User:Diamonit/Dark Rapture HL guide
Welcome to this guide, that will hopefully help you tackle the currently most difficult raid in the game : Lucilius Impossible (Hard).
I’ll begin with a quick disclaimer : this guide is not intended for people already used with the raid and who aim for fast clears. I will instead focus on giving advice about how to better understand the raid and clear it safely.
I will also not talk in this guide about “cheese strats” which consist in using Carbuncles and one of Luci labor in order to cheese through the raid.
Note to editors : Feel free to edit this guide if you see any factual mistake or if you want to improve the English, or even to update it with the latest information.
Contents
Who is this raid for?
The first question to ask is, should you even consider running Faa-HL? Well, first ask yourself the following questions :
- Are you over rank 170?
- Is getting an ULB Opus the most immediate power boost your grid can get at the moment?
- Are you done with grinding the eternals you want/need, and do you have gold bars to spare?
- Can you get 30k HP on your whole frontline without completely gimping your grid damage?
If your answer is yes to all of the above, in that case, you can start to consider running Faa-HL. That means, you can focus on preparation for the raid : grinding the adequate grid weapons, getting important summons, acquiring the recommended characters…
However, if your answer is “no” to two or more of the above, it means you have other things you should be working on before thinking about trying this raid.
Preparations for the raid
A quick overview of the fight and hard requirements
Here are the things that you must absolutely know about Faa-HL in order to prepare :
- The boss has two targets : the Black Wing which is Dark element, and Lucilius which is null element. They are often called "Wing" and "Main body" respectively. Killing the wing takes generally around 1/3rd of the fight.
- The base defense of this raid is 20. Which means that you will deal little damage to him. If you want to test your damage against a similar amount of DEF, the damage you'd get by fighting a null element trial puppet without any debuff is the same you'd get against a fully debuffed Faa-san.
- He will nuke your entire team with 30k white damage AoE as soon as you enter the fight. As a result, it is mandatory for your frontline to have over 30k HP.
- Everyone has to use
Spartan, so make sure you have it unlocked.
- With every special he casts, he gets a stack of
Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl
(Can't be removed /
Lvl rises upon Lucilius's special attack activation /
Lvl lowers upon taking a buff-removing effect)
Local status effect that grant him various buff. Those stacks need to be lowered through the use of aDispelRemoves 1 buff from a foe.. As a result, you will need as many sources of dispel as possible (at the very least 2).
- He will deploy buffs called Labors (such as
Eighth LaborNullifies 'all elemental DMG cut' (Can only be removed by activating a chain burst of 5 or more chains)
) early in the fight. Those buffs have requirements to be dispelled (for example : deal 2m plain damage). It is imperative to fulfill the conditions to clear those buffs, as the difficulty of the fight increases exponentially with the number of labors remaining. That means that every element has their own role in the fight, and the raid might not succeed if you can’t do your part correctly.
- A lot of things in this raid require specialized characters : clearing labors, debuffing, tanking, dispelling, healing… So you need to have a consequent pool of characters, and nearly every element has must have characters that you must absolutely bring. Add to that the fact that the raid punishes you for bringing two characters of the same race at the 25% mark.
- The raid has a
Grand Finale CountdownThe special attack The End will activate when the count hits 0 (Can't be removed / Counts down each time Lucilius knocks out an ally)
that will count the number of characters killed by Faa during the fight. When this counter reaches 0, it’s an instant wipe for everyone. So you need to play carefully.
Notice that having good damage is not a must-have in this raid. Yes, it will help a lot if you can contribute with good DPS. Yes, you do need damage in order to clear before reaching the 30 minutes time limit of the raid. But not every player in this raid needs to do 1m+ honor for the run to succeed. DPS in faa-HL comes with speed and turns taken, and that comes with getting used to the raid. So there’s nothing you can do but take it slowly at first, and learn. Eventually, your damage will increase as you get used to the various triggers.
Now, about the labors that require every element to deal 10m damage : those are not that important. If left untouched, the labor buff will “only” increase the damage dealt by faa in said element. Yes, it will be better if they are cleared, but it’s not a hard requirement to beat the raid.
Class and Summon setup
Sub skills
The class setup is pretty straightforward :
- Every player has to play
Spartan, since
Phalanx IIIAll parties gain
70% DMG CutTaking 70% less DMG
Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage! and40% Debuff Res. UpDebuff resistance is boosted
Strength: 40%Duration: 1 turn . will protect the raid from receiving lethal damage at all times. Hardened ShieldGain
50% ATK UpATK is boosted
Strength: 50%Duration: 3 turnsStacking: Single.
Self-inflictDEF DownDEF is lowered (Can't be removed)
Duration: 3 turns.
InflictDelayReduce a foe's charge diamonds by 1
on a foe. is the go-to Extended Mastery skill to use, since delays are very valuable.- The last two skill slots depend on your party composition, you will have to choose between
DispelRemoves 1 buff from a foe.,
SubstituteGain
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn . andClarityRemove 1 debuff from all parties..
Some elements do not have a choice, and will require to bring dispel, simply because they don’t have enough sources of dispels otherwise. Clear is the team player option, and is recommended for people who will not require the additional protection that substitute provides (note that you will need three clarities among the raid participants). Substitute is a selfish but very potent protection option, since if you use it while phalanxed, it pretty much gives you a turn free of damage (there are a few exceptions but it’s still extremely useful).
Concerning EMP, you should invest in the usual. C.A damage can be a good option, as MC will not be able to cap ougi outside of Phalanx cast turns. The Party HP EMP at ranks 150 and 185 will greatly help you in order to reach more easily the 30k HP threshold.
Universal Main Hand options
- The
Seven-Star Sword is probably the most cost efficient option to use in every element. Thanks to its ougi
The Northern LightsMassive Fire damage to a foe.
All allies gain30% DMG CutTaking 30% less DMG
Strength: 30%Duration: 0.5 turnsDamage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage!Applied during the attack phase.
On the next turn, it'll have 0 turns remaining. for 0.5 turns., your team will benefit from a 100% white damage cut when combined with Phalanx, which will allow you to ignore damage and nearly all triggers for the turn.1 - Using an
Ultima Spear or
Ultima Sword is a decent alternative, but it will not provide any defensive help.
- Finally,
Excalibur is the expensive option if you're playing with a primal grid, but is a very potent MH thanks to
King's SwordMassive Dark damage to a foe.
Gain30% Bonus Superior Elemental DMGDeals bonus superior element DMG for one-foe one-ally attacks
Strength: 30%Duration: 5.5 turnsApplied during the attack phase.
On the next turn, it'll have 5 turns remaining..
After 4★:
Effect increased to50% Bonus Superior Elemental DMGDeals bonus superior element DMG for one-foe one-ally attacks
Strength: 50%Duration: 5.5 turnsApplied during the attack phase.
On the next turn, it'll have 5 turns remaining..
Restore MC's HP (Healing cap: 5000)., while the Garrison skill will grant more survivability to the team.
Summons
There are a few things to consider when choosing your summons :
- The strength of the call : be it damage, sustain or utility, you need to bring summons with useful calls, not necessarily summons that increase your DPS.
- The stats of the summon : summon HP makes up for an important part of your HP pool, so having FLB or ULB summons can make the difference between reaching 30k HP or not.
- How useful it will be to your allies when they cross it : for example bringing a buncle will generally benefit you, but will not benefit any of the other player crossing your summon.
- The summon cooldown or lockout : those make a big difference about your own crossing summons rate. Crossing a lucifer call when your HP is low can really save you, but you need to actually have a summon off cooldown to use…
- The number of use of the summon : on the contrary, one time use summons need to have very powerful calls if you plan to bring them, as you will have less opportunities for crossing summons after you’ve used it.
The summons below are listed (roughly) in order of importance
Summon | Reason to bring | Element to use with |
---|---|---|
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Call effect that increases your burst and makes it much easier to reach the 10m damage check for the labor, on a low CD. Also a very nice stats stick. A must have. | All |
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Great stats stick as well, and a powerful heal that is also extremely useful when crossed. A must have as well. | All |
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The most important clutch summon, resetting all your cooldowns if you ever need it. Generally it’s used when something went wrong in the Phalanx rotation. Can also be used to tank certain triggers. It’s a free summon, so no reason for you to not have it (farm some hosts and get into trains next RotB). |
Extremely useful for dark players to reset conjunction. Great in general for high value skills with high cooldowns (so good for every element). |
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At FLB, Zephyrus is a 7t CD dispel that can be crossed by other players, so it’s a very valuable summon to have for yourself and others. | All, except if you already have a lot of dispels available through your characters. |
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Although it’s only a one time use summon, Typhoon can be very clutch. Its full delay can allow and another player who crosses it to reduce the number of specials incoming, and it can also save allies from situations where they might get stuck (more about that later). At FLB, it will also give you full charge bar, which can help you burst or help a player get ready to full burst / overchain. |
Dark players will make very good use of it as they get decreased CD on it. Still a great summon for any element. |
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It brings both slow and dispel, so again a very valuable summon, especially since it can be used very early on. However, it has a very high cooldown so it cannot be counted as a reliable dispel source. |
All |
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Good value summon which grants a 10% stackable ATK and DEF buff. It will also give it to an ally who crosses it, which is quite nice as well. Be careful though, those buffs can be dispelled. | All |
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Probably the best primal call out of the 6, it grants an armored effect to the team, as well as Lethal Attack Dodged which can save against high damage single target triggers. | All |
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A 30% cut that stacks with Phalanx, and grant a full damage cut for one turn. Also has a high crossing value. However, she might not be as necessary if your characters already have the means to protect themselves. |
Elements lacking full cut or substitute all options. |
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A good F2P summon option, which benefits greatly elements with high ougi burst. | Wind mainly, but other elements can make use of it as well. |
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Dispel summons, good to have if you have nothing else. | Elements that lack reliable sources of dispels. |
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Arcarum HP summons can be good if you’re struggling to reach the 30k HP, or simply if you need more HP to feel comfortable in the raid. Most of their calls are however not very useful in Faa HL. | Elements with no good accessible HP weapons |
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A good healing option if you have her. The clarity is useful early on, but no so much afterward. | Fire especially can make use of her Wind cut on call with Athena's ![]() ![]() Duration: 1 turn Wind Damage Cut., ![]() Duration: 3 turns, and ![]() Strength: 10% of max HP (Healing cap: 400)Duration: 3 turns., they should be able to take care of ![]() . |
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Tiamat FLB is actually a great free summon option if you’re looking for something with decent stats and a good call. The mirror image is great since Faa tends to not have many AoE attacks, and it soaks a lot of damage. | Elements lacking full cut or substitute all options. |
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A good stats sticks with decent defensive buffs. Good to bring if you happen to have her uncapped. | All |
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Budget Bahamut. Useful if you have troubles reaching your CA cap for the 10m damage labor. | All |
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Budget Lucifer, it has at least some decent buffs and has some value for other people to cross. | All |
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A double edged sword, it can be situationally a lifesaver if an accident happens to you or one of your teammate. And even resurrecting a key character (for example Yurius) can prevent the raid from failing. However, a bad cross can really hinder your allies if it resurrects a sacrifice character for example (which can be a problem for Gopherwood Ark at 25%). | All |
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Defensive carbuncles are a selfish option that can however make it really easy for teams with “element switch” to fight, as they will be able to have permanent 100% damage cut with enough summons. | Fire (![]() Water ( ![]() Earth ( ![]() Wind ( ![]() |
List of Labors
As they say, know your enemy before fighting them. You should learn what each of those labor mean, and how they are cleared. It’s not something you can afford to discover on the spot while fighting Luci. Plus, knowing them will allow you to better understand how to prepare properly and which character to bring to the fight. Here is an explanation about the priority list :
★ : This labor doesn’t need to be cleared right away, and can be left alone. It’s totally possible to beat Faa-HL without ever clearing this labor (but it doesn’t mean it shouldn’t be cleared).
