Duration: Indefinite or after 3 turns.). She also provides excellent utility in the form ofVeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.",ShieldNext ATK received will be ineffective for a fixed amount
, 25% ATK/DEF down (stacks withMiserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes.), and herFlower BudFlower Bud blooms when a foe uses a special attack (Enthrallment effect to all foes / Remove 1 buff / Restore all allies' HP) (Can't be removed)
Local status effect debuff, which is consumed on enemy CA for a heal/dispel.Cassius (Valentine) is a skill damage fiend who has FA-friendly healing through
Layer Edge2-hit, 250% Water damage to random foes.
Restore Water allies' HP (Healing cap: 2214) and remove 1 debuff. (which auto-activates whenever an ally dispels), but most importantly, he ends the cooldown for his dispelling skill,Mirage Sign8-hit, 100% Water damage to random foes.
Remove 1 buff from all foes., whenever a boss CAs, allowing you to reliably dispel any buff that shows up, even ignoring the fact that he has several other ways to autocast that same skillTwo turns in, he becomes able to useLunar ParadoxGain
Lunar MarkMirage Sign activates upon using charge attack / Lunar Mark lvl rises when a water ally uses a skill / Mirage Sign activates when a water ally uses a skill at lvl 4 (Resets Lunar Mark lvl) (Can't be removed)
Duration: Indefinite.
End cooldown for other skills., which autocasts it on every Cassius CA and after every 4 ally skill uses. Add to this the fact that he cuts his skill cooldowns on CA, and you have a unit who will likely be irreplaceable for many parties.
Isaac can inflict 25% ATK and DEF down through
Thermal Blade1100% Water damage to all foes (Damage cap: ~1,200,000).
Inflict25% ATK DownATK is lowered
Strength: 25%Duration: 4 turnsLocal status effect and25% DEF DownDEF is lowered
Strength: 25%Duration: 4 turnsLocal status effect. (with reliable uptime so long as his charge bar isn't reduced), defend himself well throughExtravehicular GearStarts battle with
Shield (6000)Next ATK received will be ineffective for a fixed amount
Strength: 6000Duration: Indefinite.
When Isaac hasShieldNext ATK received will be ineffective for a fixed amount
: Immune to debuffs and caps incoming Fire damage at 5000 per hit., and most importantly, nuke a lot. Due toMotor Drive43% hit to double attack rate and 47% hit to triple attack rateThis already takes the 7%/3% base DA/TA rate into account.
AmplifySeraphic modifier normal attack damage by 30%.
Activate Plasma Ripper after normal attacks. activating his charge-boostingPlasma Ripper500% Water damage to all foes (Damage cap: ~635,000).
GainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. every turn he doesn't CA, he's rather self-sufficient and can fit in almost any team - preferring ones that deal skill damage.Izmir is an offensive support who plays nicely with CA and crit-focused grids, saving you an SSR Seraphic Weapon slot for on-element raids. She's better in an FA role than her
KeenSupplemental DMG to critical hits
-loving counterpart, Cagliostro (Summer), but other than protecting herself and giving the teamRevitalizeRecover HP each turn. Boost to charge bar if HP is full.
, she doesn't offer much in the way of defensive utility.Anre at 5* gives useful FA-friendly buffs with
Thousand-Spear Void500%Massive Water damage to a foe (Damage cap: ~2,020,000).
Inflict Mode Bar CutCut to foe's mode bar
.
All allies gainStrengthATK is greatly boosted based on how high HP is
Strength: 20%-10%Duration: 3.5 turnsStacking: TeamwideApplied during the attack phase.
On the next turn, it'll have 3 turns remaining. andShield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.. (especially if you have him at Stage 1 Transcendence, where he will useTrue Spear: Righteous Annihilation550%Massive Water damage to a foe (Damage cap: ~2,300,000).
Inflict Mode Bar CutCut to foe's mode bar
.
All allies gainStrengthATK is greatly boosted based on how high HP is
Strength: 20%-10%Duration: 3.5 turnsStacking: TeamwideApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.,Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining., andDrainNormal attack and C.A. DMG dealt is partially absorbed to HP
Strength: 10% of damage dealt (Healing cap: 1000)Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.. instead), but his defensive skills likely won't get timed to enemy CAs, greatly diminishing his effectiveness.Arulumaya (Holiday) brings
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." andWater DEF DownDEF is lowered for water DMG
, alongside other minor random buffs after every CA in FA. If you're missing some of the higher tier characters (especially ones with FA-friendly debuff clear) you can't really go wrong with picking her.Kolulu (Summer) cuts her own health frequently, but has powerful enough defensive abilities to survive effectively anyways.
SunburnSacrifice 80% of caster's current HP.
All Water allies gainSunburnATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted (Can't be removed)
Multiplier: NormalDuration: 5 turnsStacking: Special Buff andDeluge CrestWater magic is amplified (Max: 5 / Can't be removed)
. gives a powerful offensive and defensive buff to the entire team that has high uptime due to the cooldown ending on CA.Lucio (Summer) has reduced effectiveness in FA (due to the inability to time
Oculus ex InferniAll allies gain
Unchallenged (1 time)Next DMG received will be ineffective
Duration: Indefinite.
Inflict100% DA DownDouble attack rate is lowered
Strength: 100%Base Accuracy: 200%Duration: 6 turnsLocal status effect,100% TA DownTriple attack rate is lowered
Strength: 100%Base Accuracy: 200%Duration: 6 turnsLocal status effect, andAccuracy LoweredAttacks and special attacks have a chance to miss
Duration: 6 turnsLocal status effect on all foes. to enemy CAs and the inability to useWithout YouGrant a Water ally
90% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
Strength: 90%Duration: 2 turns,Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 2 turns,70% Fire CutFire DMG is cut 70%
Duration: 2 turnsFire Damage Cut., and100% Debuff Res. UpDebuff resistance is boosted
Strength: 100%Duration: 2 turns.), but he still works decently as a generalist. Best suited to CA-focused parties - the more he can useParadise Lost450%Massive Water damage to a foe.
All allies gainRefreshHP is restored on every turn
Strength: 10% of max HP (Healing cap: 1000)Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. and10% UpliftedCharge bar is boosted on every turn
Strength: 10%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.. is the more he can buff the team and make use of his boosted CA specs.Helel ben Shalem (Summer) can't use her kit-defining
TrespassInflict
10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds,10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds, and a random debuff on all foes.
