User:Boblers/Sandbox3

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

Changelog
This is a list of all notable updates made to this guide. Note that these updates don't always line up with game updates.
 * If multiple updates happen within the same day, they're batched together into that day's entry in this log. For a full archive of edits, you can view the History button at the top of the article.
 * Sometimes a couple days of analysis time are needed to judge where new co-abilities can be used. Some new co-abilites may end up not being useful enough, in which case a particular game update might not justify a guide update.
 * Build updates happen as the meta develops, which also can be off-schedule from actual game updates.
 * Formatting changes occur based on user feedback and discussion over time.

Co-ability Basics
Each adventurer has access to a Co-ability (often abbreviated to "coab", or primary co-ability) as well as a Chain Co-ability (often abbreviated to "CCA", or secondary co-ability). We will cover Chain Co-abilities later.

Co-abilities will often depend on the adventurer's weapon type, as follows:

Rare Co-abilities
Some adventurers will have a different co-ability than what would be normal for their weapon type. We will call these "Rare Co-abilities":

Co-ability Mechanics
When using Co-abilities, their mechanics must be kept in mind:
 * Effect Intensity - The initial intensity of a Co-ability will start at different amounts depending on the adventurer's base rarity.
 * For instance, a  will start with a 1% strength co-ability, while a   will start with a 5% strength co-ability.
 * Co-abilities can be upgraded in the 5th floor of the Mana Circle, and once fully upgraded, all co-abilities will have the same intensity. For example, a fully-upgraded and a fully-upgraded  will both have a 10% strength co-ability.
 * Backline - Co-abilities will affect your own team in solo play, but will only affect yourself in co-op play. This means that the 3 units in the "back" who don't enter combat, called your "backline", can still support your main adventurer with their co-abilities. However, the other human players will not be affected by your co-abilities at all.
 * In raids, the same principle applies. Co-abilities will only affect your own team, and there is no interaction of Co-abilities between human players.
 * Stacking Restrictions - You cannot stack two of the same Co-ability on a team - the highest value wins. For example, if you have 2 blades with Strength +8% and Strength + 10%, only the 10% will be applied.
 * Slightly-Confusing Wording - Literally every co-ability says "benefits your whole team" at the end, so you can ignore that text for the most part. Where this gets confusing is for effects such as "Poison = User Strength" that only affect the user. It won't buff the entire team when one person lands poison, but anyone on the team is able to activate it on themselves.

Chain Co-ability Mechanics
Chain Co-abilities work similarly to normal co-abilities, but there are some notable differences:
 * Effect Intensity - Unlike normal co-abilities, chain co-abilities will not equalize once fully upgraded. Adventurers with higher base rarity will have higher maximum values on their chain co-abilities.
 * No Stacking Restrictions - Chain co-abilities are freely able to stack with other chain co-abilities, and with normal co-abilities. There is no maximum cap on how much you can stack.
 * Element Locking - The vast majority of chain co-abilities must match the element of the original adventurer. For example, a Light adventurer may have a chain co-ability that only works on other Light adventurers.
 * The main 5 story adventurers (,, , , and ) are exceptions to this rule. Their chain co-abilities have no element lock, and theorefore work on anyone. However, their chain co-abilities have the intensity of a rather than a.
 * Wide Variation in Availability - An adventurer's chain co-ability could be almost anything - there is no pattern based on weapon type. Sometimes it will be something that aids the adventurer's play style, and sometimes it will have nothing at all to do with their play style.

General Co-ability setups
From a building standpoint, chain co-abilities (CCAs) tend to be less significant than normal co-abilities in most cases. As such, they should only be considered after a general co-ability backline has been attempted, so that it can be further optimized.

Misc Unique CCAs
Utility
 * Buff Skill Time
 * Dragon Haste
 * Combo Time
 * Combo = Shapeshift Prep (Gala Leonidas only)

Healing
 * low HP = healing (Lea, Hedward, Zena, Jiang Ziya)
 * combo = healing (Summer Norwin only)
 * shapeshift = healing (Gala Prince only)

Force Strike
 * damage taken = FS (Hunterzerker only)

Energy
 * combo = Energy (Sarisses)

HP or Defense
 * HP
 * Defense

Strength
 * Combo = strength
 * Affliction = user strength
 * Dragon's Claws - significant for adventurers with ample access to dragon form, such as Forte
 * High HP = strength - 6% at the high end, falling below the 10% of Blades. This CCA is usually not relevant.
 * Low HP = strength - 15% at the high end, beating the 10% of Blades. Ideal on enmity adventurers.
 * Energy = strength (Annelie, Summer Luca, Vixel) - 10% at highest
 * strength doublebuff (Gleif, Aeleen, Pia) - 10% at highest
 * taking damage = strength (YCass only) - 13% at highest
 * HP recovery = strength (DYLily only) - 8% at highest
 * Poised strength (DYVictor only) - 13% at highest
 * Dodge = strength (Yoshitsune only) - 10% at highest

Critical Rate
 * Combo = crit rate
 * Affliction = user crit rate
 * High HP = crit rate (Kirsty, WXania) - 8% at highest
 * crit rate doublebuff (Granzal, Lowen) - 10% at highest

Inspiration
 * Energy = inspiration (Lucretia only)

Shield
 * low HP = shield (Chelsea and Grace)

Affliction Chance
 * Affliction Edge

Elemental Resistance
 * combo = elemental res
 * affliction = user elemental res
 * High HP = elemental res
 * Low HP = elemental res
 * Energy = elemental res
 * elemental res doublebuff