★★ : This labor doesn’t need to be cleared as soon as it appears, but it’s better to get rid of it as it will inconvenience you quite a bit, and reduce your chances of beating the raid.
★★★ : This labor must be cleared as soon as possible, otherwise your allies risk losing characters to it. Leaving it alone will greatly compromise your chances of beating the raid.
★★★★ : This labor must be cleared as soon as it appears. It is impossible to progress further in the raid if someone isn’t able to clear it.
(Element) : means that this element can be used to clear the labor with the right conditions / characters
Labor | Also called | Elements who can clear | Priority |
---|---|---|---|
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Fire labor | ![]() |
★ |
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Water labor | ![]() |
★ |
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Earth labor | ![]() |
★ |
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Wind labor | ![]() |
★ |
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Light labor | ![]() |
★ |
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Dark labor | ![]() |
★ |
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Plain labor | ![]() ![]() ![]() ( ![]() |
★★★ |
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Overchain (OC) labor | ![]() ( ![]() ![]() |
★★★★ |
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30 hits labor | ![]() ![]() ( ![]() ![]() |
★★ |
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Debuffs labor | ![]() ![]() ( ![]() |
★★★ |
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Paradise Lost (PL) labor | ![]() ![]() ![]() ![]() ( ![]() ![]() |
★★ |
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None | All elements | ★ |
Team and Element review
Note : Those are the most likely to change as time goes by, since new characters will appear and I’m not sure I will be able to update this guide often. So just use it as a general guideline, and not something to follow religiously.
General guideline :
You generally want to consider the following :
- Your party should be built by considering first the characters you absolutely need to bring to clear an important labor (Overchain, Plain damage).
- Remember that you can not have two characters sharing the same race in the team, since the second will die on the 25% trigger. There can however be exceptions : elements that prefer to wait at the 25% mark in order to burst (Wind, Fire) or dupe race characters that will kill themselves (Nier in dark). If you’re confident, you can also take the hit and lose a character at the 25% mark, but that can backfire if your death counter reaches 1 before that.
- It’s generally a good idea to have characters with Dispel and Delay as utility.
- It’s also a good idea to have one character than can help with defensive duties (typically bypassing a lethal trigger).
- You also want a character that can heal or bring team shields or team def buffs. The more the better.
Fire
Role and general playstyle
Fire's role is to clear First LaborFire ATK is boosted (Can only be removed by dealing 10,000,000 or more fire DMG in 1 turn)
, Ninth LaborHP is restored on every turn (Can only be removed by dealing DMG 30 or more times in 1 turn)
and if no one else does it Seventh LaborDeals elemental DMG superior to each target's element (Can only be removed by dealing 2,000,000 or more plain DMG in 1 turn)
.
It's a well rounded element, but their healers are not the most accessible characters, and they will generally prefer to avoid taking unphalanxed turns (unless using an Agni grid with Garrison).
A lot of Fire's damage comes from nukes, particularly Athena's Tetradrachm5-hit, 100% Fire damage to random foes (Damage cap: ~120,000 per hit).
Inflict 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 90%Duration: 180 seconds and Burned (5000)HP is lowered on every turn
Strength: 5000Base Accuracy: 90%Duration: 180 seconds on all foes.
(Hit number increases based on Goddess's WrathTetradrachm's hit number increases based on Goddess's Wrath lvl (Max: 5 / Can't be removed)
lvl / Max: 10.) making her deal ~2m damage per turn.
They will generally slot The Sun (SSR) as a summon and save Tien's
Ten-Wolf's TriumphAll allies gain
Salted Wound (1 time)ATK is boosted when foe is in break mode
Strength: 280%Multiplier: AssassinDuration: 1 turn , 20% ATK UpATK is boosted
Strength: 20%Duration: 1 turn , 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
Strength: 30%Duration: 2 turns, and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 2 turns.
(Can't recast.) at 25%, in order to help burst down the last 10% of the raid.
Characters
✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…
Character | Race | Labors and DebuffsLabors that the character helps clearing, or useful debuffs they bring | Dispels | Delays | Team sustainTeam heals, Team shields, or Team DEF buff | Tanking abilitiesDamage cuts, Substitute, Dodge + Aggro up, anything that can help bypass a trigger safely | DPS or Burst enablerCharacters with high DPS / that can help the team to burst / with good offensive team buffs |
---|---|---|---|---|---|---|---|
![]() Anila |
Draph | ✔️ 30-hits labor![]() Gain ![]() 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 ~107,000 per hit. Buff increased to ![]() Strength: 40%Duration: 3 turns. Also inflict all-elemental ATK Down and DEF Down ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 20%Base Accuracy: 100%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 20%Base Accuracy: 100%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds on all foes. ✔️ Debuff labor ![]() Gain ![]() 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 ~107,000 per hit. Buff increased to ![]() Strength: 40%Duration: 3 turns. Also inflict all-elemental ATK Down and DEF Down ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 20%Base Accuracy: 100%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 20%Base Accuracy: 100%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds on all foes. ✅ Elemental ATK/DEF down ![]() Gain ![]() 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 ~107,000 per hit. Buff increased to ![]() Strength: 40%Duration: 3 turns. Also inflict all-elemental ATK Down and DEF Down ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 20%Base Accuracy: 100%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 20%Base Accuracy: 100%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds ![]() Strength: 10%Base Accuracy: 85%Duration: 180 seconds on all foes. |
❌ | ✔️![]() Inflict ![]() Base Accuracy: 90%. At level 75: Effect enhanced. |
✔️![]() All allies gain ![]() Strength: 15%-5%Duration: 2 turnsStacking: Teamwide. ![]() ![]() Strength: 1000Duration: 3 turns. |
❌ | ✔️![]() ![]() Multiplier: NormalDuration: 3 turns Lvl 95: 5 turns. |
![]() Athena |
Primal | ✔️ 30-hits labor![]() Inflict ![]() Strength: 10% (Max: 40%)Base Accuracy: 90%Duration: 180 seconds and ![]() Strength: 5000Base Accuracy: 90%Duration: 180 seconds on all foes. (Hit number increases based on ![]() lvl / Max: 10.) ![]() ![]() 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.) ✔️ DEF Down ![]() Inflict ![]() Strength: 10% (Max: 40%)Base Accuracy: 90%Duration: 180 seconds and ![]() Strength: 5000Base Accuracy: 90%Duration: 180 seconds on all foes. (Hit number increases based on ![]() lvl / Max: 10.) ![]() ![]() 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.) ✔️ Paradise Lost labor ![]() ![]() Duration: 1 turn Wind Damage Cut., ![]() Duration: 3 turns, and ![]() Strength: 10% of max HP (Healing cap: 400)Duration: 3 turns. With ![]() |
❌ | ✔️![]() ![]() Base Accuracy: 85%Duration: 180 seconds, ![]() Base Accuracy: 90%Duration: 180 seconds, and ![]() Base Accuracy: 100% on all foes. |
✔️![]() All allies gain ![]() Strength: 15%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and ![]() 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.. ![]() ![]() Duration: 1 turn Wind Damage Cut., ![]() Duration: 3 turns, and ![]() Strength: 10% of max HP (Healing cap: 400)Duration: 3 turns. |
✅![]() ![]() Duration: 1 turn Wind Damage Cut., ![]() Duration: 3 turns, and ![]() Strength: 10% of max HP (Healing cap: 400)Duration: 3 turns. |
✔️![]() ![]() 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.) |
![]() Tien |
Erune | ✔️ 30-hits labor![]() At level 95: Also gain ![]() Strength: 30%Duration: 2 turns and ![]() Duration: 2 turns. |
❌ | ❌ | ❌ | ❌ | ✅![]() ![]() Strength: 280%Multiplier: AssassinDuration: 1 turn , ![]() Strength: 20%Duration: 1 turn , ![]() Strength: 30%Duration: 2 turns, and ![]() Duration: 2 turns. (Can't recast.) |
![]() Zeta |
Human | ✅ Plain labor![]() Inflict ![]() Base Accuracy: 100%. ![]() ![]() or ![]() effects upon dealing skill damage. Can use the same damage skill twice in a turn when Rhapsody is used. ✔️ 30-hits labor ![]() 20% Bonus Fire DMG effect to triple attacks. ![]() Inflict ![]() Base Accuracy: 100%Duration: 4 turns. At level 90: Damage increased to 400%-500%. Damage cap increased to ~640,000. Also gain ![]() Duration: 1 turn . |
✅![]() ![]() ![]() or ![]() effects upon dealing skill damage. Can use the same damage skill twice in a turn when Rhapsody is used. |
✅![]() Inflict ![]() Base Accuracy: 100%. ![]() ![]() or ![]() effects upon dealing skill damage. Can use the same damage skill twice in a turn when Rhapsody is used. |
❌ | ❌ | ✔️![]() ![]() Strength: 20%Multiplier: NormalDuration: 1 turn , ![]() Strength: 7%Multiplier: AssassinDuration: 1 turn , and ![]() Strength: 230%Multiplier: AssassinDuration: 1 turn 2/3 effectiveness when used with Charge Attack. At level 75: Effect enhanced. |
![]() Fraux |
Erune | ✔️ 30-hits labor![]() ![]() Duration: Indefinite. (Can't be reactivated.) ![]() 20% Bonus Fire DMG effect against foes with ![]() Strength: Turn 1: 9999 Turn 2: 50000 Turn 3+: 99999. |
✅![]() Inflict ![]() Base Accuracy: 200%Duration: 2 turnsLocal status effect. When ![]() is in effect: Also inflict ![]() Strength: 10% of damage dealt (Damage cap: None)Base Accuracy: 200%Duration: 2 turnsLocal status effect and remove 1 buff. ![]() ![]() Duration: Indefinite. (Can't be reactivated.) |