(Consumes 10% of charge bar.) in FA, not can she time the one-turn seal ofHarlequinInflict
SubjugatedCan't attack (Can't be removed / Can't be extended)
Base Accuracy: GuaranteedDuration: 1 turn Local status effect,100% DA DownDouble attack rate is lowered
Strength: 100%Base Accuracy: 200%Duration: 6 turnsLocal status effect,100% TA DownTriple attack rate is lowered
Strength: 100%Base Accuracy: 200%Duration: 6 turnsLocal status effect, andAccuracy LoweredAttacks and special attacks have a chance to miss
Base Accuracy: 200%Duration: 6 turnsLocal status effect on all foes. for when you need it most, but the rest of her kit still plays a useful offensive role that works best in CA-focused parties.Chaos Impact450%Massive Water damage to a foe and remove 1 buff.
InflictDelayReduce a foe's charge diamonds by 1
Base Accuracy: 100%. providing bothDelayReduce a foe's charge diamonds by 1
and dispel is no joke - paired with her support skills, this will happen pretty often, and can even happen twice in a single turn if you have 10+ debuffs on the foe. Lastly, the downside ofKarma1000% Water damage to all foes (Damage cap: ~1,200,000).
3-turn cut to Water allies' skill cooldowns.
InflictSummonlessCan't use summons (Can't be removed)
Duration: 5 turns on all party members.,SummonlessCan't use summons (Can't be removed)
, doesn't matter in unsupervised FA.Macula Marius carries debuffs in the form of
DelayReduce a foe's charge diamonds by 1
,ATK DownATK is lowered
, andGravitySpecial attack max charge turn is extended
, whose usefulness in survivability-based parties should never be understated. She heals all allies withJotunheim450%Massive Water damage to a foe.
InflictCrystallizeMacula Marius's skill Froststar Gale activates at end of turn
Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining..
Restore 20% of all allies' HP (Healing cap: 1200). and does a lot of nuking, but that's where the complements end; she's easily replaced5* Feower in particular outclasses her in every role but healing if you have better debuffers and FA healers.Juliet (Water) can't use
BomboniereGrant a Water ally
Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
,Shield (4000)Next ATK received will be ineffective for a fixed amount
Strength: 4000Duration: Indefinite, andCharge Bar +100%Instantly boosts Charge Bar by 100%
Strength: 100%.
(Consumes 1SpiritConsumes 1 upon normal attacks (Restored every 5 turns / Can't be removed)
.) in FA, but is otherwise well-suited to a generalist role. Her healing fromLife with YouAt end of turn when Juliet's
Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
is 3 or more:
Consumes 2Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
.
Restore 20% all allies' HP (Healing cap: 2000) and 2-turn cut to allies' debuff durations. is more frequent the more Crests she's given - work it into any party that uses her, if you can.Sophia (Water) is a great healer with two significant drawbacks. One is that she deals no damage through
Beten LiedRestore all allies' HP (Healing cap: 2000).
All allies gain40% DA UpDouble attack rate is boosted
Strength: 40%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.,20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.,Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
Duration: Indefinite,Shield (4000)Next ATK received will be ineffective for a fixed amount
Strength: 4000Duration: Indefinite, and10% UpliftedCharge bar is boosted on every turn
Strength: 10%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining..
Self-inflictC.A. SealedCan't use charge attack (Can't be removed)
Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.., and the other is that FA won't useHeilendes GebetSwitch to
SupplicationCan't normal attack / Restores water allies' HP and removes 1 debuff at end of turn (Can't be removed)
Duration: 5 turns mode.
(At end of turn: Restore Water allies' HP [Healing cap: 1000] and remove 1 debuff.
Can't normal attack.) - worse still is that unlike her counterpart, Tikoh, the skill has no indefinite duration, preventing you from toggling it on before letting FA run. Those drawbacks aside,SegnenAll Water allies gain
SegnenATK is boosted / DEF is boosted / Turn-based DMG taken is lowered (Can't be removed)
Multiplier: NormalDuration: 5 turnsStacking: Special Buff. has enviable 100% ATK/DEF buffs on decent uptimes (which get better the more the enemy CAs), she buffs teamwide MA, brings a frequentDispel CancelEffects that remove buffs will be nullified (1 time)
, dispels, and defensively debuffs withSiegelInflict
20% Fire ATK DownFire ATK is lowered
Strength: 20%Base Accuracy: 100%Duration: 180 seconds,50% DA DownDouble attack rate is lowered
Strength: 50%Base Accuracy: 100%Duration: 180 seconds, and50% TA DownTriple attack rate is lowered
Strength: 50%Base Accuracy: 100%Duration: 180 seconds on a foe.
Remove 1 buff..Andira (Summer) works as a decent offensive team buffer and attacker in FA, though she won't use
Sage of EternityGrant a Water ally
Charge Bar +100%Instantly boosts Charge Bar by 100%
Strength: 100% andShield (4000)Next ATK received will be ineffective for a fixed amount
Strength: 4000Duration: Indefinite.
(Affects all allies whenGolden BandConsumed at end of turn if 10th turn or later / When consumed: Removes all debuffs from water allies / Fully restores HP / Boosts Andira's multiattack rate (Can't be removed)
is not granted.) until after turn 10. The debuffs ofMulti-Solstice600% Water damage to all foes (Damage cap: ~830,000).
InflictMizuzaruDEF is lowered / DMG taken is supplemented (Can't be removed)
Base Accuracy: 200%Duration: IndefiniteStacking: PermanentLocal status effect. get extra mileage in teams that like supplemental damage, and she has above-average use as a backliner due toAll-Season FashionStarts battle with
Golden BandConsumed at end of turn if 10th turn or later / When consumed: Removes all debuffs from water allies / Fully restores HP / Boosts Andira's multiattack rate (Can't be removed)
Duration: Indefinite.
(Consumed at end of turn if 10th turn or later.
When consumed: Removes all debuffs from Water allies. Fully restores HP (including allies). Boost to Andira's multiattack rate100% boost to double attack rate and 50% boost to triple attack rate.) instantly coming into effect (healing all allies fully) if she enters the frontline after turn 10.Sandalphon (Summer) deals above-average damage through CAs and his skills, but he mostly looks to deal autoattack damage. MA and ATK/DEF debuffs give him a slight bit of utility, but making him work ideally in FA comps can take some setup. At the beginning of battle, use
Land of the Free6-hit, 200% Water damage to random foes (Damage cap: ~133,000 per hit~800,000 total).
Gain 5Coffee BreakGranted coffee breaks (Max: 5 / Can't be removed)
Duration: Indefinite (Max: 5). manually so thatRunning LightsGain
30% DA UpDouble attack rate is boosted
Strength: 30%Duration: 3 turns,15% TA UpTriple attack rate is boosted
Strength: 15%Duration: 3 turns,10% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 10%Multiplier: SeraphicDuration: 3 turns, and30% Water ATK UpWater ATK is boosted
Strength: 30%Duration: 3 turns.
When 1Coffee BreakGranted coffee breaks (Max: 5 / Can't be removed)
Duration: Indefinite is consumed: Affects all allies. affects all allies, and make sure to get hisExtended Mastery Support SkillChance to not use up
Coffee BreakGranted coffee breaks (Max: 5 / Can't be removed)
upon using skills. to help manage hisCoffee BreakGranted coffee breaks (Max: 5 / Can't be removed)
stacks.Narmaya (Summer) is an attacker who inflicts random but potentially frequent
DelayReduce a foe's charge diamonds by 1
effects through her dodges. Outside of the latter, she doesn't contribute any team utility, and she doesn't absorb hostility to dodge-tank for the team.Siegfried (Summer) deals a lot of enmity-based damage and defends himself well, but his only teamwide utility comes from
Dernier Allie500% Water damage to a foe (Damage cap: ~730,000).
All allies gain20% Fire CutFire DMG is cut 20%
Duration: 3 turnsFire Damage Cut. andFire SwitchElemental DMG from foes turns into fire DMG
Duration: 3 turns., which is on a 3/6 turn uptime.Lancelot (Grand) relies heavily on ramp-up through the application of
GlaciateMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
, but deals exceptional damage at the cost of not gaining charge bar through autoattacks. His only utility lies in the debuffs ofKaltzwinger800% Water damage to a foe (Damage cap: ~800,000).
Inflict10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Duration: 180 seconds and10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Duration: 180 seconds.
Raise foe'sGlaciateMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 180 seconds lvl by 1 (Max: 10).
(When a foe'sGlaciateMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
lvl is 5 or above: Activates twice.), so if your party struggles to survive, his non-Grand version may be preferable due to its ability to dodge-tank and inflict the very same debuffs.Zeta (Water) is an attacker to the extreme, with guaranteed triple attacks,
Double StrikeAttacks twice each turn
, and a special assassin buff. Between her lack of defensive utility and her large DEF penalty, she's only suited for teams that already have incredible defenses, teams designed for short-term content, or teams who want somebody that'll die and get swapped in.Silva is a situational pick for CA-heavy teams. She provides little other than damage, with the caveat that she'll get replaced every few turns with another party member who can bring more utility to the table. Pick your backline carefully if using her, since she'll be swapping in and out with whoever's in there.
Cucouroux (SSR) can debuff the enemy over time, inflict a psuedo-
ParalyzedCan't attack
Local status effect on every CA, and output reliable skill damage withShoot 'Em Up400% Water damage to all foes (Damage cap: ~480,000).
Inflict5% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 5% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds and5% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 5% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds.
GainShoot 'Em UpCovering Fire activates at end of turn while in effect (Can't be removed)
Duration: 4 turns., but she won't timeExplosive Keg500% Water damage to a foe (Damage cap: ~370,000).
(Consumes allPowder KegMultiattack rate is boosted based on number of Powder Kegs (Can't be removed)
.
Boost to damage specs and inflict additional effects based on number ofPowder KegMultiattack rate is boosted based on number of Powder Kegs (Can't be removed)
consumed.) for maximum effect and won't useArmsloreGrant an ally
AssembleATK and multiattack rate are boosted
Strength: 50% ATK Up, 60% DA Up, and 30% TA UpMultiplier: NormalDuration: 3 turnsStacking: Special Buff and50% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
Strength: 50%Duration: 3 turns. in FA. Works best with hostility tanks.Filene can boost the team's skill damage through
Silvery SnowAll Water allies gain
Silvery SnowWater ATK is boosted / Skill DMG is boosted / Maximum amount of skill DMG that can be dealt per hit is boosted (Can't be removed)
Duration: 6 turns. and debuff ATK/DEF throughWhitefrost Whisper400% Water damage to a foe (Damage cap: ~630,000).
Inflict10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds,10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds, andWhitefrost WhisperTakes bonus DMG from Filene's charge attack (Can't be removed)
Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 4 turnsLocal status effect. perfectly fine in FA, but there are many characters who do what she does better and she works better with more specific party compositions due toYour Final BreathActivate Whitefrost Whisper when an ally casts a skill that inflicts
GlaciateMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
orColdcageCan't attack
Local status effect..Cupitan can deal a lot of skill damage, and potentially have a ton of utility crammed into the one skill,
Aspect Trajection7-hit, 120% Water damage to a foe (Damage cap: ~70,000 per hit).
(Additional effects based on Prism Arrows.), but said utility is highly inconsistent since it relies on getting her random Prism Arrow buffs. She gains two Prism Arrows on CA or upon usingDraw of the RainbowEnd cooldown for other skills.
GainInstant Recast (Damage Skills)Can use each damage skill up to 1 extra time this turn (Can't be removed)
Duration: 1 turn ., but she can gain Prism Arrows that she already has, and there is no way to guarantee any one arrow. Regardless of her arrows, she supplements everyone's skill damage, and inflictsDelayReduce a foe's charge diamonds by 1
- though FA will not use her skills in the optimal order.Yuel (Water) gives decent team buffs through
Starlit SkyAll allies gain
30% DA UpDouble attack rate is boosted
Strength: 30%Duration: 3 turns,15% TA UpTriple attack rate is boosted
Strength: 15%Duration: 3 turns, and20% Debuff Success BoostedDebuff success rate is boosted
Strength: 20%Duration: 3 turns. and inflicts various ATK/DEF down debuffs. She provides simple and effective utility, but is generally outclassed if you have access to better Water options.Pholia has more limited uses in FA, since she can't automatically use
RecognitionGrant another Water ally
Trance AbsolutionCritical hit rate, multiattack rate, debuff resistance, and DMG cap are boosted, and Armor effect is granted (Can't be removed)
Duration: 5 turns.. Casting it at the start of a battle before letting FA run helps mitigate this due to the buff getting extended on CA.White VeilGain
White VeilATK, DEF, and critical hit rate are boosted and deals multiattacks (Can't be removed / Ends when endurance hits 0)
Duration: Indefinite and a shield effect worth 40% of caster's max HP (Max: 8000).