❌ | ✅![]() Gain ![]() Strength: 10% (Max: 60%)Multiplier: Unique StackableDuration: IndefiniteStacking: Single Target and ![]() Strength: 10% (Max: 60%)Duration: IndefiniteStacking: Single Target. Restore all allies' HP based on damage dealt (Healing cap: 2000) and remove 1 debuff. ![]() ![]() Duration: Indefinite. (Can't be reactivated.) |
❌ | ✔️![]() Gain ![]() Strength: 10% (Max: 60%)Multiplier: Unique StackableDuration: IndefiniteStacking: Single Target and ![]() Strength: 10% (Max: 60%)Duration: IndefiniteStacking: Single Target. Restore all allies' HP based on damage dealt (Healing cap: 2000) and remove 1 debuff. ![]() ![]() Duration: Indefinite. (Can't be reactivated.) |
![]() Illnott |
Human | ❌ | ✔️![]() ![]() Base Accuracy: 90% on a foe and remove 1 buff. ![]() ![]() Duration: Indefinite ![]() Duration: Indefinite ![]() Duration: Indefinite based on skills used by main allies. (Gain buffs based on Dope type.) |
✔️![]() ![]() Base Accuracy: 90% on a foe and remove 1 buff. ![]() ![]() Duration: Indefinite ![]() Duration: Indefinite ![]() Duration: Indefinite based on skills used by main allies. (Gain buffs based on Dope type.) |
✔️![]() ![]() Strength: 100%. ![]() ![]() Duration: Indefinite ![]() Duration: Indefinite ![]() Duration: Indefinite based on skills used by main allies. (Gain buffs based on Dope type.) |
❌ | ❌ |
![]() Scathacha (Valentine) |
Erune | ✔️ 30-hits labor![]() ![]() effect. ![]() ![]() 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) |
✔️![]() ![]() and remove 1 buff. (Consumes all ![]() ) |
❌ | ✅![]() ![]() Strength: 30%Duration: 3 turns. Restore all allies' HP based on number of ![]() and remove 1 debuff. (Consumes all ![]() ) ![]() ![]() when targeted by a foe (Max: 5). If Scathacha is below 25% HP: Consume ![]() and fully restore Fire allies' HP at end of turn (1 time). |
❌ | ✔️![]() ![]() 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) ![]() ![]() effect. ![]() Gain 1 ![]() . All allies gain ![]() Strength: 10%-20%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
![]() Reinhardtzar (Grand) |
Draph | ✔️ 30-hits labor![]() ![]() Duration: 3 turns. (After 3 turns: Fire damage to random foes based on number of hits taken [Max: 10 hits].) |
❌ | ❌ | ✔️![]() ![]() Strength: 100%Duration: 2 turnsCounter attacks grant 5% charge bar per hit. and ![]() Strength: 10% of damage dealt (Healing cap: 1000)Duration: 2 turns. ![]() Gain ![]() Duration: Indefinite. (Next Cloak of Flame affects all allies.) 1-turn cut to Cloak of Flame's cooldown. |
✅![]() ![]() Duration: 3 turns. (After 3 turns: Fire damage to random foes based on number of hits taken [Max: 10 hits].) |
❌ |
![]() Drang |
Erune | ✔️ Debuff labor![]() Inflict ![]() Strength: 10% (Max: 30%)Base Accuracy: 90%Duration: 180 seconds and ![]() Strength: 10% (Max: 30%)Base Accuracy: 90%Duration: 180 seconds. ![]() If successful, inflict ![]() Strength: 10%Base Accuracy: 200%Duration: 180 seconds, ![]() Strength: 25%Base Accuracy: 200%Duration: 180 seconds, and ![]() Strength: 20%Base Accuracy: 200%Duration: 4 turnsLocal status effect. ✅ ATK/Debuff resist down ![]() If successful, inflict ![]() Strength: 10%Base Accuracy: 200%Duration: 180 seconds, ![]() Strength: 25%Base Accuracy: 200%Duration: 180 seconds, and ![]() Strength: 20%Base Accuracy: 200%Duration: 4 turnsLocal status effect. |
❌ | ❌ | ✔️![]() Inflict ![]() Strength: 10% (Max: 30%)Base Accuracy: 90%Duration: 180 seconds and ![]() Strength: 10% (Max: 30%)Base Accuracy: 90%Duration: 180 seconds. |
✔️![]() ![]() Duration: Indefinite, ![]() Strength: 4000Duration: Indefinite, and ![]() Duration: Indefinite. Useful against Phosphorus |
❌ |
![]() Siegfried (Fire) |
Human | ❌ | ❌ | ❌ | ✔️![]() ![]() Duration: 5 turns. |
✅![]() ![]() Duration: 2 turnsWind Damage Cut.. When used with Athena's ![]() ![]() Duration: 1 turn Wind Damage Cut., ![]() Duration: 3 turns, and ![]() Strength: 10% of max HP (Healing cap: 400)Duration: 3 turns. only |
❌ |
![]() Tabina |
Human | ✔️ 30-hits labor![]() Inflict ![]() Strength: 10% (Max: 40%)Duration: 180 seconds, ![]() Strength: 10% (Max: 40%)Duration: 180 seconds, and a random debuff. (Consumes 1 ![]() ) At level 75: Effect enhanced. ✔️ Debuff labor ![]() Inflict ![]() Strength: 10% (Max: 40%)Duration: 180 seconds, ![]() Strength: 10% (Max: 40%)Duration: 180 seconds, and a random debuff. (Consumes 1 ![]() ) At level 75: Effect enhanced. ✔️ Stackable ATK/DEF down ![]() Inflict ![]() Strength: 10% (Max: 40%)Duration: 180 seconds, ![]() Strength: 10% (Max: 40%)Duration: 180 seconds, and a random debuff. (Consumes 1 ![]() ) At level 75: Effect enhanced. Mono-target debuffs |
✔️![]() Inflict ![]() Strength: 3,000 per debuff (Damage cap: 30,000)Base Accuracy: 120%Duration: 4 turns. |
❌ | ❌ | ❌ | ❌ |
![]() Alanaan |
Erune | ✔️ 30-hits labor![]() ![]() Strength: 100%Duration: 4 turns and ![]() Strength: 30%Duration: 4 turnsStacking: A. Inflict ![]() Duration: 4 turns on all allies. (Consumes 100% of all allies' charge bar.) |
❌ | ❌ | ✔️![]() ![]() Strength: 50% DEF Up / 25% of DMG dealt (Healing cap: 800)Duration: Indefinite. (Can't be reactivated.) |
❌ | ✅![]() ![]() Strength: 100%Duration: 4 turns and ![]() Strength: 30%Duration: 4 turnsStacking: A. Inflict ![]() Duration: 4 turns on all allies. (Consumes 100% of all allies' charge bar.) |
Sacrifices | ![]() Societte (Fire) |
![]() Yuisis (Fire)If the raid is slow enough for her to die before ![]() appears |
![]() Beatrix (Themed) |
![]() Karva (SR) |
![]() AndiraIf a first mono element team clear has already been done |
![]() Charlotta (Halloween)If a first mono element team clear has already been done |
Backline | ![]() Fraux |
![]() AlanaanIf not bringing Fraux |
Grid
Fire Notable Main Hands
Other main hands not listed below can still be used, but will generally not bring anything noteworthy to the team.
![]() Hollowsky Spear |
One of the best fire option if you have at least 2 other spear prof characters (Anila / Athena / Zeta fit the bill). It grants additional HP, and the ougi will greatly reduce your team sustain issues. |
![]() Sword of Pallas |
A decent replacement for the Seven Star sword since the ougi will grant a 20% white damage cut stackable with Phalanx. Also has a HP skill |
![]() Scimitar of Brahman |
If you're lacking DA/TA, this can be a good option thanks to its ougi. |
Grid weapons : Magna
Weapon | Role | Number of copies | Notes |
---|---|---|---|
![]() Scythe of Renunciation |
HP skill Magna mod C.A cap up |
1 | Your best source of HP in grid |
![]() Ancient Ecke Sachs |
Raw HP Magna mod Crit Enmity mod |
Between 2 and 4 | The crit part is only relevant against main body, but the enmity can really increase your damage. Has very high base HP to help to combine with HP weapon skills |
![]() Scimitar of Brahman |
DA Magna mod Crit HP skill |
Between 1 and 2 | Try to have a good mix between Raw HP and HP skills to optimize your HP. |
![]() Ultima Spear |
Trium Normal mod HP skill |
1 | Your only source of TA. Increases Athena / Esser / Fraux damage with skill cap up. |
![]() Ushumgal |
EX mod Skill cap up |
Between 1 and 2 | Prefer bringing Ushumgal over Xeno, as the skill cap up is very handy to increase Athena / Fraux / Esser’s damage. |
![]() Bahamut Sword Coda |
Normal mod HP skill |
1 | Ideally used in an Athena / Anila / Zeta setup. If using Fraux, use a ![]() |
![]() Cosmic Sword |
Raw HP Raw ATK Cap up |
1 | Only use if your grid has a few swords already. Will increase your HP substantially if using AES. |
Grid weapons : Primal
Weapon | Role | Number of copies | Notes |
---|---|---|---|
![]() Scythe of Repudiation |
HP skill Normal mod C.A cap up |
1 | Your best source of HP in grid |
![]() Ixaba |
Stamina mod Normal mod |
Up to 4 | Even if you won’t be always at full HP, Ixaba remains one of the best damage option in your grid. |
![]() Kerak |
Progression skill Majesty skill |
1 | If you happen to have a FLB copy this is a perfect weapon for this raid as the progression skill will greatly help your damage with double Agni. |
![]() Gangsta Knife |
Garrison Enmity mod Crit |
Up to 2 | A great source of Garrison, as well as a big enmity mod. |
![]() Deidre's Heart |
Garrison Normal mod HP skill |
Up to 2 | Probably the best Fire defensive weapon, basically a better Majestas for Fire. Unfortunately, it's only obtainable during Valentines. |
![]() Crimson Finger |
Enmity mod Normal mod |
Up to 2 | If you happen to have some, slot them, but don’t go out of your way barring them just for this raid. |
![]() Ushumgal |
EX mod Skill cap up |
Between 1 and 2 | Prefer bringing Ushumgal over Xeno, as the skill cap up is very handy to increase Athena / Fraux / Esser’s damage. |
![]() Fist of Destruction |
Normal mod Crit skill Trium skill |
Up to 1 | Not the best weapon since the crit part is wasted for half of the fight, but still decent if you have one. |
![]() Sword of Pallas |
Normal mod HP skill |
Between 1 and 2 | Your main farmable source of HP. |
![]() Balmung |
Raw HP Raw ATK Cap up |
Between 0 and 1 | A budget HP weapon to use, which can replace the two Sword of Pallas and free a slot. Also brings a bit of enmity. |
![]() Ecke Sachs |
Raw HP Normal ATK Crit Enmity mod |
Up to 2 | Unlike magna grids, primal grids have a lot more weapons to use, so it’s really if you don’t have anything better. |
![]() Chains of Caucasus |
Enmity mod EX mod |
4 or 5 | You can use them with one ![]() |
Fire Specific Summon picks
![]() The Sun (SSR) |
Sun is used for two occasions in this raid : the first time is during labors, in order to reach easily the 30 hits. The second time is at 25%, waiting for the last 10% of the raid to burst it with Esser Team assassin. |
![]() Prometheus |
Having one prometheus (even 0* is okay) allows you to double dip on Athena’s wind switch, and grants you 3 turns of full damage cut with Phalanx instead of only one. |
![]() Michael |
Michael is even better as fire since you will benefit from her cap up aura. If you’re not using Fraux or Zeta, her additional dispel will also be vital to survive the later parts of the raid. |
![]() Qilin |
Key skills to reset with qilin :
|
Full setup examples
Please keep in mind that those setups are only indicative and are only one example among many.
You will have to tweak the grid weapon in order to reach the 30k HP threshold, and adapt your characters and summon grid depending on what you own.
Magna users will generally use Colossus x Elemental, while primal players will prefer using Double Agni (especially if they have a source of garrison).
Magna / Plain labor
|
| ||||||||||||||||||||
Societte is used as a sacrifice here.
Agni / 10% Burst setup
|
| ||||||||||||||||||||
Societte is used a sacrifice here. That team will wait at 25% and won't go through Gopherwood ArkKnocks out allies that share race with other allies in the party (Affects duplicate races after the first one. Main Character is ignored.).
They instead use Ten-Wolf's TriumphAll allies gain
Salted Wound (1 time)ATK is boosted when foe is in break mode
Strength: 280%Multiplier: AssassinDuration: 1 turn , 20% ATK UpATK is boosted
Strength: 20%Duration: 1 turn , 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
Strength: 30%Duration: 2 turns, and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 2 turns.
(Can't recast.) and The Sun (SSR) in order to remove 5-6% after 10%.
Water
Role and general playstyle
Primary source of GravitySpecial attack max charge turn is extended
throughout the fight thanks to Carnage4-hit Water damage to random foes (Damage cap: ~155,000 per hit).
Inflict GravitySpecial attack max charge turn is extended
Base Accuracy: 100% on all foes.
At level 75:
Damage increased.
At level 95:
Number of hits increased to 6. Also removes 1 buff on all foes..
They will take care of Second LaborWater ATK is boosted (Can only be removed by dealing 10,000,000 or more water DMG in 1 turn)
and can be a substitute for Ninth LaborHP is restored on every turn (Can only be removed by dealing DMG 30 or more times in 1 turn)
if Fire somehow cannot do it.
Water general gameplay can be summarized such as this :
- Survive the first turns of the raid until
Garnet Carbuncle or
Ca Ong reaches 3 turns cooldown.
- Use Lily’s
Silverfrost BarrierAll allies gain
70% Fire CutFire DMG is cut 70%
Duration: 1 turn
Lvl 55: 2 turnsFire Damage Cut..
At level 90:
All allies also gainDeluge CrestWater magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite.
Lily also gainsSpring Breeze (3 times)White Heal activates when a foe uses a special attack (Can't be removed)
Duration: Indefinite. as well as Europa'sTyros 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.
(Effect ends upon taking damage 2 times.), and extend it with Feower'sAviratiExtend the duration of all allies' buffs by 1 turn. (Excludes 1-turn buffs.).
- Make sure that
Phalanx IIIAll parties gain
70% DMG CutTaking 70% less DMG
Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage! and40% Debuff Res. UpDebuff resistance is boosted
Strength: 40%Duration: 1 turn . has been used so that you can cumulate a 100% damage cut thanks to Europa's fire switch effect. - Chain your defensive carbuncles whenever the fire cut expires.
- Rinse and repeat until the main body reaches 25%.
As such, water is the element with the highest sustain and the safest in this raid. It will however struggle to have good damage, especially magna grids that will require to gimp their grids in order to reach the HP threshold. It is also the element that is the most averse to taking unphalanxed turn as they will not want to lose Europa’s Fire switch skill.
Characters
✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…
Character | Race | Labors and DebuffsLabors that the character helps clearing, or useful debuffs they bring | Dispels | Delays | Team sustainTeam heals, Team shields, or Team DEF buff | Tanking abilitiesDamage cuts, Substitute, Dodge + Aggro up, anything that can help bypass a trigger safely | DPS or Burst enablerCharacters with high DPS / that can help the team to burst / with good offensive team buffs |
---|---|---|---|---|---|---|---|
![]() Lily |
Unknown | ✔️ ATK/DEF Down![]() Inflict ![]() Strength: 9999 DMG /Base Accuracy: 90%Duration: 3 turns. At level 75: Damage increased to 250%-350%. At level 100: Damage increased to 400%. Damage cap increased to ~500,000. ![]() Strength: 9999 DMG /Base Accuracy: 100%Duration: 3 turns success rate increased to 100%. Also inflict ![]() Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds and ![]() Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds. When exactly 2 races among main allies: Damage cap increased to ~600,000. When 3 or more races among main allies: Activates twice. |
❌ | ❌ | ✅![]() ![]() Duration: 1 turn Lvl 55: 2 turnsFire Damage Cut.. At level 90: All allies also gain ![]() Duration: Indefinite. Lily also gains ![]() Duration: Indefinite. ![]() |
✅![]() ![]() Duration: 1 turn Lvl 55: 2 turnsFire Damage Cut.. At level 90: All allies also gain ![]() Duration: Indefinite. Lily also gains ![]() Duration: Indefinite. When used with Europa's ![]() ![]() Strength: 15% ATK Up / 50% Fire DMG LoweredMultiplier: PerpetuityDuration: Indefinite. (Effect ends upon taking damage 2 times.) |
❌ |
![]() Europa |
Primal | ✅ Paradise Lost labor![]() ![]() Strength: 15% ATK Up / 50% Fire DMG LoweredMultiplier: PerpetuityDuration: Indefinite. (Effect ends upon taking damage 2 times.) When used with Lily's ![]() ![]() Duration: 1 turn Lvl 55: 2 turnsFire Damage Cut.. At level 90: All allies also gain ![]() Duration: Indefinite. Lily also gains ![]() Duration: Indefinite. |
❌ | ❌ | ✔️![]() Restore 30% of all allies' HP (Healing cap: 2000) and remove 1 debuff. |
✅![]() ![]() Strength: 15% ATK Up / 50% Fire DMG LoweredMultiplier: PerpetuityDuration: Indefinite. (Effect ends upon taking damage 2 times.) When used with Lily's ![]() ![]() Duration: 1 turn Lvl 55: 2 turnsFire Damage Cut.. At level 90: All allies also gain ![]() Duration: Indefinite. Lily also gains ![]() Duration: Indefinite. |
✔️![]() ![]() Multiplier: Perpetuity upon triple attack (Max: 5) (Boost to ATKPerpetuity modifier and healing specs based on Fountain Lotus lvl). |
![]() Feower |
Erune | ✔️ 30-hits labor![]() Inflict ![]() Base Accuracy: 100% on all foes. At level 75: Damage increased. At level 95: Number of hits increased to 6. Also removes 1 buff on all foes. ![]() ![]() Strength: 100%, boosting debuff success rate by 100% and instantly resetting the cooldown of a damaging skill upon use up to 4 times. (Can't recast) ✅Gravity ![]() Inflict ![]() Base Accuracy: 100% on all foes. At level 75: Damage increased. At level 95: Number of hits increased to 6. Also removes 1 buff on all foes. Multi-target Gravity |
✔️![]() Inflict ![]() Base Accuracy: 100% on all foes. At level 75: Damage increased. At level 95: Number of hits increased to 6. Also removes 1 buff on all foes. |
✔️![]() Inflict ![]() Base Accuracy: 100%. All allies gain ![]() Strength: 35%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and ![]() Strength: 35%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
❌ | ❌ | ❌ |
![]() Katalina (Grand) |
Human | ❌ | ❌ | ❌ | ✔️![]() ![]() "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and ![]() Duration: 4 turns. Refresh heals up to 1000 HP the first turn, then decreases to 500 → 250 → 150 each turn thereafter. At level 100: ![]() Duration: 4 turns now heals up to 1000 HP regardless of remaining duration. All allies also gain ![]() Duration: Indefinite. |
✔️![]() ![]() Strength: 30% ATK Up, 100% DEF Up, 30% C.A. DMG Up, 20% DMG Cap UpMultiplier: PerpetuityDuration: 4 turns and ![]() Duration: 4 turns. (Only substitutes for a selected ally.) |
✅![]() Gain ![]() Duration: 1 turn . At level 90: Damage cap increased to ~900,000. Also gain ![]() Strength: 20%Duration: 2 turns. ![]() Duration: 2 turns duration increased to 2 turns. ![]() ![]() Strength: 30% ATK Up, 100% DEF Up, 30% C.A. DMG Up, 20% DMG Cap UpMultiplier: PerpetuityDuration: 4 turns and ![]() Duration: 4 turns. (Only substitutes for a selected ally.) ![]() All allies gain ![]() Strength: 30%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining., ![]() Strength: 30%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining., and ![]() Strength: 20%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. ![]() ![]() 's duration by 1 turn. ![]() ![]() . 50% boost to ATKPerpetuity modifier and 100% boost to DEF when affected by all-elemental DMG cut effect. which will be triggered every turn. |
![]() Lecia (Water) |
Human | ✔️ 30-hits labor![]() Inflict ![]() Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds and ![]() Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds. (Consumes 1 ![]() ) ✔️ Debuff labor ![]() Inflict ![]() Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds and ![]() Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds. (Consumes 1 ![]() ) ![]() Inflict 2 random debuffs on all foes. (Consumes 1 ![]() ) ✔️ ATK/DEF Down ![]() Inflict 2 random debuffs on all foes. (Consumes 1 ![]() ) ![]() Inflict ![]() Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds and ![]() Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds. (Consumes 1 ![]() ) |
✔️![]() (Consumes ![]() ) when used with ![]() ![]() Duration: Indefinite by 4. Gain ![]() Duration: Indefinite All allies gain ![]() Strength: 30%. |
✔️![]() Inflict 2 random debuffs on all foes. (Consumes 1 ![]() ) |
❌ | ❌ | ❌ |
![]() Cagliostro (Summer) |
Human | ❌ | ✅![]() (When Cagliostro's ![]() is 3 or more: Consume 1 ![]() to end cooldown.) |
❌ | ✔️![]() ![]() Strength: 50% ATK Up / 50% DEF Up / 80% DA Up / 30% TA UpMultiplier: NormalDuration: 4 turnsSpecial buff. |
❌ | ✔️![]() All Water allies gain ![]() Strength: 70% chance of dealing 30% more damage.Duration: 3 turns, ![]() Strength: 1% of enemy's max HP (Damage cap: 50,000)Duration: 3 turns, and ![]() Duration: Indefinite. (Changes to Ars Notoria when Cagliostro's ![]() Duration: Indefinite is 5.) Ars Notoria: All Water allies gain ![]() Strength: 100% chance of dealing 30% more damage.Duration: 3 turns, ![]() Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns, ![]() Strength: 50%Duration: 3 turns, and ![]() Strength: 15%Duration: 3 turns. (Consumes 5 ![]() Duration: Indefinite.) |
![]() Maria Theresa |
Draph | ✔️ Local Debuffs![]() ![]() Strength: 10% ATK Down / 10% DEF DownBase Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 3 turnsLocal status effect. ✔️ ATK/DEF down ![]() Inflict ![]() Strength: 10% (Max: 30%)Base Accuracy: 90%Duration: 180 seconds and ![]() Strength: 10% (Max: 30%)Base Accuracy: 90%Duration: 180 seconds. Backline only |
✔️![]() |
❌ | ✔️![]() ![]() All Water allies gain ![]() Duration: 5 turns. (Can only be used when all allies are almost knocked out.) |
❌ | ✅![]() ![]() All Water allies gain ![]() Duration: 5 turns. (Can only be used when all allies are almost knocked out.) ![]() ![]() Strength: 20% ATK Up / 20% Bonus Water DMGMultiplier: PerpetuityDuration: Indefinite. (Can't be reactivated.) |
![]() Haaselia |
Harvin | ✔️ Local Debuffs![]() ![]() Base Accuracy: 150%Duration: IndefiniteLocal status effect on a foe. (Bewitching Moonlight effect specs increase upon each cast [Max: 3 times]) At level 55: Also inflict ![]() Base Accuracy: 120%. |