When shield effect ends: Self-inflictUnveiled SinATK, DEF, and multiattack rate are lowered, and hostility is boosted (Can't be removed)
Strength: 50% ATK Down / 20% DEF DownDuration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.. gives her decent personal specs, but she'll need protection from other defenders for harder fights. TeamwideShieldNext ATK received will be ineffective for a fixed amount
on CA and a 2/8 turn uptime onSea-Sky OffingCharge diamonds don't fill up / Can't use special attacks
Local status effect give her decent utility regardless of your setup, but CA-heavy parties help sustain both of her first two skills.Haaselia won't use
JachinGrant a Water ally
Unchallenged (1 time)Next DMG received will be ineffective
Duration: Indefinite,VeilDebuffs 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.", andMirror Image (1 time)Next one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
Duration: Indefinite.
At level 75:
Also grantShield (3000)Next ATK received will be ineffective for a fixed amount
Strength: 3000Duration: Indefinite., nor will she time the extension/reduction of herCrescent MoonChanges to Quarter Moon in 1 turn
buffs in FA, but she otherwise remains functional as a general debuffer and buffer - much more so if you can activate her swap-in passive, giving allies decent offensive specs and performing a doubleDelayReduce a foe's charge diamonds by 1
every 5 turns.Vane (SSR) in FA can't time
One for AllGain
JammedATK is greatly boosted based on how low HP is
Strength: 30%-90%Duration: 8 turns andHostility Up (Stackable)More likely to be attacked (Stackable / Can't be removed)
Duration: 8 turns.
(Consumes 40% of max HP)
At level 100:
No longer gainHostility Up (Stackable)More likely to be attacked (Stackable / Can't be removed)
Duration: 8 turns.
Also gain100% DEF UpDEF is boosted
Strength: 100%Duration: 1 turn ,Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks)
Duration: 1 turn , andLethal Attack Dodged (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
Duration: 1 turn . to enemy special attacks, nor can he useSoul EruptionFully restore caster's HP and remove all debuffs.
GainSoul EruptionATK, DEF, multiattack rate, and other stats are boosted (Can't be removed)
Strength: 200% ATK Up, 100% DEF Up, 70% DA Up, 30% TA Up, changes C.A. modifier to 950%, 50% DMG Cap Up, 90% C.A. Cap UpMultiplier: PerpetuityDuration: 5 turns.
(Can only be used when below 25% HP. Consumes all of charge bar.), greatly working against his FA effectiveness. Fortunately, he usesOne for AllGain
JammedATK is greatly boosted based on how low HP is
Strength: 30%-90%Duration: 8 turns andHostility Up (Stackable)More likely to be attacked (Stackable / Can't be removed)
Duration: 8 turns.
(Consumes 40% of max HP)
At level 100:
No longer gainHostility Up (Stackable)More likely to be attacked (Stackable / Can't be removed)
Duration: 8 turns.
Also gain100% DEF UpDEF is boosted
Strength: 100%Duration: 1 turn ,Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks)
Duration: 1 turn , andLethal Attack Dodged (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
Duration: 1 turn . every 3 turns, making him fairly likely to eat powerful attacks via sheer frequency. His self-healing is high, and he's in an element with great healing options, so he can be a somewhat sustainable defender depending on your party.Yngwie has inconsistent defensive results in FA, though they are undoubtedly powerful when he can stay in his
Tough GuySwitch into Tough Guy mode upon using charge attack.
When Tough Guy mode is in effect: 80% boost to ATK, 300% boost to DEF, +80 boost to hostility, 70% boost to C.A. damage cap, guaranteed double attacks, and debuff immunity.
(Consumes 40% charge bar every turn to extend Tough Guy mode.) mode for prolonged periods of time. Despite being mostly defensive, he's no offensive slouch, powering up his own autoattacks and charge attacks. Though his kit allows him to generate a lot of charge bar on his own, he works best in parties capable of feeding him more.
Lecia (Water) doesn't use two out of three skills in FA, and
Para BellumReplenish
Enforcer's ZealConsumed by Lecia's skills (Max: 4 / Can't be removed)
Duration: Indefinite by 4.
GainReady... Aim...Next charge attack will be Radiant Order (Can't be removed)
Duration: Indefinite.
All allies gainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%. isn't enough to make her useful on its own.Maria Theresa won't use two of her skills, making her a poor choice for FA frontlining even if she gives additional effects to every dispel.
Romeo's entire kit gets shafted in FA due to the fact that he can't stay in
AmplifiedSpirit power is amplified and skills are strengthened (Can't be removed)
mode. He'll still inflict debuffs throughLama Acuta250%-350% Water damage to a foe (Damage cap: ~630,000).
When 1SpiritConsumes 1 upon normal attacks (Restored every 5 turns / Can't be removed)
is consumed: Also inflict20% Water DEF DownDEF is lowered for water DMG
Strength: 20%Base Accuracy: 100%Duration: 180 seconds.
At level 55:
Damage increased to 300%-400%.
At level 95:
Damage further increased to 500%.
Also inflict5% ATK Down (Stackable / Max: 30%)ATK is lowered (Stackable)
Strength: 5% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds and5% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable)
Strength: 5% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds.
Also gainDeluge CrestWater magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite. and substitute infrequently, but there are far better options. If you are intent on using him in FA, try to feed him Crests, as he tends to burn through hisSpiritConsumes 1 upon normal attacks (Restored every 5 turns / Can't be removed)
stacks quickly otherwise.Cagliostro (Summer) doesn't provide as much offensive power in FA as opposed to manual play since
Phantasmal MirageRestore an ally's HP (Healing cap: 2500) and grant
Submerged OuroborosATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted (Can't be removed)
Strength: 50% ATK Up / 50% DEF Up / 80% DA Up / 30% TA UpMultiplier: NormalDuration: 4 turnsStacking: Special Buff. goes unused andDisruption2-hit, 300% Water damage to a foe (Damage cap: ~320,000 per hit~640,000 total) and remove 1 buff.