❌ | ✅![]() ![]() Base Accuracy: 150%Duration: IndefiniteLocal status effect on a foe. (Bewitching Moonlight effect specs increase upon each cast [Max: 3 times]) At level 55: Also inflict ![]() Base Accuracy: 120%. ![]() ![]() Duration: Indefinite. (Can't be reactivated.) |
✔️![]() All Water allies gain ![]() Duration: 4.5 turnsApplied during the attack phase. On the next turn, it'll have 4 turns remaining.. ![]() |
✔️![]() ![]() , ![]() "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", and ![]() (Effect removed on next all-foe all-ally attack) . At level 75: Also grant ![]() Strength: 3000. |
❌ |
![]() Macula Marius |
Primal | ✅Gravity![]() ![]() Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Single, ![]() Base Accuracy: 100%Duration: 180 seconds, and ![]() Strength: 9999 DMGBase Accuracy: 100%Duration: 3 turns on all foes. Mono-target Gravity |
❌ | ✔️![]() Inflict ![]() Base Accuracy: 100%. (When Macula has 5 ![]() : Activates twice.) |
✔️![]() Inflict ![]() Base Accuracy: 100%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). |
❌ | ❌ |
![]() Rosetta (Halloween) |
Primal | ✔️ Local Debuffs![]() ![]() Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Single and ![]() Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Single on a foe. Set a ![]() Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: IndefiniteLocal status effect. (When a foe uses a special attack the Flower Bud blooms: Inflict ![]() Strength: 30,000Duration: 3 turnsLocal status effect on all foes and remove 1 buff. Restore 20% of all allies' HP [Healing cap: 3000].) ✔️ 30-hits labor ![]() All allies gain ![]() Strength: 2000Duration: Indefinite and ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". |
✔️![]() ![]() Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Single and ![]() Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Single on a foe. Set a ![]() Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: IndefiniteLocal status effect. (When a foe uses a special attack the Flower Bud blooms: Inflict ![]() Strength: 30,000Duration: 3 turnsLocal status effect on all foes and remove 1 buff. Restore 20% of all allies' HP [Healing cap: 3000].) |
❌ | ✔️![]() ![]() Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Single and ![]() Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Single on a foe. Set a ![]() Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: IndefiniteLocal status effect. (When a foe uses a special attack the Flower Bud blooms: Inflict ![]() Strength: 30,000Duration: 3 turnsLocal status effect on all foes and remove 1 buff. Restore 20% of all allies' HP [Healing cap: 3000].) ![]() All allies gain ![]() Strength: 2000Duration: Indefinite and ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". |
✅![]() Deploy a ![]() Duration: 3 turns. (Consumes 1 ![]() Duration: Indefinite every turn. Ends when there are no ![]() Duration: Indefinite or after 3 turns.) ![]() ![]() is in effect: 500% boost to DEF, 100% boost to debuff resistance, Substitute effect (Receives all-ally attacks), and 30% Repel effect. (If HP is 50% or less at end of turn: Restore 5 ![]() Duration: Indefinite. Ends cooldown for Midnight Rose Barrier. Consumes ![]() .) |
❌ |
![]() Sturm |
Draph | ✔️ ATK/DEF Down![]() Inflict ![]() Strength: 9000Duration: 180 seconds, ![]() Strength: 10% (Max: 30%)Duration: 180 seconds, and ![]() Strength: 10% (Max: 30%)Duration: 180 seconds. ✅ Overchain Labor ![]() If successful, gain ![]() Duration: Indefinite. |
❌ | ❌ | ❌ | ❌ | ✅![]() ![]() Strength: 100%Duration: 3 turnsLocal status effect and ![]() Strength: 40~50%Duration: 3 turnsLocal status effect. Sturm gains ![]() Strength: 50%Duration: 3 turns, ![]() Strength: 100% chance of dealing 50% more damage.Duration: 3 turns, and ![]() Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns. ![]() If successful, gain ![]() Duration: Indefinite. ![]() ![]() |
![]() Drang (Grand) |
Erune | ❌ | ✔️![]() Inflict ![]() Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Single and ![]() Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Single. |
✔️![]() When ![]() is in effect: Inflict ![]() Strength: 20%Base Accuracy: 100%Duration: 180 seconds and ![]() Base Accuracy: 90%. When ![]() is in effect: Restore 10% of all allies' HP (Healing cap: 1500). All allies gain ![]() Strength: 10%. ![]() ![]() is in effect: Raise ![]() Strength: 8% ATK per stack (Max: 40%) ~7% double attack rate per stack (Max: ~35%) ~3% triple attack rate per stack (Max: ~15%)Multiplier: PerpetuityDuration: IndefiniteStackable up to 5 times lvl by 1 at end of turn (Max: 5). Fair Trick activates upon using charge attack. |
✔️![]() When ![]() is in effect: Inflict ![]() Strength: 20%Base Accuracy: 100%Duration: 180 seconds and ![]() Base Accuracy: 90%. When ![]() is in effect: Restore 10% of all allies' HP (Healing cap: 1500). All allies gain ![]() Strength: 10%. ![]() ![]() is in effect: Raise ![]() Strength: 8% DEF per stack (Max: 40%) ~5% dodge rate per stack (Max: 25%)Duration: IndefiniteStackable up to 5 times lvl by 1 at end of turn (Max: 5). Fair Trick activates when a foe uses a special attack. |
❌ | ❌ |
![]() Narmaya (Summer) |
Draph | ❌ | ✔️![]() Gain ![]() Strength: Based on rankDuration: 3 turns and ![]() Strength: Based on rankDuration: 3 turns. (Boost to specs based on number of casts.) |
✔️![]() ![]() Strength: 6% (Max: 30%)Duration: Indefinite upon skill use (Max: 5 times). Upon dodging: 400% Water damage to all foes (Damage cap: ~500,000). Inflict ![]() Base Accuracy: 100%. When used with ![]() or ![]() Strength: 6% (Max: 30%)Duration: Indefinite |
❌ | ❌ | ✔️![]() ![]() Strength: 40/60/80%Duration: 3/4/5 turns. Self-inflict ![]() Strength: 20%Duration: 3 turns. (Boost to specs based on number of casts.) ![]() Gain ![]() Strength: Based on rankDuration: 3 turns and ![]() Strength: Based on rankDuration: 3 turns. (Boost to specs based on number of casts.) ![]() ![]() Strength: Based on rankDuration: 3 turns and ![]() Strength: Based on rankMultiplier: AssassinDuration: 1 turn . (Boost to specs based on number of casts.) ![]() ![]() Strength: 10% (Max: 50%)Multiplier: Unique StackableDuration: Indefinite upon using charge attack (Max: 5 times). |
Sacrifices | ![]() Anre |
![]() Karva (SR)If a first mono element team clear has already been done |
![]() AndiraIf a first mono element team clear has already been done |
![]() Charlotta (Halloween)If a first mono element team clear has already been done |
Backline | ![]() Maria Theresa |
![]() Haaselia |
Grid
Water Notable Main Hands
Other main hands not listed below can still be used, but will generally not bring anything noteworthy to the team.
![]() Murgleis |
Very similar to the Seven Star Sword, just with better stats. Varuna grids will however definitely prefer using it over the revenant weapon. |
![]() Fateless |
The second water weapon that dispels on ougi and increases the team's auto attack damage with ![]() Strength: 15%. |
![]() Galilei's Insight |
A pretty good MH at FLB, since it gives unchallenged to MC and a 4k shield to the team. |
![]() Draco Horn |
If you ever happen to have 4 copies of S. Grea weapon. The first water weapon that dispels on ougi, which is important since the standard water team doesn’t have a lot of dispels. |
![]() Vergilius |
If you really have no other option and you don’t have a seven star sword to use. At least it has an ATK and HP skill. |
Grid weapons : Magna
Weapon | Role | Number of copies | Notes |
---|---|---|---|
![]() Staff of Renunciation |
HP skill Magna mod C.A cap up |
1 | Your best source of HP in grid |
![]() Ancient Auberon |
HP skill Crit DA Magna mod |
Between 1 and 4 | The only viable magna HP weapon that still has a damage skill. Quantity depends on if you use Double Leviathan or Levi x Europa. |
![]() Tyros Zither |
Sentence skill Magna mod |
Between 2 and 3 | Your best damage option in order to clear reliably the 10m damage labor. |
![]() Clarion |
EX mod
Skill cap up |
Between 1 and 2 | Prefer bringing Clarion over Xeno, as the skill cap up is very handy to increase Quatre, Lily and Europa's nuke damage. |
![]() Bahamut Dagger Coda |
Normal mod
HP skill |
1 | Mandatory HP weapon for magna users. As usual, adapt the choice of your weapon with the front line brought to the raid. |
![]() Winter's Frostnettle |
Magna mod Crit Enmity mod |
1 | Unfortunately, the crit part of this weapon will not be of use until you start hitting the main body, and once you're comfortable with water's combo, you will always be at full HP. Still a decent weapon to bring. |
![]() Rose Crystal Harp |
EX mod HP skill |
1 | If you’re struggling to reach 30K and are ready to trade damage for HP. |
![]() Leviathan Bow Omega |
Raw HP | 1 at most | If you’re REALLY desperate for HP. |
Grid weapons : Primal
Weapon | Role | Number of copies | Notes |
---|---|---|---|
![]() Staff of Repudiation |
HP skill Normal mod C.A cap up |
1 | Your best source of HP in grid |
![]() Fimbul |
Stamina mod HP Skill |
Up to 3 | A good budget weapon to reach a high amount of HP. Once your combo gets going, you will never lose any HP so it’s safe to stack a few of them. |
![]() Blue Sphere |
Sentence skill Normal mod |
Up to 3 | Pretty standard weapon to have with a Varuna grid, you will want 2 if playing double Varuna, 3 if playing Varuna x Europa. |
![]() Tyros Zither |
Sentence skill Magna mod |
Up to 2 | Magna mod weapons with sentence in order to deal high damage ougi. |
![]() Ice Crystal Staff |
HP skill
Normal mod |
One at most | If you need to bloat your HP and don’t want to use too many Fimbuls |
![]() Meteora |
Enmity mod
Normal mod Garrison |
Up to 2 | An okay weapon with Enmity and Garrison. Use it only if you don’t plan on bringing Europa / Lily combo. |
![]() Nereus Staff |
Progression skill
HP skill |
If you have one | If you actually have some of those, you can use them in a double Varuna grid. |
![]() True Glacial Dream Staff |
EX mod | 1 | Best used with a Cosmic Staff, otherwise you might prefer using a Clarion or Dante's harp. |
![]() Vergilius |
HP skill Normal mod |
Up to 1 | Your farmable Big HP weapon option, that still comes with a small ATK up. Bring one if you can't reach the HP threshold. |
![]() Savior of Hallowed Ground |
Stamina mod DA/TA |
Up to 1 | Consider using if your grid has enough staves. |
![]() Cosmic Rod |
Raw ATK Raw HP Cap up |
Up to 1 | A good choice if your grid has at least 5-6 staves. |
![]() Galilei's Insight ![]() Taisai Spirit Bow |
Stamina / Normal mod Crit |
Up to 1 | Actually not that powerful grid choices, since the crit part of the weapons will not be of use until you start hitting the main body. Okay to bring if you happen to have them already uncapped. |
Water specific summon picks
![]() Garnet Carbuncle ![]() Ca Ong |
You will want at least two carbuncles in order to rotate properly, and you can even bring a third one in case of accidents (enemy dispels your buffs for example). Keep in mind that an uncapped Ca Ong will naturally have better base stats, but also a more important cooldown. |
![]() Qilin |
Key skills to reset with qilin :
|
Full setup examples
Please keep in mind that those setups are only indicative and are only one example among many.
You will have to tweak the grid weapon in order to reach the 30k HP threshold, and adapt your characters and summon grid depending on what you own.
Magna users will generally use Leviathan x Elemental for optimal damage, but the lack of HP can force them to use Levi x Levi.
Primal players will prefer using Double Varuna since the core team provides a good amount of Water ATK up in general.
Double Leviathan
|
| ||||||||||||||||||||
The damage of this setup will be very low against the Wing. Keeping a good uptime on Lily's Frozen BloomMassive Water damage to a foe. (50% boost to C.A. damage and 30% boost to C.A. damage cap against foes with
GlaciateHP is lowered each turn / Multiattack rate is lowered
.)
All allies gain 25% 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.. is crucial to keep damage at an acceptable level.
Double Varuna
|
| ||||||||||||||||||||
Yodarha is used a sacrifice here. Since Feower is not brought, MC has to take care of bringing Gravity.
I would only recommend this if someone else in the raid also has a Gravity in case yours fails (which is not unlikely since MC debuff success rate isn't so high).
Earth
Role and general playstyle
Their main role is to clear the Third LaborEarth ATK is boosted (Can only be removed by dealing 10,000,000 or more earth DMG in 1 turn)
and most importantly the Eighth LaborNullifies 'all elemental DMG cut' (Can only be removed by activating a chain burst of 5 or more chains)
, thanks to Eahta. They are also a good candidate for the
Eleventh LaborRemoves 2 buffs from all allies every turn (Can only be removed by triggering the special attack Paradise Lost)
, using any version of Alexiel.
If bringing Alexiel (Summer), they are also a good secondary source of
GravitySpecial attack max charge turn is extended
thanks to her Nibelung SandInflict
20% Water ATK DownWater ATK is lowered
Strength: 20%Base Accuracy: 100%Duration: 180 seconds and GravitySpecial attack max charge turn is extended
Base Accuracy: 100%Duration: 180 seconds on all foes.
When 1 Mirror-BladeATK and DEF are boosted / Restores HP when 3 or more Mirror-Blades are deployed (Max: 5 / Can't be removed)
is consumed: Also inflict Accuracy LoweredAttacks and special attacks have a chance to miss
Base Accuracy: 100%Duration: 2 turnsLocal status effect..
They can also take care of plain damage with Threo, but that’s often at the cost of a lot of team survivability.
While earth damage is pretty high and has a lot of defensive tools, it suffers from a heavy lack of sustain. Their early turns are also pretty rough as they have to hold off ougi in order to have full charge bar before the labors come out.
Characters
✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…
Character | Race | Labors and DebuffsLabors that the character helps clearing, or useful debuffs they bring | Dispels | Delays | Team sustainTeam heals, Team shields, or Team DEF buff | Tanking abilitiesDamage cuts, Substitute, Dodge + Aggro up, anything that can help bypass a trigger safely | DPS or Burst enablerCharacters with high DPS / that can help the team to burst / with good offensive team buffs |
---|---|---|---|---|---|---|---|
![]() Eahta |
Draph | ✅ Overchain labor![]() At level 90: Also boosts double attack rate by 20%. |
❌ | ❌ | ❌ | ❌ | ✅![]() ![]() Strength: 50%Multiplier: NormalDuration: 3 turns and ![]() Strength: 30% chance of dealing 30% more damage.Duration: 3 turns. (Uses 10% of charge bar) At level 85: Buff increased to ![]() Strength: 75% chance of dealing 100% more damage.Duration: 3 turns. Charge bar cost removed. Also gain ![]() Duration: 3 turns. ![]() ![]() Strength: 200%This already takes the 100% charge bar speed into account. and ![]() Strength: 20%Duration: IndefiniteThis already takes the 100% charge bar speed into account. (Can't recast) |
![]() Alexiel |
Primal | ✅ Paradise Lost labor![]() All allies gain ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and ![]() Duration: Indefinite. |
✔️![]() ![]() Duration: Indefinite. |
❌ | ❌ | ✅![]() ![]() Duration: 1 turn Damage Cut reducing damage taken for all elements. Warning! Does not work for Plain Damage!. ![]() All allies gain ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and ![]() Duration: Indefinite. |
❌ |
![]() Alexiel (Summer) |
Primal | ✅ Paradise Lost labor ![]() Gain ![]() Duration: Up to 3 turns. (Consumes 1 ![]() every turn. Ends when no ![]() are deployed / Max: 3 turns) ✅ Gravity ![]() ![]() Strength: 20%Base Accuracy: 100%Duration: 180 seconds and ![]() Base Accuracy: 100%Duration: 180 seconds on all foes. When 1 ![]() is consumed: Also inflict ![]() Base Accuracy: 100%Duration: 2 turnsLocal status effect. Mono-target Gravity |
❌ | ❌ | ✔️![]() All allies gain ![]() Strength: 9% (Max: 45%)Duration: Indefinite (Stackable / Max: 5). Deploy 1 ![]() Duration: Indefinite. |
✅![]() Gain ![]() Duration: Up to 3 turns. (Consumes 1 ![]() every turn. Ends when no ![]() are deployed / Max: 3 turns) |
❌ |
![]() Mahira |
Harvin | ❌ | ❌ | ❌ | ✅![]() ![]() Strength: 30% Dodge Rate UpDuration: 5 turns. (When main allies' ![]() (Boost to Spirit Drums based on the number of stars) is at max: Creates 1 blue potion. Consumes all Drum Beats.) ![]() ![]() Triple attack rate is boosted / Double attack rate is boosted / C.A. DMG Cap Boosted (Can't be removed) Multiplier: NormalDuration: 5 turns. (Consumes all ![]() (Boost to Spirit Drums based on the number of stars) . Effect varies based on number of Drum Beat consumed.) At level 95: ![]() Triple attack rate is boosted / Double attack rate is boosted / C.A. DMG Cap Boosted (Can't be removed) Duration: 5 turns now always has maximum effectiveness. ![]() (Boost to Spirit Drums based on the number of stars) is no longer consumed upon cast. |
❌ | ✔️![]() ![]() Triple attack rate is boosted / Double attack rate is boosted / C.A. DMG Cap Boosted (Can't be removed) Multiplier: NormalDuration: 5 turns. (Consumes all ![]() (Boost to Spirit Drums based on the number of stars) . Effect varies based on number of Drum Beat consumed.) At level 95: ![]() Triple attack rate is boosted / Double attack rate is boosted / C.A. DMG Cap Boosted (Can't be removed) Duration: 5 turns now always has maximum effectiveness. ![]() (Boost to Spirit Drums based on the number of stars) is no longer consumed upon cast. |
![]() Magisa (Holiday) |
Human | ❌ | ✅![]() Gain ![]() Duration: Indefinite. ![]() Activate O Holy Night Ray. |
❌ | ✔️![]() ![]() Duration: Indefinite, ![]() (Effect removed on next all-foe all-ally attack) Duration: Indefinite, ![]() Strength: 70% chance of taking 30% less damage.Duration: 3 turns, and ![]() Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns. |
✔️![]() ![]() Duration: Indefinite, ![]() (Effect removed on next all-foe all-ally attack) Duration: Indefinite, ![]() Strength: 70% chance of taking 30% less damage.Duration: 3 turns, and ![]() Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns. Mirror Image |
✅![]() All allies gain ![]() Strength: 20%. (From 10th turn onward: Consumes all ![]() . Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].) ![]() ![]() . (Takes effect even when Magisa is a sub ally.) |
![]() Vira (Summer) |
Human | ❌ | ✅![]() ![]() Base Accuracy: 90% on a foe and remove 1 buff. ![]() 250% Dark damage to a foe (Damage cap: ~350,000). Inflict ![]() Base Accuracy: 90%Duration: 2.5 turnsLocal status effectApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. 2-turn cut to Vira's skill cooldown. |
✅![]() ![]() Base Accuracy: 90% on a foe and remove 1 buff. ![]() 250% Dark damage to a foe (Damage cap: ~350,000). Inflict ![]() Base Accuracy: 90%Duration: 2.5 turnsLocal status effectApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. 2-turn cut to Vira's skill cooldown. |
✔️![]() Restore 60% of all allies' HP (Healing cap: 1500). (When Vira is above 50% HP: All allies also gain ![]() Strength: 15%-5%Duration: 3 turns.) At level 75: Damage increased to 500% (Damage cap: ~600,000). |
❌ | ❌ |
![]() Sara |
Human | ❌ | ❌ | ❌ | ❌ | ✅All of Sara's kit | ❌ |
![]() Threo |
Draph | ✅ Plain labor![]() Deal 1,999,9982 hits of 999,999 bonus plain damage. Swap to Axe form. ![]() Damage dealt is based on HP consumed. Gain ![]() Strength: 3000Duration: Indefinite. At level 95: Also inflict ![]() Strength: 25%Base Accuracy: ≥100%Duration: 180 seconds. Damage cap increased to ~1,230,000. Status effect such as ![]() or ![]() can help reaching 2m |
❌ | ❌ | ❌ | ❌ | ✔️![]() Unaffected by Charge Bar Gain status effects. No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%., ![]() Duration: 3 turns, and ![]() Strength: 280% ATK Up 100% C.A. DMG Cap UpMultiplier: AssassinDuration: 1 turn . (Can't recast.) |
![]() Lobelia |
Human | ✔️ CD Reduction![]() 3-turn cut to Earth allies' skill cooldown. (Consumes 5 ![]() .) At level 75: Damage increased to 1000% |
✔️Through reducing other character cooldowns, for example ![]() |
✔️Through reducing other character cooldowns, for example ![]() ![]() Strength: 50%Duration: 3 turnsStacking: Single. Self-inflict ![]() Duration: 3 turns. Inflict ![]() on a foe. |
✔️Through reducing other character cooldowns, for example ![]() ![]() Strength: 30% Dodge Rate UpDuration: 5 turns. (When main allies' ![]() (Boost to Spirit Drums based on the number of stars) is at max: Creates 1 blue potion. Consumes all Drum Beats.) |
✔️Through reducing other character cooldowns, for example ![]() Gain ![]() Duration: Up to 3 turns. (Consumes 1 ![]() every turn. Ends when no ![]() are deployed / Max: 3 turns) |
✔️![]() ![]() Strength: 10% ATK Up / 10% Skill accuracyMultiplier: UniqueDuration: Indefinite. (Consumes 10 ![]() .) |
![]() Baal |
Primal | ✔️ ATK/DEF down![]() Inflict ![]() Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds and ![]() Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds. (When ![]() lvl is 3: Activates twice.) |
✔️![]() Remove 1 buff from all foes. Inflict ![]() Strength: 9999Base Accuracy: 100%Duration: 180 seconds on all foes. |
❌ | ✔️![]() All allies gain ![]() Strength: 30% and ![]() Strength: 10%. (Restore 100 + 20% HP of allies with ![]() [Healing cap: 2500].) |