(When Cagliostro'sDeluge CrestWater magic is amplified (Max: 5 / Can't be removed)
is 3 or more:
Consume 1Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
to end cooldown.) often chews through her Crests before she can reach 5 to castArs NotoriaArs Nova:
All Water allies gain70% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 70% chance of dealing 30% more damage.Duration: 3 turns,KeenSupplemental DMG to critical hits
Strength: 1% of enemy's max HP (Damage cap: 50,000)Duration: 3 turns, andDeluge CrestWater magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite.
(When Cagliostro'sDeluge CrestWater magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite is 5:
Skill changes to Ars Notoria.)
Ars Notoria:
All Water allies gain100% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 100% chance of dealing 30% more damage.Duration: 3 turns,KeenSupplemental DMG to critical hits
Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns,50% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
Strength: 50%Duration: 3 turns, and15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 15%Duration: 3 turns.
(Consumes 5Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite.). Still, in Crest-based and autoattack-based setups, she can boost the team's offense decently, but if you have more recent characters, it's often better to just use them instead rather than building the whole team around her.
The Good (units who are generally unhampered by FA and provide significant utility):
Mahira is the element's main buffer and general QoL provider. Her buffs include nigh-indefinite and undispellable ATK/DEF/MA, alongside
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." (through herDrum BeatGain stars by attacking foes a certain number of times (Can't be removed)
stacks, though this does not stack with regular Veil buffs and a single debuff will consume both Veils). Her debuffs includeDEF DownDEF is lowered
andEarth DEF DownDEF is lowered for earth DMG
which stack to hit 40% out of the 50% DEF down cap on by themselves. Her one caveat is thatOn the Shoulders of GiantsGain
On the Shoulders of GiantsEarth DMG to all foes at end of turn / Immune to DMG and debuffs for a fixed amount while in effect (Can't be removed)
Strength: 30% Dodge Rate UpDuration: 5 turns.
(When main allies'Drum BeatGain stars by attacking foes a certain number of times (Can't be removed)
are at max: Creates 1 blue potion. Consumes all Drum Beats.) doesn't get used in FA, though like many other similar skills, it can be manually used before letting FA run.Cain (Grand) is a generalist buffer and debuffer who is generally inferior to his zodiac counterpart, Mahira, even though he's a workable replacement. He appreciates parties that CA frequently, and provides high-uptime
Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
on top of the buffs ofSoldier's SwiftnessAll allies gain
InstantaneityATK is boosted /
Double attack rate is boosted /
Triple attack rate is boosted
(Can't be removed)
Strength: 30% ATK Up / 20% DA Up / 10% TA UpMultiplier: NormalDuration: 6 turnsStacking: Special Buff.. The debuffs fromFreewheeling SchemeInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single,25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single, andSecret PlotFallen in Cain's trap. Debuff resistance is lowered (Can't be removed)
Strength: 10%Base Accuracy: 100%Duration: IndefiniteLocal status effect on a foe. cap both ATK and DEF down when combined withMiserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes., on top of lowering the enemy's debuff resistance to help other debuffs land.Arulumaya is a useful support who inflicts
ATK DownATK is lowered
Water ATK DownWater ATK is lowered
, andDelayReduce a foe's charge diamonds by 1
. She also provides the all-importantVeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." alongside random but useful buffs fromGaze into Crystal BallGaze into crystal ball.
(Random effect based on the dream the crystal ball holds.). If you're using her, keep track of the party order - the charge boost fromSelene TimoriaMassive Earth damage to a foe.
Gaze into Crystal Ball and can reuse End Gaze.
All allies gainCharge Bar +10%Instantly boosts Charge Bar by 10%
Strength: 10%. can be great when put right before characters who want to CA more often, while if you put her in the last slot, the boost will get applied to herself (and only then).Cidala are a powerful attacker and debuffer duo who rely on triple attacks to boost the effects of their low-cooldown linked skills,
Jinx of the Tiger450% Earth damage to a foe (Damage cap: ~635,000).
Inflict10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds and10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds.
(Additional random debuffs based on foe'sTiger TapeATK and DEF are lowered based on lvl (Max: 5 / Can't be removed)
Stacking: PermanentLocal status effect lvl.) andTiger's Prosperity450% Earth damage to a foe (Damage cap: ~635,000).
Gain10% ATK Up (Stackable / Max: 40%)ATK is boosted while active (Stackable)
Strength: 10% (Max: 40%)Multiplier: Unique StackableDuration: Indefinite and10% DEF Up (Stackable / Max: 40%)DEF is boosted while active (Stackable)
Strength: 10% (Max: 40%)Duration: Indefinite.
(Additional random buffs based on foe'sTiger TapeATK and DEF are lowered based on lvl (Max: 5 / Can't be removed)
Stacking: PermanentLocal status effect lvl.). They can't time the defensive effects ofTwin Tiger Feng ShuiGain
Dodge AllTakes no DMG or debuffs while in effect
Duration: 1 turn ,Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks)
Duration: 1 turn , andTwin Tiger Feng ShuiCan't attack / On next turn: Sharp boost to ATK / Deal triple attacks (Can't be removed)
Duration: 1 turn .
(Can't attack. On next turn: Gain50% Sharp ATK UpATK is sharply boosted
Strength: 50%Multiplier: AssassinDuration: 1 turn andGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn .) to enemies' more powerful attacks in FA, but they gain the full effects of the skill's offensive abilities. In V2 battles with Auto Guard enabled, they gain a lot of mileage out ofReversal of FortuneAt end of turn if Cidala didn't attack:
Restore HP (Healing cap: 2022) and remove all debuffs.
GainDouble StrikeAttacks twice each turn
Duration: 1 turn and40% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 40%Duration: 1 turn ., since it activates on turns after they guard.Vira (Summer) provides a handful of miscellaneous buffing (teamwide
StrengthATK is greatly boosted based on how high HP is
), healing, and debuffing (CharmedAttacks are slightly limited
,DelayReduce a foe's charge diamonds by 1
, dispel) abilities that all work in FA.Metera (Summer) is a great debuffer (
DelayReduce a foe's charge diamonds by 1
and 40% stackable ATK/DEF down included) who deals a lot of skill damage. CA-centric parties help her cut her own skill cooldowns.Lennah (Earth) is a powerful FA-friendly healer who works best in parties that can CA often, thanks to the effects of
Le Jardin De Joie450%Massive Earth damage to a foe.
InflictSpirit BlossomTargeted by the memories of Lennah's spirit blossoms (Can't be removed)
Duration: 2.5 turnsLocal status effectApplied during the attack phase.
On the next turn, it'll have 2 turns remaining..
2-turn cut to Lennah's skill cooldowns..La Main VertAbsorb 10% of all allies' charge bars and boost caster's charge bar.
All allies gainLa Main VertRecovery cap is boosted / DMG taken is reduced (Can't be removed)
Duration: 5 turns. gives additional value to weaker heals by increasing their caps by a flat 1000, and it also provides a potent 50% damage reduction to all allies.Soriz (SSR) is a powerful self-sufficient attacker who passively absorbs hostility and sports a high defense. He won't be able to time his skills for maximum effect on FA, but he's still strong nonetheless. His special
Macho UltimatumEnd cooldown for Tenacious Will and Bravado Bullet.
Gain80% DEF UpDEF is boosted
Strength: 80%Duration: 2 turns andNo Touching My LadiesReceive one-ally attacks in place of female allies
Duration: 2 turns.
When there are female allies: Also gainATK UpATK is boosted
Multiplier: UniqueDuration: 2 turnsBoost to ATK based on number of female main allies.
(I swear on my fists that you won't lay a finger on these beauties!) substitute protects female characters only, so keep that in mind when building a party - he may bite off more than he can chew with a full female roster.Cucouroux (Halloween) is a dodge-tank, skill damage spammer and partywide ATK/DEF buffer in FA. Between her passive hostility up, guaranteed dodges from
Beifall Blitz450%Massive Earth damage to a foe.
GainDodge All (1 time)Takes no DMG or debuffs while in effect for a set period
Duration: Indefinite.
Add 1Barrel StabilizerConsumed upon using Cucouroux's skills (Max: 5 / Can't be removed)
Duration: Indefinite., and the potent 3/6 uptime buffs ofBullet Dance6-hit, 100% Earth damage to a foe (Damage cap: ~90,000 per hit).
Gain70% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
Strength: 70%Duration: 3 turns andHostility UpMore likely to be attacked
Strength: +50Duration: 3 turns., she's useful for nullifying single-target attacks. The debuffs ofSpread Shot6-hit, 100% Earth damage to random foes (Damage cap: ~60,000 per hit).
Inflict10% Debuff Res. Down (Stackable / Max: 30%)Debuff resistance is lowered (Stackable)
Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds and10% Earth DEF Down (Stackable / Max: 30%)DEF is lowered for earth DMG (Stackable)
Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds on all foes.
GainCovering FireCovering Fire activates upon attacks while in effect (6-hit earth DMG to random foes / Hit to all foes' debuff resistance and earth DEF [Stackable]) (Can't be removed)
Duration: 3 turns. can cap out on turn 1 as long asSpeedloaderInstantly perform a normal attack without using up a turn.
(Consumes 2Barrel StabilizerConsumed upon using Cucouroux's skills (Max: 5 / Can't be removed)
Duration: Indefinite to end cooldown.) is used, and the buffs ofLeave It to Cucouroux!Upon dodging:
All allies gain4% ATK Up (Stackable / Max: 20%)ATK is boosted while active (Stackable)
Strength: 4% (Max: 20%)Multiplier: Unique StackableDuration: Indefinite and4% DEF Up (Stackable / Max: 20%)DEF is boosted while active (Stackable)
Strength: 4% (Max: 20%)Duration: Indefinite.
Add 1Barrel StabilizerConsumed upon using Cucouroux's skills (Max: 5 / Can't be removed)
Duration: Indefinite to Cucouroux (Max: 5). often cap out quickly - giving her generalist use in shorter or longer fights. Lastly, she has three-hit autoattacks and guaranteed TA, making supplemental damage go a long way with her.Satyr (Earth) is an enviable tank, healer, debuffer and charge battery with the main caveat that she cannot perform autoattacks. Due to cooldown cutting skills,
Passion ShowGain
Passion ShowCan't normal attack / 80% DMG reduction / Sharp boost to hostility / At end of turn: 15% boost to earth allies' charge bars / Boost to C.A. specs (Stackable) (Can't be removed)
Duration: 5 turns. will likely have permanent uptime in FA unless your team uses frequentDelayReduce a foe's charge diamonds by 1
s, allowing her to keep an 80% damage reduction up. On every enemy CA, she'll autocastInnocent HeartRestore caster's HP (Healing cap: 2000).
2-turn cut to caster's debuff durations.
(Upon consuming 1Twinkle StarConsumed upon using Satyr's skills (Max: 9 / Can't be removed)
: Affects all allies.) - while the debuff duration reduction isn't always a perfect substitute for debuff clears orVeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", it's incredibly consistent and can often be enough for most raids' debuffs. Assuming your party charge attacks enough, she can auto-activate the dispel and ATK/DEF down ofVector to the Sky400% Earth damage to all foes (Damage cap: ~520,000) and remove 1 buff.
Inflict10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds and10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds. at the end of every single turn to deal with buffs reliably in FA.Alexiel (Summer), in contrast to her other version's single-turn defensive abilities, provides good defense in FA, and brings along rare defensive debuffs such as
Water ATK DownWater ATK is lowered
,GravitySpecial attack max charge turn is extended
, andAccuracy LoweredAttacks and special attacks have a chance to miss
Local status effect.Melleau is a powerful attacker and tank at level 100, with permanent debuff immunity and permanent dispel immunity after performing 5 triple attacks (an easy feat considering she gets guaranteed TA on skill use and every CA). Her double immunities make her invaluable for Water raids' notoriously annoying debuffs and dispels, but regardless, she's still easy to slot into any team, especially spear/axe teams which can get use out of
Here, Have Some of My Strength!10% Bonus Earth DMG effect to Spear- and Axe-specialty Earth allies' triple attacks..