✔️When combining ![]() ![]() Duration: 5 turns to caster and an ally. (Can't grant Session effect to more than 1 other ally at a time.) and Xeno Sword's ![]() Gain ![]() Strength: 20%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. All allies gain ![]() Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. Baal is also the only character that will allow the Water Switch effect to not get dispelled thanks to his ![]() ![]() lvl rises by 1 upon chain burst activation (Max: 3). Buffs to all allies upon chain burst activation based on Resonance lvl. |
✔️![]() ![]() Duration: 5 turns to caster and an ally. (Can't grant Session effect to more than 1 other ally at a time.) ![]() ![]() lvl rises by 1 upon chain burst activation (Max: 3). Buffs to all allies upon chain burst activation based on Resonance lvl. |
![]() Caim |
Human | ✔️ ATK/DEF down![]() |
✔️ Through copying a skill with ![]() (Skill changes to End of Joker upon casting.) End of Joker: All Earth allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Summon, ![]() Strength: 30%Duration: 3 turnsStacking: Summon, ![]() Strength: 20%Duration: 3 turnsStacking: Summon, ![]() Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, ![]() Strength: 2000Duration: Indefinite, ![]() Strength: 10%Duration: 3 turnsStacking: Summon, ![]() Strength: 15%Duration: 3 turns, ![]() Strength: 1-4 stacksDuration: 3 turns, and ![]() "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". (Skill changes to Beginning of Joker upon casting.) ![]() ![]() Duration: Indefinite. (Can't recast.) |
✔️![]() |
✔️![]() |
✔️ Through copying a skill with ![]() (Skill changes to End of Joker upon casting.) End of Joker: All Earth allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Summon, ![]() Strength: 30%Duration: 3 turnsStacking: Summon, ![]() Strength: 20%Duration: 3 turnsStacking: Summon, ![]() Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, ![]() Strength: 2000Duration: Indefinite, ![]() Strength: 10%Duration: 3 turnsStacking: Summon, ![]() Strength: 15%Duration: 3 turns, ![]() Strength: 1-4 stacksDuration: 3 turns, and ![]() "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". (Skill changes to Beginning of Joker upon casting.) ![]() ![]() Duration: Indefinite. (Can't recast.) |
✔️![]() ![]() Duration: Indefinite. (Can't recast.) |
![]() Golden Knight |
Erune | ✅ Overchain labor Requires at least 15 buffs for CA Reactivation via ![]() (When Golden Knight has 15 or more buffs before attacking: Charge attack activates twice.). Note that some buffs count as multiple; ![]() Triple attack rate is boosted / Double attack rate is boosted / C.A. DMG Cap Boosted (Can't be removed) Multiplier: Normal counts as 5 for example. |
✅![]() Extend caster's buff durations by 1 turn. (Excludes 1-turn buffs.) ![]() (Gains a buff based on the type of skill replicated.) ![]() 1-turn cut to Golden Knight's skill cooldowns. |
✅![]() ![]() Base Accuracy: 150%Ignores foe's Delay immunity on all foes. If successful, gain ![]() Strength: 25%Unaffected by charge bar gain effects. ![]() (Gains a buff based on the type of skill replicated.) ![]() 1-turn cut to Golden Knight's skill cooldowns. |
❌ | ❌ | ✔️![]() (When Golden Knight has 15 or more buffs before attacking: Charge attack activates twice.) |
Sacrifices | ![]() Sara |
![]() Ayer |
![]() Lancelot and Vane (Summer) |
![]() NorcelCan give a slight boost to charge bar through his EMP Skill |
![]() Charlotta (Halloween)If a first mono element team clear has already been done |
![]() Karva (SR)If a first mono element team clear has already been done |
![]() AndiraIf a first mono element team clear has already been done |
Backline | ![]() CaimIf not bringing any other human characters |
![]() LobeliaIf not bringing any other human characters |
Grid
Earth Notable Main Hands
Other main hands not listed below can still be used, but will generally not bring anything noteworthy to the team.
![]() Last Sahrivar |
The best main hand you can bring in this fight as Earth. The water switch effect on ougi has a tremendous value, and really reduces the amount of damage taken. You can also ignore a lot of triggers by combining it with buncles. |
![]() Autumn's Transformation |
A decent replacement for Last Sahrivar if you missed Xeno, the ougi effect will grant a 80% / 30% armored effect to your team. |
Grid weapons : Magna
Note about Caim grids :
If you can afford it, it's worth noting that Caim provides a 50% DEF buff with
The Hanged Man ReversedWhen Sub Ally: When all equipped weapons are different, 20% boost to Earth allies' ATKPerpetuity modifier, 50% boost to DEF, and 10% boost to damage cap..
This will multiply your Effective HPThe number of raw HP equivalent that equates your HP + DEF combined by 1,5. This means using a Caim grid with 30k HP will be the same as using a non Caim grid with 45k HPAssuming no other DEF buffs.
Weapon | Role | Number of copies | Notes |
---|---|---|---|
![]() Harp of Renunciation |
HP skill Magna mod C.A cap up |
1 | Your best source of HP in grid |
![]() Nibelung Klinge |
HP skill Magna mod |
Up to 6 | The best magna HP weapon that you can bring, as it grants Big ATK + Small HP. You can even bring a Cosmic Katana with enough of them. |
![]() Yggdrasil Crystal Blade Omega |
Magna mod | Up to 3 | Your default slot if you don’t have enough Katanas. Can also be considered for Caim grids |
![]() Yggdrasil Dewbranch Omega |
HP skill Magna mod |
Up to 1 | The inferior version of Alexiel's Katana. Try to not bring too many as it’s not a good damage option. |
![]() Dawn Rising |
EX mod Earth ATK up |
1 | Pretty much the only raid where you’d use this weapon. If you’re not bringing ![]() |
![]() Mettle |
Normal mod Stackable ATK |
1 | Actually an excellent weapon to bring, as it can stack up to 50% ATK up whenever your characters get hit, for a total of 68% Normal ATK up.[1] |
![]() Nibelung Horn |
Stamina mod Crit |
1 | Stamina mod that can be nice to mix up your modifiers, but the crit part is ineffective against the wing. It's a good idea to bring one. |
![]() Bahamut Sword Coda |
HP skill Normal mod |
1 | As usual, consider races in your party and bring the proper weapon. A ![]() |
Weapons to consider for Caim grids | |||
![]() Ancient Perseus |
HP skill Magna mod |
Up to 1 | A good raw damage + hp option, but at the cost of DA rate reduced. Consider bringing if you can use Mahira's ![]() ![]() Triple attack rate is boosted / Double attack rate is boosted / C.A. DMG Cap Boosted (Can't be removed) Multiplier: NormalDuration: 5 turns. (Consumes all ![]() (Boost to Spirit Drums based on the number of stars) . Effect varies based on number of Drum Beat consumed.) At level 95: ![]() Triple attack rate is boosted / Double attack rate is boosted / C.A. DMG Cap Boosted (Can't be removed) Duration: 5 turns now always has maximum effectiveness. ![]() (Boost to Spirit Drums based on the number of stars) is no longer consumed upon cast. to compensate for example. |
![]() Yggdrasil Dewbranch Omega |
HP skill Magna mod |
Up to 1 | The inferior version of Alexiel's Katana. Only consider bringing one if you can't farm Alexiel's Katana, or if you need HP for a Caim grid. |
![]() Autumn's Transformation |
Crit Magna mod DA |
Up to 1 | A decent grid slot, especially if the grid is lacking in Magna modifiers. |
![]() Scales of Dominion |
EX mod Cap up |
Up to 1 | While it is difficult to reach the Auto damage cap, the additional cap up can be useful in order to deal more damage with skills and charge attacks. |
Grid weapons : Primal
The comment from the Magna section about Caim grids applies for Primal grids as well.
Since Caim Titan grids are more common, I will suggest weapon quantities that fit for this setup instead.
Weapon | Role | Number of copies | Notes |
---|---|---|---|
![]() Harp of Repudiation |
HP skill Normal mod C.A cap up |
1 | Your best source of HP in grid |
![]() Mirror-Blade Shard |
HP skill Normal mod DA Crit |
1 | Good grand weapon for HP |
![]() Ichigo Hitofuri |
Stamina mod Normal mod |
1 | Excellent source of damage as it brings additional stamina mod. |
![]() AK-4A |
Normal mod TA |
Up to 1 | Good source of damage as it brings a lot of normal mod. |
![]() Dawn Rising |
EX mod Earth ATK up |
1 | Pretty much the only raid where you’d use this weapon. If you’re not bringing ![]() |
![]() Mettle |
Normal mod Stackable ATK Garrison |
1 | Actually an excellent weapon to bring, as it can stack up to 50% ATK up whenever your characters get hit, for a total of 68% Normal ATK up.[1] Additionally, it also grants small Garrison which is always welcomed. |
![]() Nibelung Klinge |
HP skill Magna mod |
1 | The best magna weapon to slot. |
![]() Ancient Bandages |
Enmity mod DA Garrison |
1 | A powerful gacha earth weapon, thanks to the combination of Big enmity and med garrison. |
![]() Parashu ![]() Carnwenhan |
HP skill Normal mod |
Up to 1 | If you happen to have them laying around, but don’t go out of your way to bar them. |
![]() Tribunal Thunder |
HP skill Normal mod |
Up to 1 | The F2P replacement for the above 30 Gold Moons weapons. |
![]() Scales of Dominion |
EX mod Cap up |
Up to 1 | A better option in Titan grids compared to Magna, since Titan has more inherent damage. |
![]() Stratomizer |
Enmity mod Normal mod |
Up to 1 | An excellent enmity option thanks to its Big enmity skill. |
![]() Solomon's Axe |
Enmity mod Normal mod |
Up to 1 | The F2P counterpart to Stratomizer |
Earth specific summon picks
![]() Aquamarine Carbuncle ![]() Gilgamesh |
Defensive carbuncles will allow you to have a 100% damage cut when coupled with ![]() ![]() Gain ![]() Strength: 20%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. All allies gain ![]() Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. whenever a ![]() ![]() Duration: 1 turn Damage Cut reducing damage taken for all elements. Warning! Does not work for Plain Damage! and ![]() Strength: 40%Duration: 1 turn . is up. |
![]() Uriel |
Great summon choice, as it grants an ATK/DEF buff for 3 turns, as well as 30% meter which can be useful in order to ready an overchain burst on time for the labor. |
![]() Qilin |
Key skills to reset with qilin :
|
Full setup examples
Please keep in mind that those setups are only indicative and are only one example among many.