Magisa (Holiday) is a useful attacker with Crest synergy and some minor team sustain whose main attraction is her incredibly generous amount of dispels. Water bosses love their buffs, ensuring she'll always be fighting for a spot on your party if you have her.
Yggdrasil provides highly useful teamwide buffs through
Blathnat NornAll allies gain
25% ATK UpATK is boosted
Strength: 25%Multiplier: NormalDuration: 3 turnsStacking: Dual,25% DEF UpDEF is boosted
Strength: 25%Duration: 3 turnsStacking: Dual, and25% Charge Bar Gain UpCharge bar gain is boosted
Strength: 25%Duration: 3 turns.
(Consumes 10% of charge bar.)
At level 100:
No longer grants25% ATK UpATK is boosted
Strength: 25%Multiplier: NormalDuration: 3 turnsStacking: Dual and25% DEF UpDEF is boosted
Strength: 25%Duration: 3 turnsStacking: Dual.
Instead, all allies gainUrdarbrunnrATK is boosted / DEF is boosted (Can't be removed)
Strength: 50% ATK Up, 50% DEF UpMultiplier: NormalDuration: 5 turnsStacking: Special Buff.
All allies also gainWasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite.25% Charge Bar Gain UpCharge bar gain is boosted
Strength: 25%Duration: 5 turns duration increased to 5 turns.
Charge bar cost removed., sustains herself through the healing ofLuminox Genesi500%Massive Earth damage to a foe.
GainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% andWasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite.
Restore 30% of Yggdrasil's HP (Healing cap: 4000)., and can potentially substitute with 100% uptime, thanks to the effects ofZigguratZiggurat:
All Earth allies gain70% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 70% chance of dealing 30% more damage.Duration: 3 turns.
All other allies gainShield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 3 turns.
(Consumes 20% of charge bar.)
At level 90:
Shield endurance increased toShield (3500)Next ATK received will be ineffective for a fixed amount
Strength: 3500Duration: Indefinite and now has indefinite duration.
(When Yggdrasil'sWasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
is 3 or more:
Skill changes to Eunir.)
Eunir:
All Earth allies gain70% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 70% chance of dealing 30% more damage.Duration: 3 turns.
All other allies gainShield (3500)Next ATK received will be ineffective for a fixed amount
Strength: 3500Duration: Indefinite.
Caster gainsVessel of the World TreeReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) / DMG taken is reduced / At end of turn in which DMG is taken: Deals 4-hit earth DMG to random foes / 1-turn cut skill cooldowns (Can't be removed)
Duration: 3 turnsStacking: Special Buff.
Does not consume charge bar.. However, she only gains the latter's effects at 3 or more Crests, so parties which can reach that threshold faster will do better with her.Silva (Summer) provides good damage and protection on the first few turns and then disappears into the backline. She'll use
Zeruch Shot450%Massive Earth damage to a foe and remove 1 buff.
InflictDelayReduce a foe's charge diamonds by 1
Base Accuracy: 100%. three times over three turns, then head into the backline while giving an ally powerful offensive buffs (at the cost of their defense). She'll be reducing her own health as this happens, but given the fact that she has 0 hostility, her dying shouldn't be a problem. If your team has good defenses to offset the penalties ofBackup FireATK and C.A. specs are boosted by Silva's backup fire / Bonus DMG will be dealt upon attacks / DEF is lowered (Can't be removed)
, then she's worth considering if your backline isn't cramped already with Evokers and other useful sub allies.Leona (Grand) won't be able to use
Fortune Favors the BoldGrant an Earth ally Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. andDodge All (1 time)Takes no DMG or debuffs while in effect for a set period
Duration: Indefinite. in FA, but if you've got a crit-heavy grid to sustain the buffs ofCrescentCritical hit rate, multiattack rate, debuff resistance, and DMG cap are boosted / Armor effect (Can't be removed)
, the rest of her kit is still effective, if offensively focused outside ofCloudcutter450% Earth damage to all foes (Damage cap: ~730,000).
InflictCloudcleaveATK and DEF are lowered (Can't be removed)
Strength: 10% ATK Down / 10% DEF DownBase Accuracy: 200%Duration: IndefiniteStacking: PermanentLocal status effect andGravitySpecial attack max charge turn is extended
Base Accuracy: 95%Duration: 180 seconds..Lamretta (SSR) will only use
AsylumGain
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn ,Dodge/Tank-and-Counter (5 times)Counters upon dodging one-ally attacks or taking DMG
Strength: 300%Duration: 1 turn Counter attacks grant 5% charge bar per hit., and30% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 30%Multiplier: SeraphicDuration: 1 turn .
(Consumes 1Bon VivantConsumes 1 at end of turn and upon skill activation / Becomes Wasted at 0 (Can't be removed)
.) in FA, but she'll use it every turn for 3/4 turns, giving herself potent buffs and dodging most bosses' autoattacks. Her effectiveness varies depending on the boss (as AoE autoattacks won't be dodged by her and powerful single-target enemy CAs will have her bite off more than she can chew) - if you can offset the DEF penalty ofWastedCan't attack / Strikes a foe with her bottle, dealing earth DMG, at end of turn (Can't be removed)
(through characters like Mahira and Caim), she'll do much better.Laguna (SSR) is a minimal-utility passive tank who heals herself and brings good personal offensive specs. The catch is that her abilities rely on her
Omar's RecollectionATK, multiattack rate, and DMG cap are boosted based on Omar's Recollection lvl (Max: 10 / Can't be removed)
stacks, which rise at the end of a turn and after taking damage. The additional effects of all her skills only kick in after reaching the max of 10 stacks, meaning she only becomes a particularly effective unit anywhere from turn 5 to turn 10; don't bring her along to shorter, or sometimes even medium-length fights.Monika (Valentine) is a dodge-tank, charge battery, and partywide ATK/DEF buffer in FA (due to her inability to use the linked skills
Magical SwordGain
Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 2 turns and50% Extra Superior Element DMGDeals bonus superior element DMG for one-foe one-ally attacks
Strength: 50%Duration: 2 turns.
(When Monika has 12 or more buffs: Also gain20% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 20%Duration: 2 turns.) andLovely DressingAll allies gain
RefreshHP is restored on every turn
Strength: 1000Duration: 3 turns andVeilDebuffs 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.".
(When Monika has 12 or more buffs: All allies also gainDispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
Duration: Indefinite.)). The catch is that she requires a large quantity of buffs to work best - fortunately, Earth has many good partywide buffers to choose from to complement her abilities.Eahta is a mostly offensively-focused unit with some minor utility such as
Delay (Special)Reduce a foe's charge diamonds by 1
Ignores foe's Delay immunity and teamwideEarth ATK UpEarth ATK is boosted
. Aside from his personal specs, he functions as a useful charge battery thanks toBlade GodHas a maximum charge bar limit of 200%.
Charge bar fills up 100% faster.
At level 90:
Also boosts double attack rate by 20%..Golden Knight dispels and delays, alongside having dispel immunity and a permanent
RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
. To take advantage ofSword of TwilightBoost to C.A. DMG and C.A. DMG cap based on number of buffs.
(When Golden Knight has 15 or more buffs before attacking: Charge attack activates twice.), she should be fitted in a party with many different buffs - and in FA, keep in mind that you won't be able to control what skills she copies withSword in FluxReplicate caster's or an ally's skill.
(Gains a buff based on the type of skill replicated.).Eugen (Grand) deals respectable CA damage through
AutoignitionGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. andAutoignitionCharge 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 toAutoignition+100% boost to charge bar at end of turn / C.A. Reactivation effect at end of effect (1 time)
Duration: 2 turns.
(GainC.A. Reactivation (1 time)Charge attack reactivates (1 time)
Duration: Indefinite whenAutoignition+100% boost to charge bar at end of turn / C.A. Reactivation effect at end of effect (1 time)
Duration: 2 turns ends.) andHeadshot{{InfoSkillUpgrade|level=95}}Detonation Rounds10% boost to critical hit damage cap.
At level 95:
100% Bonus damage based on number ofBluesky BulletConsumed upon Eugen's normal attacks (Max: 5 / Can't be removed)
upon using charge attack (Damage cap: ~180,000 per hit / Max: 5 hits).
Consume 1Bluesky BulletConsumed upon Eugen's normal attacks (Max: 5 / Can't be removed)
upon normal attacks to deal 150% Earth damage to a foe (Damage cap: ~630,000).. Said CA,Die Bandekanone500%Massive Earth damage to a foe.
Inflict10% Earth DEF Down (Stackable / Max: 30%)DEF is lowered for earth DMG (Stackable)
Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds.
All allies gain30% Earth ATK UpEarth ATK is boosted
Strength: 30%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining. and30% DA UpDouble attack rate is boosted
Strength: 30%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.., provides fairly useful teamwide buffs as well. Useful as he may be, he's often outmatched by the higher tiers, and can't useSudden AttackGrant an Earth ally
ArmedCritical hit rate, C.A. DMG, and C.A. DMG cap are boosted (Can't be removed)
Strength: 100% / 50% Critical Up100% chance of dealing 50% more damage., 50% C.A. DMG Up, 25% C.A. DMG Cap UpDuration: 5 turnsStacking: Special Buff and20% UpliftedCharge bar is boosted on every turn
Strength: 20%Duration: 5 turns. in FA.Anthuria (Holiday) is a dodge-tank and buffer who also turns your MC into a dodge-tank through
Whirling Emotions+20 boost to MC and Anthuria's hostility.
20% boost to MC and Anthuria's dodge rate.
(Upon Anthuria dodging:
Restore all allies' HP [Healing cap: 1500]. Extend all allies'HypeATK is boosted
by 1 turn.).Saintly VeilAll Earth allies gain
Saintly VeilDebuff resistance is boosted / Water DMG taken is lowered / Buffs can't be removed / Elemental DMG from foes turns into water DMG (Can't be removed / Ends upon taking DMG 2 times)
Duration: Indefinite.
(Ends upon taking damage 2 times.) provides very useful buffs to the whole team which get protected by the rest of her skillset, but the rest of her skills depend heavily on your MC, giving themDouble StrikeAttacks twice each turn
and uniquely, aDodge AllTakes no DMG or debuffs while in effect
buff on every CA regardless of their mainhand weapon or class. Pay close attention to your MC's skillset, and keepWhirling Emotions+20 boost to MC and Anthuria's hostility.
20% boost to MC and Anthuria's dodge rate.
(Upon Anthuria dodging:
Restore all allies' HP [Healing cap: 1500]. Extend all allies'HypeATK is boosted
by 1 turn.) in mind, but don't build around her just for the sake of it.Benjamin is a potent offensive support who ultimately relies on fairly specific party compositions. Harp-specialty allies, frequent CAs, and
HypeATK is boosted
are the tools of his trade; his best friends are a ML30 Rising Force, Anthuria (Holiday) and/or Satyr (Earth). If you don't have any of them, he can still work decently as long as you bring charge bar generation and don't let him get dispelled. Additionally, keep in mind that his only defensive utility comes fromBloody Rain500% Earth damage to a foe (Damage cap: 635,000).
InflictDelayReduce a foe's charge diamonds by 1
.
(When Benjamin'sHypeATK is boosted
is 4: Activates twice.).Narmaya (Holiday) is a powerful but mostly selfish unit who's relatively FA-friendly. Her offense and defense ramp up over time to enviable levels thanks to
Wild ButterflyWhen Narmaya has Counter
Dodge/Tank-and-CounterCounters upon dodging one-ally attacks or taking DMG
Counter attacks grant 5% charge bar per hit.Tank-and-CounterCounters upon taking DMG
Counter attacks grant 5% charge bar per hit.Dodge-and-CounterDodge and counter one-ally attacks
Counter attacks grant 5% charge bar per hit. effect:
Guaranteed triple attacks.
RaiseEight WaysATK and DEF are boosted based on Eight Ways lvl (Can't be removed)
Multiplier: PerpetuityDuration: Indefinite lvl by 1 upon countering (Max: 8).
(Boost to ATKPerpetuity modifer and DEF based on Eight Ways lvl.). Her main defensive utility,Mind at PeaceGain
Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks)
Duration: 1 turn ,99% RepelTaking less DMG and reflects attacks
Strength: 99%Duration: 1 turn Damage Cut reducing damage taken and reflecting attacks.
Warning! Does not work for Plain Damage!, and