You will have to tweak the grid weapon in order to reach the 30k HP threshold, and adapt your characters and summon grid depending on what you own.
Magna users will generally use double Yggdrasil or Yggdrasil x Uriel, while Titan players will prefer double Titan.
Yggdrasil / Overchain labor
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The high total HP of this party allows to use Blue Potions with great efficiency.
Uriel support allows you to get the OC burst ready for labors if the raid is fast and you don't have the time to take much turns.
Titan Caim grid / Overchain labor + 10% Burst
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A high base HP combined with Garrison and Enmity mod, which allows to place safely at a low % HP for maximum enmity strength.
Do not take Gopherwood Ark at 25% and wait until 10% to burst with an overchain thanks to Magisa (Holiday)'s
Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
.
Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
Wind
Role and general playstyle
Wind is the main debuffer of the raid, thanks to Yurius' ability
Discover TruthInflict
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.).
The wind player is expected to take care of Fourth LaborWind ATK is boosted (Can only be removed by dealing 10,000,000 or more wind DMG in 1 turn)
and Tenth LaborLands a random debuff on all allies every turn (Can only be removed by ending a turn with 10 or more debuffs on the foe)
since local debuffs such as Multi-Decree500% Wind damage to all foes (Damage cap: ~630,000).
Inflict MizaruHP is lowered on every turn / ATK is lowered (Effect increases upon each Multi-Decree cast [Max: 3 times] / Can't be removed)
Strength: 2016 damage per turn / 5% (Max: 15%)Duration: IndefiniteLocal status effect, IwazaruDEF is lowered (Effect increases upon each Multi-Decree cast [Max: 3 times] / Can't be removed)
Strength: 5%Duration: IndefiniteLocal status effect, KikazaruAndira's C.A. DMG and DMG cap are boosted (Effect increases upon each Multi-Decree cast [Max: 3 times] / Can't be removed)
Strength: 15% C.A. DMG Up (Max: 45%) / 10% C.A. DMG Cap Up (Max: 30%)Duration: IndefiniteLocal status effect. (Debuff effect specs increase upon each cast [Max: 3]) count toward the debuff count.
They have very little sustain issue if using Andira thanks to
Unborn, UndyingFully restore all allies' HP.
Restore all parties' HP (Healing cap: 1000).
Inflict 30% DEF DownDEF is lowered
Strength: 30%Duration: 3 turns and 30% Debuff Res. DownDebuff resistance is lowered
Strength: 30%Duration: 3 turns on all allies.
At level 55:
Debuffs reduced to 25% DEF DownDEF is lowered
Strength: 25%Duration: 2 turns and 25% Debuff Res. DownDebuff resistance is lowered
Strength: 25%Duration: 2 turns for 2 turns..
Seofon with his
Cuore di LeoneAll allies 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%..
Lower SwordshineATK and multiattack rate is boosted
Multiplier: Perpetuity lvl by 3.
(Requires SwordshineATK and multiattack rate is boosted
Multiplier: Perpetuity lvl 3 or higher.) acts as a great charge bar reserve for Yurius, and by using his Seven-Star's BrillianceAll allies 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
Strength: 150%Duration: 1 turn , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted
Strength: 90%Duration: 1 turn . (Can't recast), Wind can burst a good chunk of HP in the last 10% of the fight.
With their multiple DEF buffs, heals and dispels, Wind is a great self sustaining element that is pretty easy to handle : it makes for a good beginner's element.
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Characters
✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…
Character | Race | Labors and DebuffsLabors that the character helps clearing, or useful debuffs they bring | Dispels | Delays | Team sustainTeam heals, Team shields, or Team DEF buff | Tanking abilitiesDamage cuts, Substitute, Dodge + Aggro up, anything that can help bypass a trigger safely | DPS or Burst enablerCharacters with high DPS / that can help the team to burst / with good offensive team buffs |
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![]() Yurius |
Human | ⭐ ATK/DEF Down![]() ![]() Strength: 10% (Max: 40%)Base Accuracy: >100%Duration: 180 seconds, ![]() Strength: 10% (Max: 40%)Base Accuracy: >100%Duration: 180 seconds, and a random debuff on all foes. (Consumes 10% of charge bar.) ✅ Debuffs labor ![]() ![]() Strength: 10% (Max: 40%)Base Accuracy: >100%Duration: 180 seconds, ![]() Strength: 10% (Max: 40%)Base Accuracy: >100%Duration: 180 seconds, and a random debuff on all foes. (Consumes 10% of charge bar.) |
✔️![]() (Gain ![]() Strength: 30% upon successfully removing a buff). |
✔️![]() ![]() Ignores foe's Delay immunity. If successful, gain ![]() Strength: 30%Unaffected by charge bar gain effects. |
❌ | ❌ | ❌ |
![]() Andira |
Erune | ✔️ Debuffs labor![]() Inflict ![]() Strength: 2016 damage per turn / 5% (Max: 15%)Duration: IndefiniteLocal status effect, ![]() Strength: 5%Duration: IndefiniteLocal status effect, ![]() Strength: 15% C.A. DMG Up (Max: 45%) / 10% C.A. DMG Cap Up (Max: 30%)Duration: IndefiniteLocal status effect. (Debuff effect specs increase upon each cast [Max: 3]) |
✔️![]() |
❌ | ✅![]() Restore all parties' HP (Healing cap: 1000). Inflict ![]() Strength: 30%Duration: 3 turns and ![]() Strength: 30%Duration: 3 turns on all allies. At level 55: Debuffs reduced to ![]() Strength: 25%Duration: 2 turns and ![]() Strength: 25%Duration: 2 turns for 2 turns. ![]() ![]() Level 100: After 2nd cast: Critical hit rate is boosted After 3rd cast: DMG cap is boosted Duration: 6 turnsLevel 100: Can't be removed, increasing in effect for 3 turns, then decaying until it ends. At level 100: ![]() Level 100: After 2nd cast: Critical hit rate is boosted After 3rd cast: DMG cap is boosted Duration: 6 turnsLevel 100: Can't be removed now has maximum effectiveness for all 6 turns and can't be removed. From 2nd cast onward: ![]() Level 100: After 2nd cast: Critical hit rate is boosted After 3rd cast: DMG cap is boosted Duration: 6 turnsLevel 100: Can't be removed also boosts critical hit rate50% chance of dealing 20% more damage.. From 3rd cast onward: ![]() Level 100: After 2nd cast: Critical hit rate is boosted After 3rd cast: DMG cap is boosted Duration: 6 turnsLevel 100: Can't be removed also boosts damage cap by 10%. |
✔️![]() ![]() Strength: 2500Duration: 3 turns for 3 turns and ![]() Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute for 1 turn. At level 75: Shield endurance increased to ![]() Strength: 3500Duration: 3 turns. At level 90: Shield endurance further increased to ![]() Strength: 4000Duration: Indefinite and now has indefinite duration. Also grants ![]() Strength: 30%Duration: Until hit (Ends upon taking damage). When used with ![]() ![]() Strength: 20% ATK Up / 20% DA Up / 10% TA Up / 20% Bonus Wind DMGMultiplier: UniqueDuration: Indefinite upon using charge attack (Effect ends upon dodging). |
✔️![]() ![]() Level 100: After 2nd cast: Critical hit rate is boosted After 3rd cast: DMG cap is boosted Duration: 6 turnsLevel 100: Can't be removed, increasing in effect for 3 turns, then decaying until it ends. At level 100: ![]() Level 100: After 2nd cast: Critical hit rate is boosted After 3rd cast: DMG cap is boosted Duration: 6 turnsLevel 100: Can't be removed now has maximum effectiveness for all 6 turns and can't be removed. From 2nd cast onward: ![]() Level 100: After 2nd cast: Critical hit rate is boosted After 3rd cast: DMG cap is boosted Duration: 6 turnsLevel 100: Can't be removed also boosts critical hit rate50% chance of dealing 20% more damage.. From 3rd cast onward: ![]() Level 100: After 2nd cast: Critical hit rate is boosted After 3rd cast: DMG cap is boosted Duration: 6 turnsLevel 100: Can't be removed also boosts damage cap by 10%. |
![]() Seofon |
Human | ❌ | ❌ | ❌ | ❌ | ❌ | ✅All of Seofon's kit |
![]() Grimnir |
Primal | ❌ | ❌ | ✔️![]() Gain ![]() Strength: 30% and ![]() Strength: 20%. Inflict ![]() Ignores foe's Delay immunity. If successful, gain ![]() Strength: 30%Unaffected by charge bar gain effects. |
✔️![]() ![]() Strength: 2000Duration: Indefinite, ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", and ![]() Duration: Indefinite. From 2nd cast onward: All Wind allies also gain ![]() (Effect removed on next all-foe all-ally attack) Duration: Indefinite and ![]() Strength: 100% chance of taking 50% less damage.Duration: 3 turns. |
✔️![]() ![]() Strength: 2000Duration: Indefinite, ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", and ![]() Duration: Indefinite. From 2nd cast onward: All Wind allies also gain ![]() (Effect removed on next all-foe all-ally attack) Duration: Indefinite and ![]() Strength: 100% chance of taking 50% less damage.Duration: 3 turns. |
✅![]() ![]() Multiplier: UniqueDuration: 6 turns. (Boost to specs based on ![]() Multiplier: Unique lvl) From 2nd cast onwards: All allies also gain ![]() Strength: 15%Multiplier: AssassinDuration: 1 turn . ![]() ![]() Multiplier: UniqueDuration: Indefinite lvl rises by 1 upon using buff skills or charge attacks. (Boost to ATK and charge bar gain based on God of War lvl.) |
![]() Morrigna |
Primal | ❌ | ✔️![]() |
❌ | ❌ | ✅![]() ![]() Strength: 30% ATK Up / Guaranteed triple attack / 20% DMG Cap Up / 40% Dodge Rate Up / 70% DEF DownMultiplier: UniqueDuration: Indefinite. (Can't grant Bua effect to more than 1 ally at a time.) used with ![]() |